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"Pre-measuring?" Topic


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26 Dec 2023 10:25 p.m. PST
by Editor in Chief Bill

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©1994-2024 Bill Armintrout
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Personal logo etotheipi Sponsoring Member of TMP19 Mar 2023 12:44 p.m. PST

You can't stop cheating, but you can make it harder or less profitable. But this thread is to discuss whether pre-measuring should or shouldn't be part of the rules. Your cheater would probably cheat either way; it wouldn't matter whether or not you measure before or after declaring the charge.

Variable movement is s fairly simple approach that addresses a number of problems. The possibility of being 1 or 2 inches short of your desired move doesn't stop spurious measurement activities, but it does make them harder to use or easier to call. It also mitigates some of the other unappreciated bechaviour mentioned above like "stopping short", and it breaks up the analytical surety of movement as opposed to the typical randomness inserted into engagement.

Trade-space bonuses also alleviate some of the problems with the idea of precise movement on a wargame board. A typical one related to this issue is to be able to assign a 1" or 2" bonus movement at the cost of a temporary attack or defensive penalty. Again, not foolproof (if there were foolproof ways to stop people from abusing systems, I would be out of a cybersecurity job.), but on their own or ICW variable movement, you get a decent counter to inappropriate behaviour.

Blutarski19 Mar 2023 3:52 p.m. PST

Absolutely take your point, etotheipi. I do concede that I took a slightly divergent axis here; I further agree that cheating is impossible to totally and comprehensively eradicate; I think the best we can do on that front is to choose our regular gaming friends carefully.

Re measurement, the more central "fine measurement" is to the mechanics of the game, the more prone it can be to mischief. In my AoS rules, I attacked the issue by keeping measurement aspects on the gross level. Movement distance is denominated in 1:1200 scale @ one knot = one inch, with the finest movement increment being 1/2-knot. Straight movement is measured by clearly denominated plexiglass movement rulers; turning movement is handled by use of faceted plexiglass turn gauges that remove all uncertainty of ship heading as it executes turning movement.

Gunnery is handled by use of distinctly marked gunnery sticks 36-inches in length for 1:1200 scale. Five range bands are clearly marked on the stick at 3, 9, 18, 27 and 36-inches. Gunnery occurs after all movement is completed (with one or two minor exceptions for passing fire). A player wishing to fire announces his intention to do, then: (a) checks to confirm target eligibility in terms of gun arc (using another plexiglass gauge); (b) then determines appropriate gunnery band by using the gunnery stick to measure from a designated upright mast of his firing ship (mainmast if firing full broadside) as long a line to the nearest mast of his designated target ship (within arc). The firing band intervals on the gunnery stick are clearly marked, so there is no requirement for "fine measurement" and no opportunity for "creative measurement".

The chief benefits IMO are simplicity, intuitive clarity and ease of integration into the overall game mechanics.

So, FWIW … consider this my apologetic contribution to the real topic under discussion in this thread.


B

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