The interaction between team players is priceless. Cant take that away. But outside distractions like " hey did you see my new ride, or my new boss at work sucks becouse……" . You can have fun and enjoy social interaction, but when your up, PLEASE be ready to go!
Posts made by lnmajor
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RE: "Cone of Silence"
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RE: Time Limit Poll - How long do you allow each player for turn
Has to be a rule everyone agrees to and follows. you dont let a player break other rules like to # of spaces a fighter can move, or " im short a ipc or 2 can i slide?"
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RE: Time Limit Poll - How long do you allow each player for turn
OK, if you impose a time limit, who agrees with a penalty and what should it be if you go over set time limit?
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RE: Re: Field Marshal Games Pieces Project Discussion thread
Look at ILs maps. you might find something even better.
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RE: The French Problem
i think your ideas are good. the problem for me is it complicates the game and slowes things down abit when its Frances turn to go. they pretty much get mowed over and by turn 3 there is almost nothing worth wasting time on. I am leaning toward after Continental France falls, let frech fleet fight on. treat french owned colonies like China rules. Can build only infantry here or there. If France is liberated they may function as a major nation again. France is definitely not worth slowing the game down for just to keep them in symbolicaly.
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RE: Vichy France and the French Navy
Zeno games had all the vichy french rules in their World at War game like 10 or 12 yrs ago. some suggestions posted here are almost identical. Search zenogames.com. i think they may be stiil around.
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RE: Vichy France and the French Navy
Can you say ZENO, WORLD AT WAR ?
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RE: Crazy italins
Played right and with alittle luck from the dice fairy, Italy can be pretty impressive. Just wait till they get their FMG reinforcments.
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RE: POLL: Sub rules in reference to unescorted transports MEGASTEIN vs LARRY H.
What if subs had to make a detection roll to lock on to unescorted transports before they can attack them? shouldnt it be a game of chance? if transports want to try to slip by subs that would be cool. for example, surface ships were much harder to detect at night for subs. also what if enemy sub doesnt block sea zone but restricts ship movement to 1. when subs were known to be in the area ships had to zig zag instead of running a strait coarse. this works! im using this from now on. thanks guys. :mrgreen:
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RE: The "Bell-Fey" Manoeuvr
Your playing with teams and your saying that no one on the oppoising team is consistantly not catching this? Is Bell-Fey a logistics genuis or are you playing with people who need to step up their game. After having my capital jacked once or twice i learned to be overly caucious about my capitals. This is also related to a previous thread about players paying attention. :-o
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RE: FMG COMBAT UNITS - Rules: HEAVY ARMORED UNIT
I agree with IL here. Production limitations are the way to go or the game will get out of hand quick. What about production limits based around some sort of achievments. Like you can only build heavy tanks if your ipc level is over a certain amount? If your ipc level drops below a certain level, you cant build. also what about maybe takes 2 turns to build?
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RE: Re: Field Marshal Games Pieces Project Discussion thread
Jeremy, we appreciate all the effort your putting into this. these are things that come up and out of you control. we have all waited this long another few weeks wont kill me. keep up the good work and pray civil war doent break out it China in the next couple of weeks.
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RE: POLL: Sub rules in reference to unescorted transports MEGASTEIN vs LARRY H.
@The:
They should get a choice whether to take a shot or block
I use this rule. Leaves the most flexability.
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RE: House Rules - Turn time
We normally have a rule when we’re playing with more than 3 people that you must have your purchases ready for when your turn starts, or you don’t get to buy. I often am throwing my purchase onto the mobilize units boxes in the bottom corners directly after my opponent does.
Now that makes good sense to me. Might be too harsh for Axis Roll thou. But then again he sounds like he likes to play it more like AXIS and BARBIE DOLLS. :-D
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RE: House Rules - Turn time
What? Your reading into that alittle too much, dont you think? You dont have to use this rule. I have used it to keep the game moving along. i only posted it here as a thought that pertained to this thread. if you and your buddies want to talk about what color your wife painted the kitchen or what fertilizer to use on your lawn this spring inbetween turns go for it. different strokes for different folks. :lol:
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RE: House Rules - Turn time
I always play for enjoyment, and hanging out with the guys. Maybe you missunderstood my post. I dont play a militant game. we drink beer, roll dice, and taunt each other like dudes love to do. I was just saying that to keep the game moving along and get a decent amount of rounds in in Global AA the players have to be more focused on the game so when they are up they are ready to go and make moves. if we go til 3 or 4am in the morning i like to have at least gone past 6 or 7 rounds.
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RE: House Rules - Turn time
think it. you should have your purcheses pretty much thought out before your up, maybe minor adjustments based on previous players rounds combat results. that leaves almost the whole 10 min. to make combat moves, just combat moves, combat is not part of the 10 min. rule. The only countries that might take longer on occastion is japan, germany, usa. Since UK is split now that is more managable. UK used to take the longest, especially if FRANCE is included in UK moves. But thats separate and FRANCE is a joke anyway LOL.
I hate when a player is up and hasnt been paying attention to the game. “hey, your turn”, they walk up to the table,look over the table, and their eyes glaze over. Thats a time waster! You used to be able to do that with the older AA games, but this new game is a whole nother animal -
RE: House Rules - Turn time
its more like a motivator to keep things moving. does that sound better for you. some people are indecisive and afraid to make any moves that might lead to a mistake 2 or 3 turns down the line. if you cant make purcheses and combat moves in 10 min. most of the time, the game can linger on in to wee hours in the morning unnessisarily. if you have at least 3 players, they should have a decent idea of their purcheses before their turn comes up, or they are not paying attention or distracted.