• Blitz Shadow Player
  • Caius
  • redboot
  • Rules
  • Chain of Command
  • Members
  • Supported Ladders & Games
  • Downloads


Historical Tactics
11-09-2010, 04:31 AM,
#8
RE: Historical Tactics
(11-09-2010, 02:14 AM)JasonC Wrote: Examples - move and melee and move somebody else into the hole and melee and move somebody else up and shoot and move somebody else and set up a perfect counter defense - before the other guy is given the chance to move a muscle. Phasing was better because it imposed a more realistic lack of coordination before the other guy can react. Even better would be upping the movement cost of any hex a unit had walked over in the same turn ("wait your turn" fashion) - with suitable exceptions for road column out of a full turn's move from the enemy and the like. That is what I mean by an overcoordination issue.


Good points, one way around the sequential chain of melees is to agree to a virtual melee phase, where all melees are executed at once after the player has moved.

Also the scoring differential between calvary & infantry in HPS nap games rules make anything but overrunning skirmishers and routed infantry a losing proposition
Quote this message in a reply


Messages In This Thread
Historical Tactics - by Compass Rose - 10-19-2010, 01:49 AM
RE: Historical Tactics - by Xandor - 11-01-2010, 09:32 PM
RE: Historical Tactics - by Compass Rose - 11-02-2010, 03:22 AM
RE: Historical Tactics - by Xandor - 11-02-2010, 07:57 AM
RE: Historical Tactics - by JasonC - 11-06-2010, 02:34 PM
RE: Historical Tactics - by Outlaw Josey Wales - 11-08-2010, 01:44 AM
RE: Historical Tactics - by JasonC - 11-09-2010, 02:14 AM
RE: Historical Tactics - by bwv - 11-09-2010, 04:31 AM
RE: Historical Tactics - by JasonC - 11-09-2010, 12:06 PM

Forum Jump:


Users browsing this thread: 4 Guest(s)