Help support TMP


"Tabletop Miniature Game Convention" Topic


9 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

In order to respect possible copyright issues, when quoting from a book or article, please quote no more than three paragraphs.

For more information, see the TMP FAQ.


Back to the Game Design Message Board


Areas of Interest

General

Featured Hobby News Article


Featured Recent Link


Featured Showcase Article

Modular Buildings from ESLO

ESLO Terrain explains about their range of modular buildings.


Featured Profile Article


695 hits since 27 Dec 2017
©1994-2024 Bill Armintrout
Comments or corrections?

sillypoint27 Dec 2017 9:41 p.m. PST

In miniature tabletop gaming there are necessary conventions that allow the figures and the game to flow.

Obviously, there are rulesets that may address some aspects, but generally concepts are understood conventions, for example, army start lines.

What concepts do you find intriguing, annoying or questionable? Why? Can you suggest an elegant solution?

JimDuncanUK28 Dec 2017 5:54 a.m. PST

Oh, none of that, I just play the game and I either like it or I don't like it and play another game.

Rudysnelson28 Dec 2017 10:04 a.m. PST

Too many variables to answer completely. Era, air, water, land operations, level of units represented, scale of units. Complexity of the rules is expected in a tournament but can be a hindrance if there are a lot of players or you are new to them. So many more considerations.
As Jim said just play and enjoy the experience.

evilgong28 Dec 2017 3:36 p.m. PST

Start lines are an interesting example, many games exhaust the first hour of game time as the forces march to where they were always going to end in contact.

Why not pick up the figs and just teleport them across the table to the tactical interaction distance.

David F Brown

Personal logo 20thmaine Supporting Member of TMP28 Dec 2017 6:31 p.m. PST

Terrain and ground scales bother me – a small hamlet of 2 or 3 houses is placed on the typical table – and suddenly it occupies the same area as a vast town. Roads – we must have them for figures to march down, but the figure ratio is 1:50 and the ground scale is 1mm = 1 yard. So my dirt road is…60 yards wide, my highways several hundred yards across.

The only solution seems to be smaller figures…but I don't wish to game solely with 2mm figures.

sillypoint28 Dec 2017 11:55 p.m. PST

I find units based as elements, unable to pivot as their rear corner would clip the unit next to it, disordering both, perplexing.

Rules that state that no element is able to move 6" (for example) yet a unit is able to incline 1" per 3" forward movement. It does not worry me, but the element has effectively moved more than 6".

Being pushed back into a friendly unit = destroyed.

Traditionally, units defending castle walls (or such like) are not able to.

PJ ONeill29 Dec 2017 8:23 a.m. PST

Evilgong- If you take the maneuver out a game, and start with a line against a line, I consider that a die-rolling contest, and not a wargame. I want to pit my skill at playing against my opponent's skill and not my dice against his.

Frank Wang04 Jan 2018 5:23 a.m. PST

@PJ ONeill
agree with that

Wolfhag04 Jan 2018 10:47 a.m. PST

The only one that really comes to mind is the way reserves are brought on to the table. I've seen games where a player sat there waiting 30-90 minutes before getting into the game. The reason was that he missed the die roll or the game turn "magically" ended before he could be activated.

Having a game scale and figures that don't match reality is another one.

Wolfhag

Sorry - only verified members can post on the forums.