Daily Archives: April 12, 2014

Thinking About Vehicles without Turrets


The other day, when we played the vehicle-only game, I started thinking about how to handle vehicles without turrets.  I wanted to avoid modifiers to the cards.  I had a “rule” that said that turret hits on vehicles without turrets were hull hits.  But I thought that didn’t take into account the lower profile of these vehicles.  So I changed to rule to say that hits on turrets were misses.  That didn’t seem to account for the fact that these vehicles couldn’t really go “hull down.”  It seems to me that an even greater portion of these vehicles is exposed in order for the gun to be able to fire, since the body of the vehicle is typically wider than a turret.

    In G.A.M.E.R. there really isn’t the same notion of “hull down” as in other rules.  If the part of the vehicle hit is behind cover, such as a wall or hill crest, the vehicle is protected — just like for infantry.  I’m thinking about using laser pointers, because in G.A.M.E.R., the terrain is its actual height on the table.  (In other games terrain is often some abstract elevation.)  So if the laser is blocked by something between the shooter and the hit location on the vehicle, the vehicle is protected.

    This is the long way around saying that I don’t want to add any modifiers, but I want to account for the unique characteristics of these vehicles.  What I’ve decided to do is color the hull section yellow on half the cards that indicate a turret hit.  If you draw one of these cards with the yellow, a turret hit is converted to a hull hit.  If you draw one of the other cards (with no yellow), the turret hit is a miss.

Sample Card

Sample Card

Before I make a final decision, I want to try this out in another vehicle-only game.

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Looking Ahead: Huzzah Preparations

Rob Dean

(It’s my turn for technical difficulties…the pictures are posted as separate blog postings…)

For the past couple of years, my long-time collaborator Ross Macfarlane and I have split the difference in the distance between our homes, and met at Huzzah in Portland, Maine. I hope he’ll be able, some day, to return to a Cold Wars or a Historicon, hauling his horde/hoard of Not Quite Seven Years War figures for another megagame. In the meantime, though, Ross has us signed up to run an American War of Independence game using his With MacDuff to the Frontier rules. I haven’t played a MacDuff game in a couple of years, having been distracted with other periods, and Ross has been tinkering with the rules in the meantime.

Thus, I was glad to have the opportunity to virtually drop into Ross’s gameroom yesterday for a playtest session of the convention game.

Yesterday turned out not to be a particularly good day for the Internet, and we had some technical difficulties with the videoconferencing capabilities of Google Hangouts (rather than Skype). This left me with a bit of fog of war, as can be seen from the screen capture above. Neverthess, Ross was a good sport about moving the camera around as necessary.

The scenario involved two groups of settlers racing for a fort in an attempt to avoid Loyalist and Indian raiders, reinforced by some Hessian jaegers and grenadiers.

In case any potential Huzzah players are reading, I will not discuss the scenario too much. The key to the game, as far as I can tell, is that it is more likely to go well when your troops actually arrive on the table… The scattered raiders attempted to intercept the wagons, but never achieved local superiority and were eventually driven off piecemeal.

Remote games run a little more slowly than live games would, not counting the technical difficulties, but it still makes for a pleasant experience, and I’m rateful to Ross for hosting this time around. My turn next time…

Inspired by the game, I combed my French and Indian War collection for my contribution to the Huzzah scenario and mustered them in a Really Useful Box, in preparation for the trip. The figures, as usual, are a mix of Irregular, Sash and Saber, Prince August, and Nuernberger Meisterzinn.

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