ORIGINAL: RangerJoe
Well, the language might be strict and very specific but it has to be for such things.
This short video has many good examples

Grammar Nazis
Moderator: maddog986
ORIGINAL: RangerJoe
Well, the language might be strict and very specific but it has to be for such things.
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So how did it happen?
Well, Maine's law says the following activities do not qualify for overtime pay: "The canning, processing, preserving, freezing, drying, marketing, storing, packing for shipment or distribution of: (1) Agricultural produce; (2) Meat and fish products; and (3) Perishable foods."
The drivers said the lack of a comma between "shipment" and "or distribution" meant the legislation applied only to the single activity of "packing", rather than to "packing" and "distribution" as two separate activities.
And because drivers distribute the goods, but do not pack them, they argued they were therefore eligible for overtime pay - backdated over several years.
A district court had earlier ruled in favour of the dairy firm.
But circuit judge David J Barron overturned that, writing: "We conclude that the exemption's scope is actually not so clear in this regard.
"And because, under Maine law, ambiguities in the state's wage and hour laws must be construed liberally in order to accomplish their remedial purpose, we adopt the drivers' narrower reading of the exemption."
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It sounds interesting. Can you point out some game(s) that use it?ORIGINAL: z1812
There is a kind of hybrid move sequence that I have come across. It is a system that breaks down a turn into a number of smaller actions. Each unit on each side alternates and has one action until both sides have used all their actions. This completes the turn sequence. I quite like it. However my preference is still for wego.
ORIGINAL: z1812
This thread started out as a reasonable discussion about wego.
It seems to have resolved to Curtis being right and everyone else being wrong.
I will continue to take part...............but I will not be responding to any of his posts.
ORIGINAL: RFalvo69
It sounds interesting. Can you point out some game(s) that use it?ORIGINAL: z1812
There is a kind of hybrid move sequence that I have come across. It is a system that breaks down a turn into a number of smaller actions. Each unit on each side alternates and has one action until both sides have used all their actions. This completes the turn sequence. I quite like it. However my preference is still for wego.
ORIGINAL: RFalvo69
It sounds interesting. Can you point out some game(s) that use it?ORIGINAL: z1812
There is a kind of hybrid move sequence that I have come across. It is a system that breaks down a turn into a number of smaller actions. Each unit on each side alternates and has one action until both sides have used all their actions. This completes the turn sequence. I quite like it. However my preference is still for wego.
And this shows how this pandemic is starting to fray my mind [:(] - given that I played and enjoyed a number of Panzer Grenadier titles a few years ago. I really liked that system.ORIGINAL: jmlima
ORIGINAL: RFalvo69
It sounds interesting. Can you point out some game(s) that use it?ORIGINAL: z1812
There is a kind of hybrid move sequence that I have come across. It is a system that breaks down a turn into a number of smaller actions. Each unit on each side alternates and has one action until both sides have used all their actions. This completes the turn sequence. I quite like it. However my preference is still for wego.
Alternate activation, for ex, CH's ATS series, Pz Grenadier, etc. usually popular in tactical scales.
ORIGINAL: RFalvo69
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Speaking of Avalanche Publishing, I also like their WEGO approach for the operational part of "The Great War at Sea" and the interesting IGOUGO asymmetric system for the tactical battles (even if the series suffers from the endemic inability by AP to write understandable manuals...)
ORIGINAL: RFalvo69
It sounds interesting. Can you point out some game(s) that use it?ORIGINAL: z1812
There is a kind of hybrid move sequence that I have come across. It is a system that breaks down a turn into a number of smaller actions. Each unit on each side alternates and has one action until both sides have used all their actions. This completes the turn sequence. I quite like it. However my preference is still for wego.
