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Reply | Forward Message #308 of 314 |
Re: Rules question

Hello to everyone. I just received my set of rules yesterday, and started going
through them. Guess what? First question I had was about passing. The next
thing I did was check this group, and there was a question on passing. Funny,
isn't it?

While mulling this over, I saw one big problem. What if I passed, and passed,
and passed, until my opponent had no more companies left? Then I could move all
my units as I saw fit. Not really sporting, I think. Reading the post here -
allowing only one pass - seems quite reasonable. As an alternative I suggest
stealing from Disposable Heroes. In that game, you can't actually "pass" , but
you can just activate a unit and do nothing with it. We can do the same here.
Effectively, it's either use it or lose it (for that turn at least). This
should minimize the incessant passers. Thoughts?

Steve N

--- In tankwreck_game@yahoogroups.com, "Dave Whitehouse" <dave@...> wrote:
>
> --- In tankwreck_game@yahoogroups.com, "vanders9" <vandering@>
> wrote:
> >
> > --- In tankwreck_game@yahoogroups.com, "Chris & Lisa" <clloyd@>
> > wrote:
> > >
> > > Just got my Tankwreck rules today (thanks Martin), and am having a
> > > first read through, and have the following question, re
> > initiative ....
> > > with the whole passing thing, it would seem possible, for both
> > players
> > > to be waiting for the other to do something, so pass ... pass ...
> > pass
> > > ... pass ... pass etc etc etc, seems possible/plausible, how is
> > this
> > > resolved, as the turn repeats 'from 2 above until all companies
> > have
> > > moved and fired.' ... most other systems I knwo of (including some
> > > boardgames), usually say a turn finishes if a pass ... pass, from
> > both
> > > players takes place??? comments please? ;)
> > >
> >
> >
> > Heh...yes this is a logical disconnect! I would suggest not
> > allowing someone to pass after someone else has passed, and
> > insisting upon not being able to pass twice in a row.
> > Or alternately forget the pass rule. It was a bit of a mistake
> > including it.
> >
> > Martin Bourne
> >
> Welcome.
> It just shows that you really do need scenario type gaming to make
> the rules work. Usually in modern warfare its attack/defence battles
> and that mostly means one side is "On the clock" trying to complete
> his objectives in a certain time.
> We found as soon as we played this type of game with specific
> time/objective requirements the whole game changed. If you have time
> to pass your opponent is not fighting hard enough!
> Dave W
>





Thu Mar 26, 2009 9:57 pm

napman60
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Message #308 of 314 |
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Just got my Tankwreck rules today (thanks Martin), and am having a first read through, and have the following question, re initiative .... with the whole...
Chris & Lisa
stampinbunny
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Feb 3, 2009
1:04 pm

... initiative .... ... players ... pass ... this ... have ... both ... Heh...yes this is a logical disconnect! I would suggest not allowing someone to pass...
vanders9
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Feb 6, 2009
9:20 pm

... Welcome. It just shows that you really do need scenario type gaming to make the rules work. Usually in modern warfare its attack/defence battles and that...
Dave Whitehouse
electroquip2003
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Feb 10, 2009
1:06 pm

... Heh...I guess we need some scenarios then! The problem is that they almost have to be hypothetical. Still, I shall see what can be done! Martin Bourne...
vanders9
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Feb 14, 2009
11:35 am

Hello to everyone. I just received my set of rules yesterday, and started going through them. Guess what? First question I had was about passing. The next...
Steve
napman60
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Mar 26, 2009
9:58 pm

I like the single pass rule. It gives the player with the initiative a little control without ruining the game. So if I have the initiative and pass, you must...
C. Andrew Walters
candrewwalters
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Mar 26, 2009
10:20 pm
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