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  • in reply to: Perry Miniatures French two-horse supply wagon #13688
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    Very nice!

    Are the driver and the cantinière separated figures? I’ve been a bit disappointed by the Perry (Russian retreat) French sledges, which are magnificent but the soldiers cannot be separated and are thus unpractical for skirmish adventures games.

    http://www.argad-bzh.fr/argad/en.html
    https://www.anargader.net/

    in reply to: Home-brewed sci-fi rules test game #13595
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    Interesting, and it seems big fun.

    I agree with short shooting ranges: it gives the impression that the table is larger than it is, and it allows for more movement and maneuver.

    http://www.argad-bzh.fr/argad/en.html
    https://www.anargader.net/

    in reply to: Germans vs. Goths? #13504
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    What Howard says. I’m not sure if a generic “Germanic” barbarian army can still be defined in the 4th century and later (unless still somewhere in the middle of their heartland?) The North of Germany sprouted Franks, Saxons etc, who were bands of infantry. In Southern regions (which extend as far as the Danube valley, Romania etc) you get Wisigoths who are mainly infantry with some noble cavalry; and Ostrogoths who after their submission to the Huns (in the mid-4th century?) learn to fight mainly on horseback (with still some infantry).

    Differences between all them grow quickly in 5th-6th century after their installations in so many different places where they adapt to the local context and raise local troops etc (Franks in northern Gaul, Wisigoths in South-West Gaul and Spain, Ostrogoths in northern Italy and South-East Gaul, and I won’t tell you what the heathen Saxons became ).

    http://www.argad-bzh.fr/argad/en.html
    https://www.anargader.net/

    in reply to: "Whites of their eyes" rules #13337
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    Um, did you forget to write something?

    Oh yes, you are waiting till you can see the white of their eyes.

    http://www.argad-bzh.fr/argad/en.html
    https://www.anargader.net/

    in reply to: Dealing With Changing Space For Gaming #13187
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    For some skirmish games you can cut shooting ranges, etc, by half (even if still playing in 28mm). Don’t fear to modify your rulesets and use ranges much shorter than real scale, it gives more width to the gaming table: the faraway edge of the table seems more distant.

    http://www.argad-bzh.fr/argad/en.html
    https://www.anargader.net/

    in reply to: How small would you go? #13013
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    Fascinating! Thanks for the link.

    (but for me, as a player, it’s 28mm or death  )

    Um, although I can accept some 15mm DBA sometimes…

    http://www.argad-bzh.fr/argad/en.html
    https://www.anargader.net/

    in reply to: A Thirty Years War skirmish… #12935
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    AND more pictures of a following game (in the same campaign) that we played last Sunday

    are here:

    http://www.lead-adventure.de/index.php?topic=72961.msg889534#msg889534

    http://www.argad-bzh.fr/argad/en.html
    https://www.anargader.net/

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    In my skirmish rules I have an optional rule which says that player characters (and a few other characters), if wounded, can be healed after the game.

    To succeed they must roll a die under their “health”. They have a bonus if the healing is done in good condition/ by a healer or medic, etc.

    In the first version of this rule, this bonus was “–1 to the die result”.

    It looked strange, and after a long and tiring game it was a bit difficult to explain quickly to players.

    So I rewrote it and now the bonus is “+1 to the health of the character, just for the time of this die roll”.

    It’s exactly the same maths but it’s easier to understand.

    http://www.argad-bzh.fr/argad/en.html
    https://www.anargader.net/

    in reply to: Need Help with an Imagination, What If, or Both #11999
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    Or you could imagine that the GDR (or other countries) gains some independance under Gorbachev; but that the 1991 Moscow military coup against Eltsin succeeds and the USSR is ready to fight again.

    (Not that I think that they really wanted to fight in the earlier period, I’m convinced they didn’t, but hey, you want imagination).

    http://www.argad-bzh.fr/argad/en.html
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    in reply to: Favourite Military Vehicle #11797
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    Tachanka.

    http://www.argad-bzh.fr/argad/en.html
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    in reply to: Need Help with an Imagination, What If, or Both #11772
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    I have German friends who lived in East Berlin in the 1980s and joined the “Neues Forum”; they wanted freedom of speech in the GDR but not capitalism, a free GDR without STASI. Their dream was shattered when in demonstrations they heard their slogan “Wir sind das Volk” (We are the people, meaning that the ruling party was illegitimate) replaced by “Wir sind ein Volk” (We are one people, meaning that the aim was Reunification) and they always suspected that West German agents did this.

