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"shock of impact rules" Topic


Armati

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14 Jan 2017 7:03 p.m. PST
by Editor in Chief Bill

  • Crossposted to Armati board

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Comments or corrections?

colonel mustard21 Mar 2009 5:35 p.m. PST

A, many thanks Terry.nyone played these older rules, what did you think? Also are Armati written by the same rules designer of Shako and if so are they following the same style of very few long winded morale and melee charts

Personal logo Wolfshanza Supporting Member of TMP21 Mar 2009 6:02 p.m. PST

used to play SOI a lot in the 80's. We used it instead of WRG. It does tend to go into a large scrum, however. I liked it.

Paul

mikeah21 Mar 2009 9:16 p.m. PST

Until Might of Arms came around, it was what I did. It's a bit more math oriented than rules today, but more fun than WRG.

The concept of ordered vs unordered melee's was outstanding and I wish that I could put that into MOA.

jonspaintingservice22 Mar 2009 12:01 a.m. PST

it's ok until you get to the combat. We found it became almost imposable to work out the factors for combat when you had more then a 1 on 1 scrumage. Infact it got so complicated it was taking a good hour and a calculator just to work out one round of combat. It spoilt the whole game so we gave up after several tries.

It was a great shame because the rules had great potential and were fun to play. The random army generator was inovative and made point games fun in not knowing which of your units you will get to fight the battle with.

Just the melee calculations made the game unplayable.

Condottiere22 Mar 2009 8:09 a.m. PST

Also are Armati written by the same rules designer of Shako…

Yes. Arty Conliffe.

and if so are they following the same style of very few long winded morale and melee charts.

I don't believe that Shako is "long winded" at all, but rather streamlined as compared to most other games in the same period. In any event, Armati does not have many charts and is a rather simple game overall (well at least as compared to the old WRG style of game).

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