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RE: Barbarossa

Posted: Thu Nov 13, 2014 1:55 am
by paulderynck
ORIGINAL: brian brian

Anyway, I liked the proposed optional from the last Annual about the first hex in snow costing +1 MP, except for Winterized units. But, as noted above, gamers hate limits on what they can tell the pieces to do, because simpler games don't have those limits. So I doubt that Optional ever gained much traction.

I'm in a playtest of RAW8 right now using that "winterized movement" rule. (We too think the Axis is too mobile in Snow.) Biggest problem to date? Remembering we're using that option!

If only we had a computer version where we could turn it off and on... Sure we'd wonder why Unit A can't get to hex B now that it's snowing - until we got used to it - but we'd never have to go back and review all the moves on the Russian front after starting to move in an impulse and then suddenly realizing that Snow had been rolled.

RE: Barbarossa

Posted: Thu Nov 13, 2014 2:09 am
by brian brian
Yes, like HQ Movement it is hard to remember. I am glad to hear that the optional will be around in the future.

RE: Barbarossa

Posted: Thu Nov 13, 2014 4:23 am
by paulderynck
The jury is still out on that one...

RE: Barbarossa

Posted: Tue Nov 18, 2014 4:49 pm
by mavraamides
This whole discussion reminds me of an article I read about 'filtered' randomness. Since a series of real random numbers often seem heavily slanted one way or another, many game developers use filtered randomness which tries to eliminate one sided patterns and make the game seem more realistic.

(Please note, I'm not pushing this book, its just the source of the article I read!)
http://books.google.com/books?id=jDb6Aw ... ss&f=false