tag:blogger.com,1999:blog-167571258925590870.post1553181791632820103..comments2024-03-04T19:54:23.562+01:00Comments on Wargaming Mechanics: Range bands or random ranges?Phil Dutréhttp://www.blogger.com/profile/13607941040736764291noreply@blogger.comBlogger7125tag:blogger.com,1999:blog-167571258925590870.post-71511004450961228852020-08-29T11:03:33.825+02:002020-08-29T11:03:33.825+02:00Stokes,
Thanks, glad you enjoy it!Stokes,<br /><br />Thanks, glad you enjoy it!Phil Dutréhttps://www.blogger.com/profile/13607941040736764291noreply@blogger.comtag:blogger.com,1999:blog-167571258925590870.post-19237781996419017432020-08-29T03:37:56.199+02:002020-08-29T03:37:56.199+02:00These are fascinating and very inspiring discussio...These are fascinating and very inspiring discussions!<br /><br />Best Regards,<br /><br />StokesWSTKS-FM Worldwidehttps://www.blogger.com/profile/14173042438761572040noreply@blogger.comtag:blogger.com,1999:blog-167571258925590870.post-58674832192207960002019-06-24T16:09:23.134+02:002019-06-24T16:09:23.134+02:00In some sense this comes down to game design and h...In some sense this comes down to game design and how you want the game to flow. AN low-probability shot at extreme range cna be fun, although I think I would prefer such a mechanic better in roleplaying games, where a player only controls one character. In games where the player has multiple units, unit behaviour is perhaps better represented by averages, while avoiding the extremes.Phil Dutréhttps://www.blogger.com/profile/13607941040736764291noreply@blogger.comtag:blogger.com,1999:blog-167571258925590870.post-7042970423934901822019-06-23T04:23:46.056+02:002019-06-23T04:23:46.056+02:00Battleship battles - the few enough there were - c...Battleship battles - the few enough there were - could be decided by staying at extreme range, with 1% and less chance of hitting - but the enemy has none! - and all it takes is a few good hits. I thought of this immediately when I saw the curve for drawing x black cards in a row - looks a lot like some of the curves I've seen for naval shooting. This is also true for 18th Century riflemen, sitting back outside the range of muskets: sure, it's a hard shot, but it beats getting close! So I would defend the use of extreme range for certain battles/eras.MountainLakehttps://www.blogger.com/profile/13654585878584076696noreply@blogger.comtag:blogger.com,1999:blog-167571258925590870.post-90092934318143434672017-05-25T17:20:20.460+02:002017-05-25T17:20:20.460+02:00Just looked at the firing mechanic, and Fireball F...Just looked at the firing mechanic, and Fireball Forward indeed also uses a random range die ... https://www.youtube.com/watch?v=UE9gv1Its5sPhil Dutréhttps://www.blogger.com/profile/13607941040736764291noreply@blogger.comtag:blogger.com,1999:blog-167571258925590870.post-85830156441010481342017-05-25T14:32:52.718+02:002017-05-25T14:32:52.718+02:00Chris,
Thanks for the reference to Fireball Forwar...Chris,<br />Thanks for the reference to Fireball Forward ... will check it out. There probably are indeed quite a few games out there that deviate from the standard wargaming engine.Phil Dutréhttps://www.blogger.com/profile/13607941040736764291noreply@blogger.comtag:blogger.com,1999:blog-167571258925590870.post-32628948187454075072017-05-24T13:53:49.156+02:002017-05-24T13:53:49.156+02:00Phil, nice article, thank you. I agree with everyt...Phil, nice article, thank you. I agree with everything you say about the 'traditional' complex tables and modifiers approach. I nominate Fireball Forward as a game that does something interesting and different with ranges.<br /><br />In a strange synchronicity, I also wrote about granularity last week (I've added a plug for your post in the Comments) :<br />http://bloodybigbattles.blogspot.co.uk/2017/05/v-e-day-games-and-granularity.html#gpluscommentsChrisBBBhttps://www.blogger.com/profile/13522334377353504659noreply@blogger.com