PJ ONeill | 24 Jan 2016 1:10 p.m. PST |
I thought I'd tap into the group's knowledge. Is anyone familiar with, or know of a rule set that uses a turn sequence- Move, Move, both sides simultaneously shoot with a fire penalty if moved ? Initiative (decides who moves first), alternates each turn. I'm sure it's been done, but I don't know of rules that do that, which make me think that there are unforeseen "difficulties". Sorry if this has been covered before. |
Ron W DuBray | 24 Jan 2016 1:22 p.m. PST |
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RavenscraftCybernetics | 24 Jan 2016 1:46 p.m. PST |
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Editor in Chief Bill | 24 Jan 2016 1:54 p.m. PST |
You mean sequential movement but simultaneous firing? |
PJ ONeill | 24 Jan 2016 2:09 p.m. PST |
"You mean sequential movement but simultaneous firing?" Yes, sorry to be unclear. One side moves all units then the other side moves all. Firing is simultaneous and if you moved a unit, that unit has a fire penalty. Casualties (and morale checks)are taken at the end of the turn. One side decides who moves first and on the next turn, the other side chooses which side moves first. It seems a very simple system and I'm surprised not to see more rules that do that. Makes me think that there are non obvious pitfalls to that sequence. Thanks. |
Cardinal Ximenez | 24 Jan 2016 2:14 p.m. PST |
Tactica uses something similar with minor differences. DM |
Dan 055 | 24 Jan 2016 2:36 p.m. PST |
Until warhammer came along, and its talentless clones, your description was how most games worked. |
Extra Crispy | 24 Jan 2016 2:38 p.m. PST |
I think it was a very popular turn structure at one time. I know I've read lots of rules that use it but just can't bring them to mind just now. |
Shedman | 24 Jan 2016 5:10 p.m. PST |
Battles for Empire and Ak47 Classic spring to mind |
PJ ONeill | 24 Jan 2016 5:41 p.m. PST |
Many thanks to all who answered. |
Martin Rapier | 25 Jan 2016 12:10 a.m. PST |
AK47, Spearhead and its derivatives, Command Decision IV to name but a few. It is a popular mechanism which works well as it is easy to adjudicate and fast. The only real problem is that it precludes any sort of prep fire in the turn sequence unless you bolt on a cumbersome extra step (like CD does). |
blacksmith | 25 Jan 2016 4:05 a.m. PST |
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ColCampbell | 25 Jan 2016 7:19 a.m. PST |
All of Larry Brom's "big battle" (i.e., non-TSATF) games use this sequence. Roll initiative, Side A moves, Side B moves, both sides shoot simultaneously, both sides roll morale for weapons casualties, charges are adjudicated with any resulting close combats, both sides roll morale for close combat loses, then start all over again. Jim |
Garth in the Park | 25 Jan 2016 8:34 a.m. PST |
It's often used in naval and air games. The person who moves second, obviously, is at a huge advantage, so there's typically some sort of initiative roll or pre-sequence contest to determine who gets to move second. |
RetroBoom | 25 Jan 2016 11:43 a.m. PST |
Featherstone used this. Except instead of a firing penalty, you resolved all shooting from stationary shooters first, then moving shooters. I like it. |
PJ ONeill | 25 Jan 2016 12:34 p.m. PST |
Thanks again for the posts, they have been really helpful. Cheesesailor77- I think it was Featherstone who came up with my favorite sequence- You move, I shoot then I move, you shoot. But I want to consolidate it even more. Strangely enough, I originally had what you said, but, because of the way I was calculating Fire Power, increasing the fire penalty by one more got the exact same result. |
RetroBoom | 25 Jan 2016 12:49 p.m. PST |
PJ, except that the featherstone way kills moving targets before they get to fire back, right? |
PJ ONeill | 25 Jan 2016 1:30 p.m. PST |
Cheese- That is right, but as I am counting figures as 1 point of fire factor, the moving penalty removes a figure that might have fired back. (With casualties taken at turn-end). I may be going for too much streamlining and might go back to "stationary figs fire first" Thanks for your input. |
Ottoathome | 25 Jan 2016 2:11 p.m. PST |
Dear PJ Yes I do, and you've played them. They are my own "Oh God! Anything But a Six! I have them for the 16th, 17th, and 18th centuries. The sequence is The side with initiative last turn draws the event card for this turn. The side with initiative last turn now tries to keep (or lose initiative) if he wants to. The side with initiative moves. The side without initiative moves. Both sides engage in simultaneous fire and combat. Rally Phase End of turn. Send me your snail mail postal delivery address and I will send you the rules for each period. Otto' |
PJ ONeill | 25 Jan 2016 2:47 p.m. PST |
Hi Otto Thanks for reminding me, we had lots of fun with those rules. If you want, you can save the postage if you are going to Cold Wars- I will be there. I don't mind posting my address here- 32 Pugsley Pkwy, Cortlandt Manor NY, 10567 My e-mail is pj.oneill07 at gmail.com (that is zero seven) We almost named our small gaming group "Anything but a six" Thanks |
Ottoathome | 25 Jan 2016 3:23 p.m. PST |
Dear PJ That will be fine. I will going to Cold wars and will bring along copies of the rules, along with cards and stuff to play with. Otto |
PJ ONeill | 25 Jan 2016 3:36 p.m. PST |
Thanks Otto, looking forward to it. Beers on me. |
jwebster | 27 Jan 2016 12:30 a.m. PST |
Move, Move, both sides simultaneously shoot with a fire penalty if moved
Rank and File has this mechanism John |