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575 hits since 13 Sep 2018
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Comments or corrections?

UshCha13 Sep 2018 2:41 a.m. PST

In the art of war surprise features at many levels. The question here is at a level where for whatever reason an enemy is caught out at a tactical level. The extreme may be that the troops are asleep in their barracks, at the other end they may take a few seconds to get their weapons as the enemy were only spotted as they entered into range.
I am interested if you do scenarios that cover this type of thing? I have an interest in this as we are looking into this for our issue two rules. If it's uncommon then adding this complcation may put new starters off.
Interestingly a gentleman recently was put off the rules as although he agreed they were simple, they offered too many options. So obviously adding more options even if all it needed was the same rules with just guidance material on how to achieve the objective may be too much.

advocate13 Sep 2018 5:55 a.m. PST

It seems like the extreme cases may be scenario driven rather than something you'd want in the main body of the rules. Depending on the increments of time your turns represent, then 'reaction time' to an unexpected event could be incorporated, but you get the question of what you can do while reacting. Do nothing? Carry on with previous action? Drop to the ground?
Adding another layer of detail is relatively easy, but what does it get you? Would it be simpler to just give a bonus to the first shots fired and an enemy that is unaware of the firer?

Old Contemptibles Supporting Member of TMP13 Sep 2018 7:12 a.m. PST

We did Trenton a few months back. The Hessian Players had to roll to activate their troops and commanders. They were in the barracks and in houses throughout the town. These are not options they are part of the scenario rules. I have done similar things in other scenarios. It makes the game more fun and engaging.


Old Contemptibles Supporting Member of TMP13 Sep 2018 7:18 a.m. PST

If you are worried that they will never activate then have them automatically activate by a certain turn. Also make sure it isn't too hard to activate them.

Dn Jackson13 Sep 2018 8:41 a.m. PST

We use disorder rolls ala Johnny Reb. In scenarios with surprise you have to pass a disorder roll in order to respond to the surprise.

robert piepenbrink Supporting Member of TMP13 Sep 2018 12:11 p.m. PST

There are certainly scenarios which call for an activation system. I myself would not use them in a game with an opponent, much less a new player. There is no worse way to lose a game than not being allowed to move--which is why Napoleon's Battles and I parted company.

Oberlindes Sol LIC13 Sep 2018 2:35 p.m. PST

I've had pretty good results with having one side set up with some of all of their units hidden, and the other side advancing through the table with orders to check several objective markers.

Personal logo Extra Crispy Sponsoring Member of TMP13 Sep 2018 5:21 p.m. PST

It's a fine balance. Too quick activation, surprise is worthless. Too much and your defender feels robbed.

I go with something like this: die roll on turns 1-3, then allow some number of units automatically on each turn thereafter. Automatic if an enemy shoots at them, or someoen comes in close range etc.

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