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"classifying types of turn order in games" Topic


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20 Feb 2015 11:38 a.m. PST
by Editor in Chief Bill

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Skarper19 Mar 2020 7:15 p.m. PST

Disclaimer – I didn't read the posts above!

My system uses a model based on Clausewitz's 'TENSION AND REST' observation.

Basically – one side has the initiative and can start taking actions that force the other into a reactive posture. They will keep this initiative until they somehow lose it.

They might be stopped in their tracks by enemy reaction.

They might make a mistake and take and action that the enemy can safely ignore.

They might just run out of steam and need a rest and reorganize before again taking the initiative.

The basic mechanic I use is an 'ACTION TASK CHECK' [ATC] to take any action the failure of which places a 'LULL' that stops all action within <100m for that side.

when you have no units left not under a LULL = or none you wish to attempt an ATC with – you pass INITIATIVE to the other side.

When you don't have the INITIATIVE you can try to shoot back at enemy who fire – shoot at enemy who move – sometimes try to move – try to call for artillery etc.

It seems to work well and eats up time in a way IGOUO systems seem not to, because often you prefer to wait rather than rush things.

For example – if you need to suppress an MG nest before moving your infantry inside its LOS – then it might take a while to do so.

Aldroud05 Apr 2020 6:27 p.m. PST

I've been knocking around a system using playing cards, 3 to 10 all suits plus two jokers. Deck is shuffled and three cards handed out to each player, who may put them in any order they wish. Player may make as many actions as the face value if the card.

BUT! Here's the rub. The action player doesn't know how many action points he has, his allocation is held by his opponent. So player A has no idea when an action he wants to accomplish exceeds his allococation. When he has taken as many actions as are the card, his opponent turns the card face up. Now player B starts his actions based on the hidden card player A holds. Once all three card are used by each, return the cards to the deck, shuffle, and redeal.

Jokers are wild cards that initiate fog of war or FUBAR events.

14Bore15 Apr 2020 3:10 p.m. PST

Solo not sure it would work very well or poorly to try a individual Igougo but by individual unit being battalion, cav reg or btry. While the troops are out on the board could try 1 round.

UshCha16 Apr 2020 3:31 a.m. PST

14 Bore thats why we have some element of moving altogether permitted but its not as fast, keeping lots of elements like battalions would need a lot of line dressing to stop it getting out of syncronisations. Again in our rules you could allow faster a movement but at the expence of some asycronous movement.

14Bore16 Apr 2020 8:08 a.m. PST

Before wrapping them up continued a impulse but move counter more by individual units. Could start with any unit, a failed morale didn't stop the turn and every unit got to move or fire even if the opposing side had no move. Each side started with its stronger front, fired units first and ended with maneuvers towards the end.
Was a interesting experiment

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