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General Discussion and Announcements / Re: Rommel- Higher level game
« Last post by Kontos on July 23, 2017, 04:15:47 PM »
In addition to ground scale that then represent double/triple distance, that begs the question of time scale too. One would presumably have half or a third the number of turns in a day.

I must have misunderstood what Sean meant by "battalion represented by one model?"

But then I started off thinking that Rommel was at a battalion-per-stand level because a friend and I were discussing that.

I think a company per stand probably is the best level. But you know many gamers, they want to play bigger battles than may be practical. Not that I have ever done that...  ::)

There comes a point where bigger battles means getting out some old games and use the cardboard counters!
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General Discussion and Announcements / Re: Rommel- Higher level game
« Last post by Bill Owen on July 23, 2017, 04:10:54 PM »
In addition to ground scale that then represent double/triple distance, that begs the question of time scale too. One would presumably have half or a third the number of turns in a day.

I must have misunderstood what Sean meant by "battalion represented by one model?"

But then I started off thinking that Rommel was at a battalion-per-stand level because a friend and I were discussing that.

I think a company per stand probably is the best level. But you know many gamers, they want to play bigger battles than may be practical. Not that I have ever done that...  ::)
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General Discussion and Announcements / Re: Rommel- Higher level game
« Last post by Le Grand Fromage on July 23, 2017, 01:31:40 AM »
You're asking something a bit different from the OP's original question, as he was asking about scaling-up in terms of using more points, having bigger games, etc.  (Not changing the game scales).

During playtesting we did a lot of 1 Unit = 1 Battalion tests, but the scale of artillery units posed a frequent problem. Given a need for "stacking" (i.e., how many units can fit in one area) and the importance of proportionality (how many ART units vis-a-vis other units in a given division), using 1 INF stand to equal 1 INF BN meant that - for example - a Volksgrenadier division might be 8 units (6 infantry and two artillery). That became problematic and distorted the proportions of artillery to other unit types. Meanwhile it also distorted the contribution of artillery to any given combat. Finally, it presented some difficulties when representing mixed-arms units (for example, the practice of detaching a company of tanks to support a battalion or regiment of infantry).

Consequently 1 Unit = @1 Company worked better.
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General Discussion and Announcements / Re: Do roads have a purpose?
« Last post by Le Grand Fromage on July 23, 2017, 01:26:19 AM »
From the "Terrain" rules in Chapter 1:

There are no “roads” in Rommel. All of these terrain types are assumed to have several roads and paths in various directions and of various quality. Terrain affects movement because it might cause delay and detour. For example, moving through a woods square does not necessarily mean moving between the trees. It might mean: winding slowly along the one narrow forest path that zigs and zags and is not friendly to truck axles.
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Longstreet Community / Re: recommendations for acw naval rules or game
« Last post by Captain Darling on July 22, 2017, 10:02:17 PM »
Hey Tom,

I'm not into ACW naval miniature gaming but some friends used to use the game Wooden Ships and Iron Men as the source of rules for their ACW miniatures games...they said it worked well!

Cheers!
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Longstreet Community / Re: Getting the card deck in Europe
« Last post by Captain Darling on July 22, 2017, 09:50:40 PM »
I look forward to the day there are print on demand locations in our own countries, UK for you guys Australia for me  :) ...
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Longstreet Community / recommendations for acw naval rules or game
« Last post by TomMcC on July 22, 2017, 10:28:39 AM »
Gents,

A couple of us at our club have started a campaign. My opponent, who is also a naval fan, suggested we substitute a campaign battle for a naval battle. 

So, any suggestions for a suitable game?  Friends at our club have lots of models and one, I think, has the Ironclads rules / game, though he said it was very heavy recording stuff on paper.  Any other thoughts?  Hopefully something that's as fast flowing and fun as Longstreet, but with ships. There are some free sets online, and some are nice and simple but others very complex. 

We decided just to start the campaign and hope that others would join in when they saw it was underway.  We're just about to go into 1862, so a likely naval battle will replace an 1863 battle. It will likely be a simple win / lose situation though we may think about EPs for capturing or sinking enemy vessels. 

cheers,
Tom
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Longstreet Community / Re: Getting the card deck in Europe
« Last post by TomMcC on July 22, 2017, 10:18:22 AM »
Gents,

this is a late response here, but I'd like to give out a positive shout for Drive Thru Cards.  I'm in the UK, and a couple of months ago I finally decided to get the Blucher Austrian and Russian cards, and then added in the Longstreet cards to the order.  They said delivery in 3 - 7 weeks, but the cards arrived inside 2 weeks.  Great service.

I accepted that there would be postage, but that was OK.  I reckoned it was part of the deal. Then the UK Customs "chaps" did their bit and stung me for £18.  I had some sweary words with game club friends who'd had similar experiences getting stuff from outwith the UK, but then we accept it, laugh at some of the things we do for a hobby and get on with the games. 

So boo, hiss to UK Customs and a big cheer for Drive Thru Cards.
cheers,
Tom
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General Discussion and Announcements / Re: Do roads have a purpose?
« Last post by chuckhamack on July 22, 2017, 09:46:55 AM »
No purpose at all except to look pretty.
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Blücher Optional Rules / Re: Skirmish fire in woods/BUA
« Last post by fulhamfc on July 22, 2017, 08:42:01 AM »
Can I just add my naive two pennyworth as well, I had to keep reminding myself and my wargaming buddy that the dice results are always hits and killing or wounding your enemy's troops, but the dice that count are only effecting the enemy brigades elan, so they could run away quickly or fight to the last man lol.

So to my point, any changes to the rules would have to reflect the Blucher game at that level, i.e. Elan and breaking the Brigades will to carry on. I am no expert on Brigade actions and their effect as a whole in skirmishing, and the amount of time any skirmishing Brigades would take to cause an effect on their opposition, and as we are now talking about woods and maybe bua's then come into the discussion and as Sam Mustafa wrote only troops with the expertise get the additional 5 to hit and effect elan, even tho all Brigades had skirmishes who might have been crap at their job, i.e. Even the Brits were not as good as the French at skirmishing but Sams rules allow them the skirmish trait, how low would you go to allow a particular Army's skirmishers to have an effect against their enemy's skirmishes. Please do not comment on who was good or bad at skirmishing  but how you would apply any particulars Brigade actions to reflect the Elan in the Blucher rules, i.e. In difficult positions and opposing skirmihers, now do we bring in the French light brigades that had so much success over the years for Napoleon, but do not get a mention by Sam unless they are classed as veteran or elite

As I said just my naive two pennies worth, ffc
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