    A GDR free from Moscow but still separated from West Germany could be an idea for you scenario.

    http://www.argad-bzh.fr/argad/en.html
    https://www.anargader.net/

    in reply to: In Defence of Our Hobby #11724
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    I think it is much better accepted than it was 30 years ago.

    Or perhaps it is because many players now don’t look as young as they were, and people hesitate to criticize them openly.

    Also most of us are now familiar with such discussions and know how to handle it and how to explain what we are doing.

    In France we still meet people who have never heard of miniatures wargames – last summer I ran a game in a harvest festival in my village and some people there had never seen a wargame or heard of it; and there was an old man who I had once heard saying timidly that he owned some Napoleonic miniatures in a shelf and he was obviously ashamed to talk about them (and he had certainly never thought of any gaming with them) and then he came to this festival and he saw us doing it in public with all our miniatures, you should have seen his face.

    http://www.argad-bzh.fr/argad/en.html
    https://www.anargader.net/

    in reply to: Old Guard Flags? #11126
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    It could be a smaller “fanion”, on a pole or in a gun barrell.

    I did a quick research, found some discussion about it on a French wargamers forum:

    http://www.planete-napoleon.com/forum/viewtopic.php?f=1&t=588 they say sources are contradictory.

    Also found this (not sure if it’s a reliable source)…

    http://www.miniatuurwereld.com/Rofur-flags/traders-figurenbilder%5B1%5D/Napoleonic/France/France-eng.htm

    but it wouldn’t surprise me; such small “fanions” which fit in a gun barrell are still carried on parade by companies of the French army.

    http://www.argad-bzh.fr/argad/en.html
    https://www.anargader.net/

    in reply to: French weapons Crimean war #10791
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    Ask “Paco” he knows many French sources about this period (and he speaks English).

    http://pacofaitlezouave.blogspot.fr/2010/10/le-fantassin-francais-1854-1859.html

    http://www.argad-bzh.fr/argad/en.html
    https://www.anargader.net/

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    Your African forest is very impressive although apparently it’s only made of trees.

    …Um, did I write this?

    I mean, lots of trees and you have created a real effect with them.

    http://www.argad-bzh.fr/argad/en.html
    https://www.anargader.net/

    in reply to: Assault on Hill 112 #10585
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    OOoooh these hills!

    Well done.

    http://www.argad-bzh.fr/argad/en.html
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    in reply to: Problems with using historical movement rates? #10560
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    games do not allow for historical movement speeds (…) 20 minute turns

    This is the point that made me uneasy in the other  thread although I couldn’t explain myself why. But, yes:

    “20 minute turns”. How do you know that a turn represents 20 minutes? Because the author of the rules wrote it somewhere in the rulebook. But it’s not really a part of the gaming rules; in fact it’s “designer’s notes” or whatever you call it, it has no effect on the game system itself.

    Gamers are looking for:

    -an acceptable simulation (or feeling of simulation) of the relation between moves/fire/etc; which does not depends on the exact time scale, but are relative to each other;

    and

    – an acceptable simulation (or feeling of simulation) of what the general sees and decides on the battlefield. As you wrote earlier, the generals took into account the true speed of their units (in reality)  …as the players take into account the true speed of their units but on a gaming table it’s in cm (or inches) per turn and nothing else. It works even if the exact scale does not match.

    (- and fun!)

    IMO what you are looking for is an absolute modelization. It’s something different of a game system. If you take one of the rulesets that have been metioned, and take a pen and write “one turn = 10 minutes not 20” across the first page, you could be happy with the units absolute speeds without changing anything else in the game rules. It’s different things.

    http://www.argad-bzh.fr/argad/en.html
    https://www.anargader.net/

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    I started a thread a few years back about initiative modifiers and terrain, and nearly every response was that my idea was pointless

    May I suggest that it is not what is happening here.

