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The Miniatures Page

 
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colinjallen



Joined: 13 Apr 2003
Posts: 133
Location: London

PostPosted: Sat Jan 17, 2009 11:50 am    Post subject: The Miniatures Page Reply with quote

I have just been involved in some "interesting" debates at TMP. People who are convinced that squares cannot move, that squares and columns cannot fire, that Shako is a good Napoleonic game, that variable length bound systems work well. It is like another world.
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Ronan the Librarian
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Joined: 21 Jul 2004
Posts: 833

PostPosted: Sat Jan 17, 2009 3:36 pm    Post subject: Reply with quote

You are now enterinng.....

.....the Twighlight Zone.

[Doobey-doobey, doobey-doobey......]
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Ordnanceboard



Joined: 26 Sep 2008
Posts: 61
Location: Salisbury, Wilshire

PostPosted: Sat Jan 17, 2009 4:51 pm    Post subject: Reply with quote

If squares could not move, nor columns fire, then our games would be very static. 'klingondeadeye' at the slightest hint of cavalry marches his French around in squares and nearly always assaults and fires from column!
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Zephro



Joined: 23 Sep 2008
Posts: 14

PostPosted: Sat Jan 17, 2009 10:30 pm    Post subject: Reply with quote

What's wrong with Shako? And what are variable bounds systems?
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MPHILLIPS
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Joined: 11 Nov 2002
Posts: 260
Location: Oop North On't Coast.

PostPosted: Sat Jan 17, 2009 10:44 pm    Post subject: Reply with quote

"Debates" & "TMP"....... Laughing
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MPHILLIPS
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Joined: 11 Nov 2002
Posts: 260
Location: Oop North On't Coast.

PostPosted: Sat Jan 17, 2009 10:45 pm    Post subject: Reply with quote

Sad Only joking, sorry.
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colinjallen



Joined: 13 Apr 2003
Posts: 133
Location: London

PostPosted: Mon Jan 19, 2009 2:01 pm    Post subject: Reply with quote

The variable length bound system is an idea for rules where there are no "turns". What happens is something like this:

Both sides draw up their plans, and work out how long it will take before units on their side close on the enemy in combat or put them in a situation where the enemy commander has to make a major decision.

They then talk through these plans and decide where the first "change of situation" (COS) occurs. For example:

Player 1: "After the ridge has been bombarded for 2 hours, my 1st Infantry Division will march straight forward towards the enemy, forcing a COS at 12:57pm.

Player 2: "My 2nd Infantry Brigade, supported by my 3rd Cavalry Brigade is under orders to occupy the unoccupied village immediately to the right front of your 1st Infantry Division; it will accomplish this by 11:36am, forcing a COS on your 1st Infantry Division."

You would then move all of the troops on the table to the positions that they would have reached by 11:36am, resolve the COS caused by the occupation of the village, perhaps by Player 1 deciding to send a force to attack it or screen it, and then move on to the next COS, which may be at 12:57 on the ridge or may be another COS caused by other units.

It is an intellectually elegant system which falls apart on the table with anything larger than a brigade.

As for Shako.........
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