DanLewisTN | 27 Aug 2016 10:23 a.m. PST |
What is the scale of the game, what do units represent on the board? U know it's 15mm but what does distance represent. Are they historical simulation rules or competitive gaming rules, that happen to us WWII miniatures. Base if Men equal a squad. 1 tank is 1 tank? I understand it's based on a tournament type format. Are the rules usable for a more traditional historical scenarios type wargames? |
21eRegt | 27 Aug 2016 10:56 a.m. PST |
Scale is: small arms = 16" MGs and short-barreled guns = 24" Typical tank guns = 32" Special cannons = 40" Trying to expand beyond that will just give you a headache. Definitely competitive gaming rules IMHO. A vehicle is a vehicle, but a stand is more a fire team than a squad. So most armies have 2-3 stands per squad. I've played a few tournaments, countless pickup games and a few scenarios where we ignored points. For our group, tastes and available time it works well. YMMV. |
DanLewisTN | 27 Aug 2016 1:15 p.m. PST |
ok, that's the range of the weapons, not the scale. What I mean is 1" = 50 meters as an example. |
nazrat | 27 Aug 2016 1:31 p.m. PST |
There is no set ground scale. A figure equals,one man, so a base is a half squad or a fire team depending on the way the force is represented. A tank equals a tank. |
Winston Smith | 27 Aug 2016 1:31 p.m. PST |
The scale is not defined, deliberately. The aim is to fit both pistol ranges and 155mm artillery on the table. It has been called "logarithmic" on that case. So pistols have a 4" range, while 155mm artillery can have a 80" range. A 2pdr AT gun will have a 24" range. We are to ignore the inconsistency, because in game terms it works. Using this same logarithmic scale, a pair of hub to hub Sherman tanks are on game scale really 10 yards apart. Take 10 Sherman tanks hub to hub and the math puts them NOW 100-150 yards apart. There is no strict ground scale. |
Weasel | 27 Aug 2016 1:58 p.m. PST |
Its geared more towards the pick up and play style. You can play historical scenarios and a lot of people do, but the "default" is army lists and a sort-of-competitive atmosphere. |
VVV reply | 27 Aug 2016 2:05 p.m. PST |
1 model = 1 tank/man but the men are mounted on bases with multiple figures. FoW is a set of gaming rules. |
DanLewisTN | 27 Aug 2016 2:20 p.m. PST |
Thanks guys I get it now😎 |
RetroBoom | 27 Aug 2016 6:20 p.m. PST |
As Winston sates, its a logarithmic scale. So the farther apart things are, the ground scale grows exponentially. Things right next to each other are probably within 10 yards, 16" is probably about 300-500yds, 32 is maybe 2000yds, and 80" is miles. Its an abstraction and a pretty clever one. |
Extra Crispy | 27 Aug 2016 8:05 p.m. PST |
Yup. As good a simulation as there is at this scale these days. |
jdginaz | 27 Aug 2016 11:54 p.m. PST |
"Yup. As good a simulation as there is at this scale these days." Far from it. |
VVV reply | 28 Aug 2016 1:57 a.m. PST |
Indeed Mark has commented on house rules to make FoW a bit more realistic I play it straight up and with modifications. For my house rules I have hidden movement, opportunity fire and use an alternating platoon activation system (instead of IGOUGO). I'm currently finishing my infantry for a possible game in January. It will be half-size (all base half size, all measurements converted to 1/2 inches). So even with a large (3000pt) army on a 4x6 table, the flanks of both sides will be quite open. |
Extra Crispy | 28 Aug 2016 3:20 p.m. PST |
@jdginaz What would you suggest? I have not found a better game for this scale of play (i.e. 1 tank = 1 tank, but infantry based in groups). |
Extra Crispy | 28 Aug 2016 3:21 p.m. PST |
Incidentally, I have never found a set of rules that my fiddling with didn't improve |
VVV reply | 29 Aug 2016 2:55 a.m. PST |
What would you suggest? I have not found a better game for this scale of play (i.e. 1 tank = 1 tank, but infantry based in groups). I think you already have it; unit activation rather than one side goes, then other side goes. Overwatch so that the active side can be done-unto as its units do things (really thats a fundamental requirement of IGoUGo systems). And one more thing, spotting the targets. This I think is very important. The fundamental advantage of infantry is not the difficulty in being killed, but concealment. Any rules that do not allow for this just a game, nothing to do with reality. |
Last Hussar | 29 Aug 2016 4:30 a.m. PST |
EC- IABSM. They positively encourage you to fiddle. |
jdginaz | 29 Aug 2016 9:41 p.m. PST |
EC-Both IABSM and CoC are very good at simulating the problems faced by unit commanders in WWII. |