tag:blogger.com,1999:blog-4472889370304077924.post8128281991077592506..comments2024-03-27T07:02:30.838+00:00Comments on A Wargaming Odyssey: Thoughts on the Balkan Battle of Hook's FarmDavid Crookhttp://www.blogger.com/profile/02497436789811496047noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-4472889370304077924.post-58811099575291718812013-05-29T06:05:42.036+01:002013-05-29T06:05:42.036+01:00Hi John,
Many thanks for your comment the re the ...Hi John,<br /><br />Many thanks for your comment the re the battle - I will make sure that the purple prose is in full flow next time!<br /><br />Your ideas are very interesting as I had not considered the possibility of a unit having an additional activation in a game turn. This is something I will direct the brain cell at for my next game methinks!<br /><br />All the best,<br /><br />DCDavid Crookhttps://www.blogger.com/profile/02497436789811496047noreply@blogger.comtag:blogger.com,1999:blog-4472889370304077924.post-45691476134819306042013-05-28T21:16:17.659+01:002013-05-28T21:16:17.659+01:00Hi David,
Thanks for another interesting battle re...Hi David,<br />Thanks for another interesting battle report. It could have used a little of the purple prose, IMHO.<br /><br />My thoughts on your activation system are currently leaning this way:<br />1) Allow a side to convert 2 possible activation dice into 1 initiative chip instead of using those 2 activations that turn. <br />2) If more than half of a side's activation dice are unusable on a given turn, they get a free initiative chip.<br />3) An initiative chip can be spent on a later turn for an extra activation of any unit type.<br />4) Don't allow any unit on a side to activate a second time until all have been activated once; this will require some kind of marker to indicate which have been activated. Once all have been activated, remove all activation markers from that side. <br />5) An initiative chip allows a unit to be activated a second time, even if already marked as activated, but not a third time.<br />6) No unit can be activated twice in one turn under any circumstances.<br /><br />This should prevent the Memoir 44-ish problem of all action being concentrated in one area while other units do nothing. But it should provide some ability for a side to focus on a critical zone, especially if they have cached some initiative chips.<br /><br />Just my $0.02.<br />Thanks and regards.<br />John<br />The Ferrymenhttps://www.blogger.com/profile/07741552972862333515noreply@blogger.com