    There would probably not be many problems if this thread was about:

    1) genuinely discussing movement rates in wargames.

    But it is not.

    It is about:

    2) all? Napoleonic wargame rules being grossly inaccurate because they don’t meet a very precise view of movement rates.

    This is what the title implies, and it has been written in some of the posts. It’s not surprising that many people feel unhappy (and even insulted) about this, and raise objections. But then they are told that they disrupt the thread.

     

     

    http://www.argad-bzh.fr/argad/en.html
    https://www.anargader.net/

    in reply to: 18th Century 30mm figures? #10369
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    Does this mean 30mm top of head (that means our usual 28mm at eye-level), or 30mm eye-level?

    Don’t encourage 30mm eye-level in our own lifetime or we’ll regret it

    http://www.argad-bzh.fr/argad/en.html
    https://www.anargader.net/

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    Jonathan Gingerich wrote:
    It’s like asking if you enjoyed a movie, and getting a long soliloquy on how a director should operate a camera during a tracking shot;-)

    Actually it is like walking up to people talking about camera operation and complaining that they should just talk about if they like the movie…

    Um, no. We like the movie.

    It’s you and McLaddie who are talking about camera operation (and yes, it is your right to do so and to have some threads for it).

    http://www.argad-bzh.fr/argad/en.html
    https://www.anargader.net/

    in reply to: Star Wars Command figures #10346
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    Nice.

    You should tell your granddaughter to buy some for you for Xmas.

    http://www.argad-bzh.fr/argad/en.html
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    in reply to: Game photos, post yours…… #10268
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    Very impressive pictures!

    http://www.argad-bzh.fr/argad/en.html
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    in reply to: Which forum for SCW? #10267
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    I thought that “Modern” would be after 1945; and that the (very broad) line between events more related to WWI (the RCW, etc) and events more related to WWII (as the SCW) is somewhere near 1930.

    http://www.argad-bzh.fr/argad/en.html
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    Really? On a 4′ table moving 15% of the table width per turn makes for a long game?

    Um, was it already mentioned?

    I still don’t get the “battlefield is smaller” part. The figures are smaller than real men too, so are the trees. This is a question of proportionality which can be influenced and *to a degree* controlled through the rules.

    Not trolling, but interested – I’m still interested in where this thread leads to.

    The size of the table has an impact on the game…

    http://www.argad-bzh.fr/argad/en.html
    https://www.anargader.net/

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    Woowww I am appalled about what my previous post has done

    I was just suggesting that people may have different feelings and different views.

    I have been (and still am, although less frequently) an historical re-enactor; and after many long and hard discussions in the re-enactments groups I was in, it became obvious that all re-enactors are not seeking for the same thing. Some give more importance to the right costumes and uniforms (even if drinking from plastic bottles); some just want to be in battle whatever is around; some want to sit in a friendly campsite and cook and/or taste (medieval/18th century/or whatever) cooking; some want role-playing and no modern things on view, etc.

    And everyone is right (in his/her own point of view) and you can do a wonderful event with all these people together. But it can become very difficult if you keep them together around the same campfire all the evening long, when the public is gone and that each of them is wishing for a different context.

    Back to wargames: we do not really disagree. But we are not playing exactly the same games?

    http://www.argad-bzh.fr/argad/en.html
    https://www.anargader.net/

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    OK guys. Different points of views are legitimate.

    (Um, please don’t misunderstand me I mean no harm) Bandit you say that you are not convinced by some rules (Sam’s and other) because they do not seem logical to you (movements/time/etc);

    and when some people react to this and say that it’s not so important, you feel that:

    people posting just to say they think the topic is stupid

    I don’t think that the topic is stupid; but the exact meaning of “simulation” can vary. You may look for exact detail, etc, for a true simulation; other people may think that they have a good simulation without detail.

    I post two pictures of wheat fields. Some people may prefer the first one (with every small detail right), others would prefer the second one (painting by Van Gogh). They are both right, because they choose what gives them a good feeling of the true thing – as wargamers may have different feelings.

