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"Shaping the Battlefield" Topic


13 Posts

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Comments or corrections?

Jim Webster08 Jul 2023 9:57 p.m. PST

More a case of kicking a few ideas about that coming up with a definitive rule set. But hopefully you might well be able to take some of the ideas and build the bits you like into your own rules

link

Personal logo Whirlwind Supporting Member of TMP08 Jul 2023 10:36 p.m. PST

That is quite interesting, many thanks.

Jim Webster09 Jul 2023 7:59 a.m. PST

Glad you liked it. I thought by just kicking ideas I might start a few hares running as people wandered off, thinking, and came up with even more good ideas :-)

Bashytubits09 Jul 2023 9:08 a.m. PST

Talking about footsycuffs, dominating the battlefield and kicking ideas around, this made me dwell upon shaping the terrain and kicking the enemy where it counts.

Thanks for your many posts and great ideas to use with games!
thumbs up

Shagnasty Supporting Member of TMP09 Jul 2023 10:56 a.m. PST

Heartbreaking to see the abuse of the noble plastic flamingo.

Jim Webster09 Jul 2023 11:53 a.m. PST

Perhaps the very nobility of the flamingo, plastic or otherwise, means it is willing to endure to ensure that others are kept safe :-)

JMcCarroll09 Jul 2023 12:37 p.m. PST

Are we talking about the northern pink flamingo or the southern one. Two very different flamingos!

Personal logo Whirlwind Supporting Member of TMP09 Jul 2023 1:05 p.m. PST

My only thought so far is that you can create quite a good modern supply simulation with very few 'products':
Artillery ammunition
Fuel for armour and aviation units
(the odd scenario specific resource – e.g. water in rural Afghanistan operations)

Everything else is in supply at all times, as long as there is an open road (not under direct fire) to a supply depot.

Fuel can be limited so not all armour units can move every campaign turn; armour units without fuel allocation suffer some tactical penalty (maybe morale, maybe 'save' – anything to encourage more bailouts/abandoned vehicles)
Artillery should be limited tacitcally in number of game turns it can fire depending upon how much artillery supply it has – functionally firing non-stop might need 4 'units' of artillery ammunition, so it should not be too easy to save and stockpile it. Something along those lines, anyway.

Jim Webster09 Jul 2023 9:45 p.m. PST

The more 'scenario specific' you get, the more detail you can include

pzivh43 Supporting Member of TMP10 Jul 2023 9:39 a.m. PST

Good stuff for scenarios for sure!

Personal logo Whirlwind Supporting Member of TMP10 Jul 2023 12:49 p.m. PST

The more 'scenario specific' you get, the more detail you can include

You certainly can – although I think that generally it is better to focus on one or two very specific flaour details, than 'more' details, as such.

Jim Webster10 Jul 2023 12:56 p.m. PST

Good stuff for scenarios for sure!

Glad you enjoyed it :-)

Jim Webster10 Jul 2023 1:00 p.m. PST

t is better to focus on one or two very specific flavour details

Very much so. There are similarities between cooking and scenario design. You can drown something with too many flavours and you don't really get the benefit of any of them.

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