From: mintroll-ft-list <mintroll-gzg-ft@2...>
Date: Thu, 7 May 2009 8:37:38 +0000
Subject: Re: [GZG] Measuring and Vector
In my humble opinion vector movement is easier to teach... as long as
you begin by allowing pre-measuring (I just had to be different).
When I started teaching my group, we used markers to pre-measure and
plan our movement orders. I'd recommend this for the first few turns.
I also did assault courses... mini scenarios with several planets/space
scenery and a beginning and end region (6mux6mu) on the table - your
challenge was to race from start to finish (no weapons - only movement).
In fact, I might have the course maps I made up... I worked out some 'optimal'
solutions (will hunt around for them... but they're simple to do yourself). I
would really recommend doing this, at least a simple one like:
START ----\ PLANET /----END
--------
Try it with a single speed 6 ship, then a speed 6 and 4 (which must come to a
stop in the end region on consecutive turns), start from stationary. It'll
take about half an hour, teach them all the movement rules and how the game
flows. Since it's a race, there is a winner Of course, if you haven't got time
to waste... this isn't such a good idea.
We stopped measuring after a few battles... of course measuring your move
tells your opponent exactly where you intend to be, if they write their orders
after you. Thus, as some people moved to not measuring,
they had to write their moves first... then the pre-measurer's went
(yes, it is unfair - but it kept people playing the game).
In regard to pre-measuring slowing down the game... it really is a
matter of who you play with. Egg timers can be your friend in this case,
you can buy 1,3,5 and 10 minute ones - or a chess clock (have used one
of them for other wargames... but doesn't quite fit with the FT method of
play).
I'm generally in favour of pre-measuring.
I don't mind in FT because of the simultaneous planning and movement,
but in turn based movement judging the distance isn't a skill - it's
luck. Also seems to greatly disadvantage shooty type armies - the melee
guys just run at you, the shooters need to fire and then fall back out of
charge range... much harder to judge. Warmachine is a case in point...
especially when some units charge range is 1 or 2 inches shorter than the
shooters range... that's a pretty narrow margin. Sorry,
I'm ranting... but non-measuring is bad in alternating turn games (in my
opinion).
Simon