Poll: Which Optional Rules do you like?
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Consolidation
4.65%
8 4.65%
Drumfire
1.74%
3 1.74%
Efficient Move and Fire
5.23%
9 5.23%
Excess Initiative
5.81%
10 5.81%
Extended Assault
2.91%
5 2.91%
Fog of War
12.21%
21 12.21%
Formation Activation
0.58%
1 0.58%
Hidden Units
5.81%
10 5.81%
Limited Intelligence
1.74%
3 1.74%
Logistics and Supply
0.58%
1 0.58%
Multi-Player Games
0.58%
1 0.58%
Mire
5.23%
9 5.23%
Overrun
5.81%
10 5.81%
Pre-Plotted Bombardment
1.74%
3 1.74%
Random Events
6.40%
11 6.40%
Recon by Fire
2.33%
4 2.33%
Ruins
6.98%
12 6.98%
Smoke and Illumination
9.88%
17 9.88%
Strategic Movement
5.23%
9 5.23%
Tank Riders
7.56%
13 7.56%
Variable Nighttime Spotting Range
6.98%
12 6.98%
Total 172 vote(s) 100%
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Optional Rules
09-03-2021, 01:48 AM,
#11
RE: Optional Rules
FOW.

I always use it in solo play.  I like the disruption in causes to planning and it forces one to prioritize activations.  But there was period when I stopped using it becasue I felt it favored the defender a bit too much but causing the attack to slow down.  That was just a "feel," not a deduction of looking at my play statistics.  So I went back to using it.
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09-04-2021, 10:44 AM,
#12
RE: Optional Rules
The FOW rule stinks, is not scalable, and should be used as infrequently as possible in my humble -- and apparently minority -- opinion. This is after all a board game and should be played for enjoyment and not just to engender frustration and force actions that would not likely otherwise occur in one's opening few activations. Those oft-maligned, block-style wargames have an advantage in terms of FOW as one cannot readily see -- and/or remember the composition of the units you are facing until contact is made.
JayTownsend likes this post
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09-08-2021, 10:11 AM, (This post was last modified: 09-08-2021, 10:12 AM by joe_oppenheimer.)
#13
RE: Optional Rules
(09-03-2021, 01:46 AM)Blackcloud6 Wrote: (pumping some life into this thread)

I am thinking about smoke today...

maybe, the Smoke optional rule has it right by seeking middle ground with the limiting of each gun/artillery with one available smoke use per ten turns.

It's limited and unreliable so risky to plan your tactics around. It can be very helpful when it works.
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09-27-2021, 08:29 AM,
#14
RE: Optional Rules
I do agree with a previous poster that the FoW optional rule does not scale well. It's a real problem in scenarios with 100+ combat units.
treadasaurusrex likes this post
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01-16-2022, 03:37 AM,
#15
RE: Optional Rules
(09-04-2021, 10:44 AM)treadasaurusrex Wrote: The FOW rule stinks, is not scalable, and should be used as infrequently as possible in my humble -- and apparently minority -- opinion. This is after all a board game and should be played for enjoyment and not just to engender frustration and force actions that would not likely otherwise occur in one's opening few activations. Those oft-maligned, block-style wargames have an advantage in terms of FOW as one cannot readily see -- and/or remember the composition of the units you are facing until contact is made.

I don't use it either. There is a point in the game where I'll quit earlier if it looks like there is no hope of a side winning towards the end of a scenario but many times, I just play it through anyway to see the actual results.

Playing mostly solitaire, I never use the Hidden rules either.
treadasaurusrex likes this post
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01-16-2022, 01:56 PM,
#16
RE: Optional Rules
(01-16-2022, 03:37 AM)JayTownsend Wrote: Playing mostly solitaire, I never use the Hidden rules either.

I do. My memory is so bad they always surprise me.
treadasaurusrex and cjsiam like this post

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