- This topic has 10 replies, 6 voices, and was last updated 5 months, 1 week ago by Jim Webster.
13/04/2022 at 06:13 #171415
I confess that this is a rather generic scenario. Something you can put on when you’re clean out of ideas, or alternatively quarry it for mechanisms.
A way of running a game ‘against the clock’ and with the players both feeling a bit overwhelmed 🙂
https://jimssfnovelsandwargamerules.wordpress.com/13/04/2022 at 17:38 #171457Tony SParticipant
Aside from your usual good ideas and inspirations, do you know what I quite appreciate? The fact that in a time sensitive scenario, you link everything together calculating time and distance as a ratio to the rules and the table size available to a player.
I’ve encountered a few scenarios that place a player under time constraints, but fail to account for the move distance in the rules we use, and end up too easy or impossible. Mind you, I freely admit that designing such a scenario with such a balancing act is a tough task!14/04/2022 at 06:10 #171464
I think I learned the hard way that you have to balance time and space. Perhaps because I’ve, over the years, taken part in too many games where the table was too big and nobody met up, or it was impossible to reach the objective even if the other players merely cheered you on.
Embarrassingly some of those scenarios were ones I had designed
Wargames are as often spoiled by too many figures or too much table as they are by too few or too small 🙂
https://jimssfnovelsandwargamerules.wordpress.com/18/04/2022 at 08:58 #171609Brian the KiwiParticipant
I like the premise – especially (as Tony has already stated) how you integrate the scenario time limit with the movement rules. I will certainly be using your idea in future games!18/04/2022 at 09:05 #171610
I like the premise – especially (as Tony has already stated) how you integrate the scenario time limit with the movement rules. I will certainly be using your idea in future games!
A lot of the secret is integrating time and space 🙂
The other half of the secret is having fun whilst doing it 😉
https://jimssfnovelsandwargamerules.wordpress.com/11/10/2022 at 21:38 #178956Aotrs CommanderParticipant
Very late but its an interesting scenario and somewhat diffrent. I like the Partizan brief. Our own rules can deal with the time issue, the clever bit for me is the basic cenario with a credible set up rare in many games. Thanks, belatedly.11/10/2022 at 22:00 #178957
Very late but its an interesting scenario and somewhat diffrent. I like the Partizan brief. Our own rules can deal with the time issue, the clever bit for me is the basic cenario with a credible set up rare in many games. Thanks, belatedly.
Glad you liked it, feel free to quarry it for the bits you want 🙂
https://jimssfnovelsandwargamerules.wordpress.com/12/10/2022 at 22:27 #179004ian pillayParticipant
Nice, very nice. Simple but yet very effective scenario. The ‘clock’ is a great idea, focuses the mind as the ‘tweaks’ could throw the attacker off the objective of moving off the table, as they present a softer target so to speak. Definitely going to try this scenario. Thanks for sharing Jim!
Tally-Ho! Check out my blog at…..
http://steelcitywargaming.wordpress.com/12/10/2022 at 22:51 #179005
hope you have fun with it 🙂
https://jimssfnovelsandwargamerules.wordpress.com/13/10/2022 at 10:04 #179015willzParticipant
An excellent scenario and fantastic read, very inspiring Jim. It works well for WW2 games, I always like games when both sides are up against the clock or have to limit movement (fuel) or fire (ammunition) adds realism to the game.13/10/2022 at 10:13 #179016
The advantage of the ‘clock’ which is slightly uncertain, is that you’re only having to keep track of one thing. If you do ammunition or fuel, you’re tracking several things so this way is less paperwork for much the same effective 🙂
- You must be logged in to reply to this topic.