"Why I Hate Simultaneous Movement" Topic
8 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.
Please do not use bad language on the forums.
For more information, see the TMP FAQ.
Back to the Wargaming in General Message Board
Areas of InterestGeneral
Featured Hobby News Article
Featured Link
Featured Workbench ArticleThe Editor learns about downloading, printing, and binding a ruleset.
|
Tango01 | 24 Apr 2022 9:28 p.m. PST |
"I used to love simultaneous movement. I first met this system when I tried Sniper (SPI). What fun I had fighting house to house combat! You and your opponent write down which soldier shoots or where they move. The results could be unpredictable. Soldiers would wander past each other or panic and run into walls. When you had a squad of thirteen soldiers, it took a while to write down orders for each one. Then there was Wooden Ships and Iron Men (TAHGC). This had simultaneous movement. It was a little easier. The ships did not move as fast and the movement was limited. You knew that the enemy would not turn into the wind. The frigates at full sail were fast. However, at full sail you would take double hits and would soon lose your masts and then you would be slower than ever. Simultaneous movement resulted in a number of occasions where both ships sailed past each other without shooting. The more ships you had, the more difficult it was. It was extremely difficult to plot more than six ships…" More here
link Armand |
Florida Tory | 25 Apr 2022 4:03 a.m. PST |
Wow! I could not disagree more. What the original poster describes is a defect of the air rules he used, that failed to constrain an airplane's actions when tailed, not simultaneous movement. Other air combat rules do not make this mistake. And yes, you can run large games with simultaneous movemen. Just check out old Column, Line and Square game reports. Rick |
Decebalus | 25 Apr 2022 5:49 a.m. PST |
Writing orders and simultaneous movement are different rule systems. 1871 Tactical Rules by Bruce Weigel for example has simultaneous movement with order counters. And there are IGOUGO rules that have written orders. So the argument isnt valid. |
Frederick | 25 Apr 2022 6:30 a.m. PST |
I have to say that I like the Wings of Glory system, which means you have to commit to a movement sequence; which as Decebalus is not really a simultaneous system but works very well |
doc mcb | 25 Apr 2022 9:13 a.m. PST |
The trick to simove is to do it in sequential phases, with simove within each phase. JOHNNY REB does that, and I copied it in PRIDE OF LIONS. In my rules, units are performing a particular mission, such as attacking, or maintaining a battle line, or skirmishing. (Commanders can change missions, if the troops have multiple capabilities.) Units on assault MUST advance towards the enemy and charge when in range. A LINE must maintain its integrity when gaps appear, sacrificing movement to do so. Skirmishers move last, with great freedom, but may never move into contact. etc. But the opposing units with a particular mission move simultaneously. |
doc mcb | 25 Apr 2022 9:15 a.m. PST |
We also, when playing JOHNNY REB, used a timer (3 minutes) during simovement; any regiment not moved when it dings just didn't get its order that turn. Players quickly learned to move their most important units first,and could not spend much time waiting to see what the enemy were doing. |
emckinney | 25 Apr 2022 11:29 a.m. PST |
J.D. Webster, who flew A-4s for the Navy and F-16s for the Air National Guard, says that simultaneous movement for air combat is completely wrong. He doesn't use it in any of his air combat games. |
Tango01 | 25 Apr 2022 3:20 p.m. PST |
|
|