I didn't cherry pick anything. Those are the only playtests that I made. Of course different results could probably be obtained if players make vastly different choices than historical or one player is much better than the other. But neither was the case in those playtests. And the results all clearly had excellent historocity.ORIGINAL: 76mm
So you've cherry-picked the handful of scenario play-throughs that you found closely resembled historical results...so what? Other play throughs have undoubtedly resulted in wildly ahistorical results. You understand that just posting the results that support your argument is completely irrelevant, right? Do you think that's how data analysis works? Before drawing any conclusions you need to look at all the results, which you do not, and cannot possibly, have.ORIGINAL: Curtis Lemay
And, if you had checked the original post, you would know that I posted similarly historical results from Germany 1945 and Soviet Union 1941. And those are just the examples I had movies made of.
ORIGINAL: RFalvo69
ORIGINAL: Curtis Lemay
ORIGINAL: RFalvo69
What is "historicity" if not a "scenario" played once - and thus not comparable with anything similar?
We will never know how the Allies' performance in '44-'45 fell on an hypothetical "probability curve". Maybe they rolled two six-sided dice, were unlucky, and got a "3". Maybe had Market-Garden been a bit more lucky they could have been in Berlin for Christmas. Maybe, had the campaign be played ten times, we would have discovered that the Allies won the war earlier eight times out of them. We will never know.
What we do know is that "the historical result was 3". So we build a top-down model that has 3 as the average: two six-sided dice with only 1s and 2s on their faces. This way we concede that the Allies can got a "2" or a "4", with the historical "3" as the most probable result. But we can't refuse the idea that the model is skewed: you can't shop it around as "correct", because we can't compare what it models (i.e. the real campaign) with anything. It was artificially built to get a specific result.
They were rolling a billion dice. That limits the standard deviation a bunch. There's no way anyone can deny that my France 1944 playtest results were spectacular!
Again, no.
And still they talked more about the Fulda-Frankfurt corridor than about NATO plans for the siege of Vladivostok. Who knows? Maybe they had faith in their models [;)]
Amazing. He nailed the confutation to his own theory without even realising it [&:]ORIGINAL: Curtis Lemay
I didn't cherry pick anything. Those are the only playtests that I made. Of course different results could probably be obtained if players make vastly different choices than historical or one player is much better than the other. But neither was the case in those playtests. And the results all clearly had excellent historocity.ORIGINAL: 76mm
So you've cherry-picked the handful of scenario play-throughs that you found closely resembled historical results...so what? Other play throughs have undoubtedly resulted in wildly ahistorical results. You understand that just posting the results that support your argument is completely irrelevant, right? Do you think that's how data analysis works? Before drawing any conclusions you need to look at all the results, which you do not, and cannot possibly, have.ORIGINAL: Curtis Lemay
And, if you had checked the original post, you would know that I posted similarly historical results from Germany 1945 and Soviet Union 1941. And those are just the examples I had movies made of.
ORIGINAL: RFalvo69
Amazing. He nailed the confutation to his own theory without even realising it [&:]ORIGINAL: Curtis Lemay
I didn't cherry pick anything. Those are the only playtests that I made. Of course different results could probably be obtained if players make vastly different choices than historical or one player is much better than the other. But neither was the case in those playtests. And the results all clearly had excellent historocity.ORIGINAL: 76mm
So you've cherry-picked the handful of scenario play-throughs that you found closely resembled historical results...so what? Other play throughs have undoubtedly resulted in wildly ahistorical results. You understand that just posting the results that support your argument is completely irrelevant, right? Do you think that's how data analysis works? Before drawing any conclusions you need to look at all the results, which you do not, and cannot possibly, have.
ORIGINAL: altipueri
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About 50 years ago, when a teenager, I gave up playing tabletop wargames at a club because all I saw was old men arguing about what was or wasn't realistic.
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Are you talking about wargames or where debates about them are held? [;)]ORIGINAL: jmlima
ORIGINAL: altipueri
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About 50 years ago, when a teenager, I gave up playing tabletop wargames at a club because all I saw was old men arguing about what was or wasn't realistic.
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It's a pretty though question. Are 0s and 1s more comparable to war than cardboard?