     

    http://www.argad-bzh.fr/argad/en.html
    https://www.anargader.net/

    in reply to: Shooting at lines of troops that you can't see #9722
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    I think that it might work quite well to place some sort of fire marker on the target, say a cotton ball or something, upon a successful artillery roll. Then under given circumstances, those markers are converted to a number of ‘hits’ against the units. It should not be a predictable conversion rate, maybe rolling 1D6 per cotton ball or something.

    Yes, or something like that; same conclusion as before, hey?

    I suppose it depends if the gunners really know there is something behind the ridge, or not. And, as it has been suggested, they don’t know if the fire is effective. Perhaps the dice for these shots should be rolled only after their first attacking unit arrives on the ridge and can see what is behind.

    http://www.argad-bzh.fr/argad/en.html
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    in reply to: What makes a grand battery so grand? #9594
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    at 1,000 yards a grand battery was not targeting all the fire of all its guns at a single battalion standing in line with the rest of its division. The men aiming the guns couldn’t differentiate the boundaries of a single battalion anchored against two of its compatriots at that range.

    Yes, that’s a problem in game terms. The wargamers want to know the casualties inflicted on any single battalion, but on the battlefield it could be a broader target.

    The general would order “the Grand Battery will fire on the enemy battalion(s) on this ridge”, and not “the Grand Battery will fire on the Hohenzollern-Sigmaringen-Anspach’s Merther-Tydfilshire battalion but not on the other battalion which is just near it”.

    http://www.argad-bzh.fr/argad/en.html
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    in reply to: What makes a grand battery so grand? #9583
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    A simple way to designate a grouping of different batteries that will concentrate their fire on the same objective/target?

    This grouping is occasional, so it doesn’t have a name on its own, and units need a name on the battlefield.

    It probably does not depends on its exact size, but on the fact that it’s convenient for the general: he just has to say “the Grand Battery will do this” and everyone understands who he is talking about (as a native French speaker it seems logical to me).

    http://www.argad-bzh.fr/argad/en.html
    https://www.anargader.net/

    in reply to: Painted Lances #9053
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    Yes, one colour, or two colours as a “barber’s pole”, in livery colours if any, is a good choice.

    However some contemporary paintings also show lances in natural wood colour (= light ochre, not dark brown).

    http://www.argad-bzh.fr/argad/en.html
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    in reply to: Do you focus your gaming and why or why not? #8808
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    having a complete, well-painted set from a few periods than an incomplete, unpainted pile of lead comprising dozens of periods

    Oooooh this is a very interesting idea. I should consider it. But unfortunately for me I am not wise enough for that.

    http://www.argad-bzh.fr/argad/en.html
    https://www.anargader.net/

    in reply to: New Romano-British Cavalry #8553
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    Very nice!

    http://www.argad-bzh.fr/argad/en.html
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    he didn’t know what to say other than “this is a game!! Those are toys, this isn’t real!!!”

    Oooh I hate when a player says that.

    I always answer: “Don’t say that, it hurts them! Each time someone says that the miniatures are not real, one of them DIES!”

    http://www.argad-bzh.fr/argad/en.html
    https://www.anargader.net/

    in reply to: Snow #8506
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    I am very interested in this topic too.

    Since long I have been planning 1920s Back of Beyond 28mm Manchuria winter scenarios; but I am so unhappy with the landscapes I have made (especially since I found that my beautiful snowy hills actually look like Xmas shops decorations, but I should have foreseen it as I was using miniature Xmas trees) that this gaming campaign has still not begun.

    http://www.argad-bzh.fr/argad/en.html
    https://www.anargader.net/

    in reply to: The battle of St Budeaux Down. #8502
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    Thank you for the report.

    I like the unusual placename.

    http://www.argad-bzh.fr/argad/en.html
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    So the message that a 4″ movement rate is simpler to game and a 24″ movement rate would create the need for all sorts of special rules. Does it follow then that a 9″ movement rate is inherently going to be less complicated than a 12″ movement rate?

    Nobody suggested that. You seem to be looking for new questions and new difficulties inside each answer to one of your previous questions?

    It’s just that if a unit does six 4″ movements it’s easier to know when the opponent can shoot (=between these moves) that during a single 24″ move when you probably must add a rule for opportunity fire or something. But between 9″ or 12″ it makes no real difference.

    http://www.argad-bzh.fr/argad/en.html
    https://www.anargader.net/

    in reply to: Jungle, Marsh and Swamp #8354
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    It could depend of the colours and methods you use for the surrounding terrains.

