Sven,
Thanks for the response to my first post on this site.
As the author of the rules states he's in love with buckets of dice. Me, I
detest this style of gaming. Although I do have to admit it does get the young
ones involved as they appear to enjoy this particular style. There is also an
elegant simplicity about it. But I just can't stand the GW feel of it.
Still when it all comes out in the wash, I prefer minimal die rolling, theres
less damage to painted figs' and well formed terrain from errant dice and much
less clutter. I firmly believe that a good wargame should look like a moving
diorama. The more terrain features out there add so much more to the game both
visually and estheitically.
In Sci Fi gaming I think that if you are in line of sight, no matter what the
range, then you're probably going to end up dead quite quickly, whether you're
using a laser rifle or the main gun on some grav effest vehicle. Sorry can't
quite call them a tank, although the word does suffice as a description in a
pinch. Hence the need for good looking terrain features.
However I digress, I think in the long run the game could be better served with
less die rolling. As I mentioned earlier, I am a great fan of percentile dice.
A couple of questions I have. What is the games ground scale? What is the time
scale? I flipped through the rules and could'nt find a reference to either. I
see the operational unit is a Battalion, so I'm thinking that each turn must be
around half an hour to a full hour.
Ray, in Calgary
--- In CommandHorizon@yahoogroups.com, Sven Lugar <vikingjarl@...> wrote:
>
> Hi Ray, it was my pleasure to host the Command Horizon game for you.
> Thank you for your patience in that I had to also host a pick-up game of
> Polemos ACW game simultaneously and was running bck & forth. I won't
> call you "Heathen" for your input on dice because I am a Heathen (in the
> real meaning of the word) and take it as a compliment. Yes, there was a
> lot of die rolling. Partially that is my fault in that I had originally
> based those walkers under the 1st edition of the rules and I have way
> too many models on the bases. The other part is a design goal in order
> to flatten the odds curve and make a game based more on tactics than
> luck. I will reduce the number of models for one, but perhaps we can
> think of a way to moderate the number of die rolled without eliminating
> the "tactical weight" to the game.
>
> Thank you also for your feedback. It is really appreciated & is helpful.
> Skal,
> Sven
>
> Ray Sams wrote:
> >
> >
> > Hello All,
> >
> > I played my first game of Command Horizon at Enfilade a couple of
> > weeks ago. Thoroughly enjoyed the game, even though it was just a
> > quick pick-up demo game between myself and a friend moderated by a
> > Gent whose name slips me at this point.
> > The only real detractor to the game I found on my first game was the
> > amount of dice rolling involved. At on point I had to roll 33 sets of
> > 3 or 4 dice to save one of my units, failed eventually I may add. I'm
> > thinking that this must be an anomaly in the game, as the moderator
> > himself stated that he purposefully built this unit due to it's speed
> > and heavy hitting power.
> >
> > Now admiting that I am a newbie to the game. Has any one else
> > experienced such dice rolling and is there a way around it? Surely
> > everything can come down with factors added in to a mere percentage.
> >
> > Now I think I'll sit back and await the cries of heathan, string him
> > up, what the h@#$#$ does he know, rhetoric.
> >
> > Ray, in Calgary
> >
> >
>
>
> [Non-text portions of this message have been removed]
>