ANES01 Preliminary Rules Work

Retroactive deletion.
 
I have absolutely no problem with complex rules. If you're willing to take the time to implement them, I'm willing to take the much smaller time to understand and use them.

But you still haven't given a definite answer to the tactics question. Is this a board game? If not, where do the subjectivity/strategy/tactics/story aspects enter into it, and to what extent?

Keep in mind that random numbers are also used in board games. Don't give me that answer and keep evading the question.

And please don't construe this as a general criticism. I like your rules, for the most part.
 
Retroactive deletion.
 
Seems acceptable to me.
 
Symphony D. said:
This math really only applies when two forces set up shop opposite one another and start shooting. Nothing else will really quite approach this system in complexity in the rest of the rules.
This makes me feel much better (because there aren't a set number of things we can do, not because it's less complex). Thanks for the answer.
 
Retroactive deletion.
 
I am generally in agreement with you. The reasons some nations have had wonderful armored corps. isn't through the training of the personeel of these units, its through the great technical abilities of the armored vehicles themselves. Training is important, but not immensly so as is the case with infantry.
 
OOC: I really don't have anything valuable to contribute on the rules themselves, but I hope that Symphony did plan out the implementation itself as that tends to be rather more difficult; rules are always easier written than followed, especially rules of such complexity.

That said, Panda, as far as I could discern in practice it would be a combination of numbers, orders, common sense and so forth. That's how it always works in NESes, no matter the intentions, and I rather doubt that there would be any fundamental difference here.

In conclusion, I'd like to remind you that perhaps it is too early to argue about the merits of this system; I admit that I was not following with sufficient attention, but Symphony seems to have worked the main aspects out, so its best to run the testNES, see what works and what doesn't work (both for the moderator and for the players), and THEN argue about the rules. This had degenerated into a theoretical military discussion by now in any case - highly interesting, ofcourse, but a bit irrelevant as no matter how we try things don't work in NESes as they do in real life. Again, I think tests must be ran first.

That was longer than initially intended.
 
Ah, fast pace of posting in a discussion thread. Gotta love it, and by love, I mean hate. ;)

At least things seem to have been sorted out now.
 
I think your numbers turn the game a bit too boardish. but whatever theres no stopping you i'll watch for now
 
Retroactive deletion.
 
Ha looks Defconish I like it.
 
Roads and EZ borders seem confusing at first (but that's just because I'm not used to them), and also the industrial centers aren't immediately noticeable because of the colour - something more contrasting is needed. All good apart from that.
 
Uhm nevermind...
 
I usually look at maps on 6x zoom, so that's fine.

Two things--first, as Das already noted, the yellow doesn't really stand out. Second, what exactly do the numbers represent? Total number of units or total strength?

So does 2 mean two units of whatever strength (so either two tanks or two infantry) or some number of units with two total strength (say, two infantry or one tank, though the numbers aren't right)?
 
Second, what exactly do the numbers represent? Total number of units or total strength?

I think they represent eco. points for a given EZ.

EDIT: I think wrong. "EZ Reference Numbers" are (probably) province numbers for easy refference in stats (and orders).
 
das said:
I think they represent eco. points for a given EZ.

EDIT: I think wrong. "EZ Reference Numbers" are (probably) province numbers for easy refference in stats (and orders).
Never mind then. I'm getting your rules mixed up with Symphony's. :p
 
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