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POLL: The Ideal Wargame: Six Turns per Side?


464 votes were cast.


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arthur1815 writes:

I suppose Rick Priestley was talking in terms of the sort of turns in a WH or WH style game, where the players have to do lots of dice throws &c. to resolve shooting and combat. He may have a point: that kind of system, with quite lengthy turns and a fair bit of mental arithmetic can become quite tiring, so one really wouldn't want – or have time! – to play more than about six turns in an evening game.
But of course, in general, number of turns is not an appropriate way to measure game length, unless the time taken to process a turn is consistent and predictable.
Given the nature of wargaming, some turns are likely to be full of activity that needs to be resolved; others may have very little, so turn length will be very variable.


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VOTING RESULTS
AnswerVotes%Chart
yes
123
27%
bar of chart
no - too long
5
1%
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no - too short
227
49%
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no opinion
109
23%
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POLL IS CLOSED
POLL DESCRIPTION

In an interview with Rick Priestly in Battlegames 21, he's asked about designing Warhammer as a size of game that could be played in roughly six moves per side by game's end:

...the premise there was that you have to be able to play a wargame that starts when you get home from work, which can be played in its entirety, and then allow you to get to the pub in time for last orders with time to discuss it!

Is this the "right" size of wargame for you?