    When I was happy with dark cloth for forests and blue card for lakes and rivers, I represented marshes as lakes (blue card) with some lichens and bushes etc scattered on them: easy to recognize but it doesn’t make nice tables. Now I am trying to experiment better methods, but not really succeeded yet.

    You can have very diffent sorts of marshes and swamps. Dark glossy brown with different shades etc for very muddy ground; a thin cover of water effects (resin of other) above sand/brown/scattered plants for jungle swamp?

    http://www.argad-bzh.fr/argad/en.html
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    The question is therefore never just: “How should the 1st brigade close with these defenders at the farm?” But rather: “What systems of managing time and space will work, when all of these different potential contacts and non-contacts will exist, each under different circumstances, each potentially affecting the others, and each representing different amounts of both real and game time?” Historical accuracy is usually not the issue when debating whether it’s better to have a 4″ movement rate or a 24″ movement rate, but rather: how many extra rules will you have to write, to prevent the guy with the 24″ movement rate from abusing it and doing all sorts of silly things? Game designs have generally therefore tended toward smallish artificial increments of some sort, not in any effort at historical accuracy, but because it works better as a game and constrains the natural tendencies of players to search for and exploit any advantage in the rules… in ways that they themselves allegedly think are “wrong,” but alas, that’s the nature of the species. God knows that every time I’ve had some cool outside-the-box idea that would dispense with this or that traditional constraint and open up a whole new chapter in Wargaming History… I’ve been humbled by the ability of my play testers to break it in a matter of minutes by figuring out how to use it in all sorts of absurd ways. So I sigh and come shuffling back to the basics.

    Yes I agree. That is what I was trying to suggest (although I wrote it less clearly) in some of my earlier posts.

    It’s interesting that this thread was simply trying to determine an average march rate and it leads to game theory, practical limitations and what is possible on the table.

    And that, too.

    http://www.argad-bzh.fr/argad/en.html
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    Here’s the thing: simulation isn’t about being absolute and it definitely requires lots of abstraction, it is fine if someone wants to say that they don’t feel such questions as these have any relevance because “it is only a game” but someday should a guy want to use BattleMechs with pulse lasers in the WW2 game you’re about to play, don’t begrudge him – it is, after all, only a game… ;-)

    OK. I’m not saying that it has no relevance. We probably are not talking about the same thing. You and McLaddie seem to want very precise detail about units speed. My point is that it’s only one factor amongst other factors in the simulation, that we have a gaming table smaller than a battlefield (this means that you cannot show on the table the moves the units have done since the early morning etc) and with many other unknown factors too, so: if the overall feeling of the game feels right, I am not bothered by the exact speed of units. Not because it has no relevance, but because we want an overall feeling.

    That’s why in my previous post I mentioned my long and pompous sentence about the game spacetime being “absolute” from a player’s point of view but “relative” for the soldiers taking part in it in reality, etc, there is some sense in it (although voluntarily ridiculous and perhaps not well translated)

    But I’m not trying to prevent you from discussing units speed; just saying that for me it’s a factor amongst others and it should not be given too much importance.

    http://www.argad-bzh.fr/argad/en.html
    https://www.anargader.net/

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    Patrice wrote:
    The movements on the table cannot be truly accurate because your game table will never be as large as a real battlefield. The spacetime of the game cannot be proportional to reality.

    This I’m not sure I agree with but maybe I’m not following you. Are you indicating that I can’t predict relatively accurate movement course and speed from say MN to CA on a highway map? Or can you clarify?

    You can predict movements and speed, approximately, on an highway map.But (in my opinion) you cannot get actual proportionality on the game table.

    When my players question this, I like to answer that “the reality we want to simulate is, historically – or fantastically -, objectively absolute and subjectively relative, but our perception of the game is subjectively absolute and objectively relative, so the spacetime of the game cannot be proportional to reality!” (and yes I know it’s gibberish but it always gives me more time to play while they try to understand what it means  )

     

    http://www.argad-bzh.fr/argad/en.html
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