Search found 170 matches
- Thu May 16, 2019 6:10 am
- Forum: Chain of Command
- Topic: How do you indicate special individual weapons?
- Replies: 10
- Views: 6377
Re: How do you indicate special individual weapons?
What I did was use different shaped bases and different sized bases to denote different things. I got my bases from minibits. I did the following: 15mm circular – riflemen 15mm squares – squad support weapons – had MG figures facing a side and anti-tank weapons facing the corner. 15mm Octagonal – cr...
- Tue May 14, 2019 7:05 am
- Forum: Chain of Command
- Topic: House rules for double moves and single sixes.
- Replies: 39
- Views: 20364
Re: House rules for double moves and single sixes.
The probability of rolling a single D6 with 5 Command Dice is higher than rolling 2 D6 and significantly higher than rolling 3 or more. Your "solution" would actually increase the frequency of extra phases occurring through the accumulation of single '6's. Yes it would, but each one of th...
- Mon May 13, 2019 8:03 pm
- Forum: Chain of Command
- Topic: House rules for double moves and single sixes.
- Replies: 39
- Views: 20364
Re: House rules for double moves and single sixes.
The difference is in how many times a unit can be activated before an opponent gets to take an action. I assume that you're not changing the "units may only be activated once in any given phase" rule, so by going to your system you are fundamentally changing how the game plays out on the ...
- Mon May 13, 2019 8:42 am
- Forum: Chain of Command
- Topic: House rules for double moves and single sixes.
- Replies: 39
- Views: 20364
Re: House rules for double moves and single sixes.
Eliminating the double phase possibility entirely, which you are now suggesting, converts the game into an entirely "I Go, You Go" system and removes part of the built in friction and options currently available. It would be a significant step. I would suggest that you should play the rul...
- Mon May 13, 2019 7:25 am
- Forum: Chain of Command
- Topic: House rules for double moves and single sixes.
- Replies: 39
- Views: 20364
Re: House rules for double moves and single sixes.
Initiative Token System Another idea that has occurred to me is to have an initiative token system to replace the normal extra phase system: 1. For every six you roll on a command roll you get an initiative token. 2. These tokens can be spent in your own phase to roll an additional command dice, on...
- Mon May 13, 2019 6:54 am
- Forum: Chain of Command
- Topic: House rules for double moves and single sixes.
- Replies: 39
- Views: 20364
Re: House rules for double moves and single sixes.
True but Riches intention was that you.did get an initiative advantage by the 6's and it.is up to you to use them. Yes, but the reason for the proposed changes is that currently we find these initiative advantages having the capability of being too influential - some games seem to come down to who ...
- Sun May 12, 2019 7:06 am
- Forum: Chain of Command
- Topic: House rules for double moves and single sixes.
- Replies: 39
- Views: 20364
Re: House rules for double moves and single sixes.
Hmm makes the triple and quadriple 6's a pretty bad thing to roll. You could end up having 3 phases in a row with less usable dice than a single roll with no 6's We didn't mind extra moves and extra shock removal as a tactical initiative but we did object to endless shooting phases especially as th...
- Sun May 12, 2019 7:05 am
- Forum: Chain of Command
- Topic: House rules for double moves and single sixes.
- Replies: 39
- Views: 20364
Re: House rules for double moves and single sixes.
5. An idea by Saltflats1929 - Don't reroll the 6's on the following phases. This is part of the house rules I mentioned above. I think it does an excellent job of reducing the effectiveness of these extra phases while still allowing them to occur. Have you used it much? A friend and I both came to ...
- Sat May 04, 2019 5:31 pm
- Forum: Chain of Command
- Topic: House rules for double moves and single sixes.
- Replies: 39
- Views: 20364
Re: House rules for double moves and single sixes.
I would have to try it. Part of the problem is the ability to move too far though, if you get multiple phases, without the opposition being able to do anything about it, and that rule doesn't help that.
- Sat May 04, 2019 11:05 am
- Forum: Chain of Command
- Topic: House rules for double moves and single sixes.
- Replies: 39
- Views: 20364
Re: House rules for double moves and single sixes.
7 . Just play the rules as written. I don't like the double phase mechanic as written, nor the ill luck imbalance that can arise from the single six rule, so why would I just play the rules as written? It is not that I want to change things for the hell of it, but because the rules as written can l...