Overwatch counters. . .

9 posts ยท Jul 23 1999 to Jul 23 1999

From: Ryan Fisk <ryan.fisk@g...>

Date: Thu, 22 Jul 1999 22:28:39 -0400

Subject: Re: Overwatch counters. . .

Though I understand that the level of detail desired in FMA is fairly high, I
don't like too many counters on the table (more than about 2 per figure is too
many in my opinion). I really don't see what is so hard about using the figure
as the guide. just decide that the way the face (or equivalent) is pointing is
the facing for the model and use 180 or 90 degrees from that, if need be clip
the corner off of a piece of paper or cardboard and use it as a 90 degree
template when there are any arguments.
Or, better yet just dice off any arguments, either high , or 50/50 or
even/odd.  I would rather dice off or use a best guess than measure it
with a protractor and then have to argue that the chit was bumped. Too many
things (non-terrain/mini) cluttering up the playing area bothers me.

My.02

From: Ground Zero Games <jon@g...>

Date: Fri, 23 Jul 1999 10:54:52 +0100

Subject: Re: Overwatch counters. . .

> Though I understand that the level of detail desired in FMA is

Yes, in general I go along with this, which is why we are limiting the FMA
counter use to one permanent marker per figure (the activation marker) and as
few temporary ones as possible. However, there IS a need for a temporary
marker to indicate WHEN a figure has been placed on overwatch, and if this can
also be used to indicate an arc then so much the better. I agree that a single
mark on the figure's base to indicate "front" might be useful, as several
things can then be judged from this, but some kind of overwatch indicator will
still be necessary for smooth functioning of the game.

From: ScottSaylo@a...

Date: Fri, 23 Jul 1999 11:15:39 EDT

Subject: Re: Overwatch counters. . .

> In a message dated 7/22/99 9:36:55 PM EST, voivode@voyager.net writes:

<<    Though I understand that the level of detail desired in FMA is
fairly high, I don't like too many counters on the table (more than about 2
per figure is too many in my opinion). I really don't see what is so hard
about using the figure as the guide. just decide that the way the face (or
equivalent) is pointing is the facing for the model and use 180 or 90 degrees
from that, if need be clip the corner off of a piece of paper or cardboard and
use it as a 90 degree template when there are any arguments.
 Or, better yet just dice off any arguments, either high , or 50/50 or
 even/odd.  I would rather dice off or use a best guess than measure it
with a protractor and then have to argue that the chit was bumped. Too many
 things (non-terrain/mini) cluttering up the playing area bothers me.

My.02 >>

I'm tempted to make different color disks large enough to stand the figure and
base ON, that way the clutter would be reduced. How about that for an option
when you produce the game? I know you have one size die cutter, but,
golly - isn't it time for another size die-cutter - may be1" to 1 1/2"
circles (I can't help that you guys whimped out on English measurements
- for
shame!). But it would look good and be an asset

From: ScottSaylo@a...

Date: Fri, 23 Jul 1999 11:29:42 EDT

Subject: Re: Overwatch counters. . .

> In a message dated 7/23/99 4:52:18 AM EST, jon@gzero.dungeon.com writes:

<< I agree that a single mark on the figure's base to indicate "front" might
be useful, as several things can then be judged from this, but some kind of
overwatch indicator will still be necessary for smooth functioning of the
game.
> [quoted text omitted]

Why not just say that the base should be marked for its forward arc, then you
don't have to have that counter at all. How difficulot is it to marke the
figure base for "front" - not very!

From: Buddy Chamberlain <buddy@m...>

Date: Fri, 23 Jul 1999 11:47:18 -0400

Subject: Re: Overwatch counters. . .

Base 'em on squares and it's even easier...

God bless,
- Buddy

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[quoted original message omitted]

From: Ground Zero Games <jon@g...>

Date: Fri, 23 Jul 1999 21:07:34 +0100

Subject: Re: Overwatch counters. . .

> In a message dated 7/23/99 4:52:18 AM EST, jon@gzero.dungeon.com

I think you've missed my point - that a marking of the figure's base
would remove the need for a overwatch ARC counter, but not the need for a
counter to simply indicate WHEN a figure was placed on overwatch.

From: Donald Hosford <hosford.donald@a...>

Date: Fri, 23 Jul 1999 16:11:40 -0400

Subject: Re: Overwatch counters. . .

By using an "overwatch" counter, means the players won't have to rebase their
figures... If the colored circles were included with the game, the players
could stick their figures to them with a bit of rolled tape. And easily remove
them later.

Someone could easily do this on their own, and post the file somewhere once
the game has come out...

(my muddling right down the middle...8D)

Donald Hosford

> Buddy Chamberlain wrote:

> Base 'em on squares and it's even easier...

From: ScottSaylo@a...

Date: Fri, 23 Jul 1999 16:12:44 EDT

Subject: Re: Overwatch counters. . .

> In a message dated 7/23/99 3:05:41 PM EST, jon@gzero.dungeon.com writes:

<<
 I think you've missed my point - that a marking of the figure's base
would remove the need for a overwatch ARC counter, but not the need for a
counter to simply indicate WHEN a figure was placed on overwatch.

Jon (GZG)

> [quoted text omitted]

I was only worried about the arc counter, anyway. but the use of different
discs to go under the figures would e;liminate many counters in the mix,

wouldn't it?

From: Donald Hosford <hosford.donald@a...>

Date: Fri, 23 Jul 1999 16:21:18 -0400

Subject: Re: Overwatch counters. . .

Thanks Jon for making this clear. So, how many overwatch counters should be
included? What should they look like? (ie use the edges to aim, or a big arrow
on
the 1/2
inch counter?)

(I have made my own set of activation/supression markers on my
computer.)

> Ground Zero Games wrote:

> >