Post by Zach on Aug 26, 2020 17:27:09 GMT
Hi everyone,
Here's a rough draft of my new ACW rules. These are very much a draft, even for play testing (they're written up for play testers at this point but not entirely complete for that purpose). In particular they need more pictures and diagrams. As currently written the basic engine of the rules is in place, but not a lot of the period detail. I'll have to add that in later.
These have a lot of unique mechanics, so they're not going to look like or feel like a traditional model war game, so be warned. That said, I think they create a very different game experience than normal. The focus is on maneuver around road networks and hiding information from the players. A lot of rules say that, but I took the fog of war to a completely different level than most rules. But I think this brings the players much closer to the reality of command than any other war game rules that I'm familiar with.
Time is a critical function and is tracked two different ways. That said, they should play very quickly.
I used blocks for the basic game, but you could use the "Micro" models if you have them. Or, if you print the maps at 2 X normal size, you could use 20mm or 25mm bases for the units.
Ground scale is 1:24,000, or 10mm = 240m.
Time scale is 1 turn = 10 minutes.
Some details and rules need to be fine tuned. Because these rules are pegged to an exact ground scale and time scale, that should be fairly simple (just tweak the target numbers for orders and actions until they represent historical outcomes).
Let me know what you think! Comments / critiques are definitely welcome. I'll be working on getting some pictures added, which will help a lot. I also plan to get a youtube video or two set up that shows some game play.
Here's a rough draft of my new ACW rules. These are very much a draft, even for play testing (they're written up for play testers at this point but not entirely complete for that purpose). In particular they need more pictures and diagrams. As currently written the basic engine of the rules is in place, but not a lot of the period detail. I'll have to add that in later.
These have a lot of unique mechanics, so they're not going to look like or feel like a traditional model war game, so be warned. That said, I think they create a very different game experience than normal. The focus is on maneuver around road networks and hiding information from the players. A lot of rules say that, but I took the fog of war to a completely different level than most rules. But I think this brings the players much closer to the reality of command than any other war game rules that I'm familiar with.
Time is a critical function and is tracked two different ways. That said, they should play very quickly.
I used blocks for the basic game, but you could use the "Micro" models if you have them. Or, if you print the maps at 2 X normal size, you could use 20mm or 25mm bases for the units.
Ground scale is 1:24,000, or 10mm = 240m.
Time scale is 1 turn = 10 minutes.
Some details and rules need to be fine tuned. Because these rules are pegged to an exact ground scale and time scale, that should be fairly simple (just tweak the target numbers for orders and actions until they represent historical outcomes).
Let me know what you think! Comments / critiques are definitely welcome. I'll be working on getting some pictures added, which will help a lot. I also plan to get a youtube video or two set up that shows some game play.