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I like FoW but I ditch a lot of the silly rules for this or that unit. The base game is fun, and I only play scenarios, not points, and with my mates.
Another under appreciated skill is running a game. As GM I try to make sure you understand my thinking so you can play intelligently. For example, in my Vietnam game I tell people, hand to hand is a bad idea. No really, it’s a total crap shoot. It’s an opposed die roll but at that distance a lot of factors don’t matter. It’s more about numbers than anything. There’s a reason you have a rifle…
Reminds me of a WW2 naval game I played. I know my history but in my mind ships come in three categories: big ships I know the name of, ships that look big and all others. I had explained my relative knowledge to my team so they put me in charge of the convoy guard. I was attacked and responded in force. Turns out I got pulled out of position by a Z Boat (IIRC). Which is a 20 foot plywood thing that we sank just by looking at it wrong. Kinda ruined the game for our side. Compare that to a Johnny Reb III game I played. Good US cavalry deep behind enemy lines. The militi have some hasty works – hay bales and the like. Not knowing the rules I ask – preferred way to attack? Charge, dismount, endrun? I got a good brief pros and cons for each, but without the GM “deciding” for me. Basically either go around or dismount. If you want to fight charge not the right option. Good GM. Did I mention it was brief? And to the point?
