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VOTING RESULTS |
Answer | Votes | % | Chart |
buckets of dice | 14 | 3% |  |
command-and-control systems | 11 | 2% |  |
cross-referencing | 28 | 6% |  |
fighting to the death | 22 | 4% |  |
keeping routing units on the tabletop | 1 | 0% |  |
long checklists | 26 | 5% |  |
long march before units come into contact | 43 | 9% |  |
no rules for rapid marching | 7 | 1% |  |
not holding players to a time limit per turn | 19 | 4% |  |
overly complicated mechanisms | 72 | 14% |  |
poorly designed sequence of play | 30 | 6% |  |
poorly laid-out charts/QRS | 38 | 8% |  |
randomized spotting | 5 | 1% |  |
recordkeeping | 23 | 5% |  |
repetitive actions which have little impact on play | 26 | 5% |  |
resolving low probability events | 10 | 2% |  |
rules that continue play after ending is obvious | 5 | 1% |  |
simultaneous movement | 2 | 0% |  |
terrain generation at start of play | 9 | 2% |  |
too many dierolls | 10 | 2% |  |
too many elements on the tabletop | 22 | 4% |  |
too many modifiers | 34 | 7% |  |
too many types of markers | 6 | 1% |  |
tracking casualties | 3 | 1% |  |
variable length bounds | 0 | 0% | |
written orders | 19 | 4% |  |
all of the above | 10 | 2% |  |
other (explain) | 3 | 1% |  |
none of these/no opinion | 1 | 0% |  |
this is ridiculous | 1 | 0% |  |
not my cup of tea | 0 | 0% | |
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