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Post by abbysdad on Feb 26, 2010 16:01:34 GMT -5
What part of playing games of AE-WWII slows you down?
For example, do you have to look for rules in the book a lot?
Checking line of sight?
Reply here.
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Post by CmdrKiley on Feb 26, 2010 16:46:54 GMT -5
Generally looking for rules in the game.
I've eliminated a lot of the special rules by making stat cards for each unit type, hero template, and special order. That way the rules you need for each unit are right there in front of you when you need them.
Suppression seems to be the one that everyone in my group keeps looking up however.
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Post by xGIxJOKERx on Feb 26, 2010 20:16:05 GMT -5
I have got in the habit of typing up all my detachments in MS Word with the associated stats, weapons, and special rules all laid out. It really saves on time. The thing that takes the longest for me is just flipping over and placing counters for drive/ activations/ etc. Can't be helped really, and in the long run it saves on time because you don't get into having to say "OK, this guy lost one dude from his team, two entire teams wiped out, um, command used once but then he also got hit by a flame thrower..." and so on.
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Post by Cilionelle on Mar 7, 2010 7:07:38 GMT -5
For me, the part that we tend to avoid is planned missions, since they require choosing the mission, then choosing a force. It's far easier to choose first, knowing how the team will fit together, then find an unplanned scenario (usually by the roll of a die). I might be wrong though; just seems time is limited when we play (not that I've played for a while now... sigh!).
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Post by abbysdad on Mar 17, 2010 9:03:27 GMT -5
For me, the part that we tend to avoid is planned missions, since they require choosing the mission, then choosing a force. It's far easier to choose first, knowing how the team will fit together, then find an unplanned scenario (usually by the roll of a die). I might be wrong though; just seems time is limited when we play (not that I've played for a while now... sigh!). Interesting points. I really like the planned scenarios because I like the opportunity to tell a story with the games. What would you change in the planned scenario process to make them more user friendly?
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