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Wargames with unlimited range/movement

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Fhizban
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Found this over at onepagerules.com a while ago and the idea sounds very interesting. It's about making both the range (of missile weapons) as well as the movement of units "unlimited" in a skirmish wargame.

The people at onepagerules created a experimental wargame "Covering Fire!" around those rules:

https://drive.google.com/file/d/1ELuqacVA6ocag93hGT0mEZfSEtD3y_pP/view

The main advantage is of course to speed up gameplay a lot (no more measuring distances etc.):

Personally, I would modify the rules a bit because "unlimited" sounds way too powerful to me:

1. Players activate their units in alternating order.
2. Each unit can be activated once per turn.
3. When a unit becomes activated it has 1-3 Action Points (AP) to spend
4. The AP can be spend on various actions.

Lets go into detail with some of the possible actions:

4.1 MOVEMENT - A movement action allows the unit to move straightforward as much as the player wants to (unlimited), with a few restrictions in mind:

- When the unit turns (by any amount of degrees), it has to end its move.
- When the unit fully enters or exits a terrain, it has to end its move.
- When a unit is "intercepted" while moving, it has to end its move.

Intercepting happens when the moving unit comes into LOS of another unit that is on "overwatch".

4.2 SHOOTING - A shooting action allows the unit to shoot at another unit, again with a few restrictions in mind:

- Only units with missile weapons can shoot.
- A unit can only shoot at the closest available target.
- The target has to be within LOS of the unit.
- Besides that, shooting range is "unlimited".

4.3 OVERWATCH - for one action point, a unit can go into overwatch. This allows the unit to save up the action point for later. When an opponents unit moves into LOS, the unit can spend its action point in order to counter-charge or counter-fire at the opponents unit. This also forces the opponents unit to stop movement.

Any thoughts on this? Sounds like a lot of freedom to me, but its also risky to play with the fire of "unlimited".

let-off studios
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Doable

I'd like some additional explanation of the second point of 4.1, which discusses "when a unit fully enters or exits a terrain," but beyond that it all seems coherent.

I've seen the concept of "overwatch" in other places, I think particularly in turn-based computer games. Maybe even XCOM has/had it? The Jagged Alliance series?

To me it seems like this could be a very small-scale, tactical game. Like storming a building where baddies are camped-out in the corners or along the roof-line or something. I think it can stay coherent and "the center can still hold."

larienna
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Hmm! Unlimited movement!? Is

Hmm! Unlimited movement!? Is it not like chess?

X3M
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unlimited...

Movement is a bit weird. Even if it is in a straight line.

Range is understandable. I once had that concept as well. But with accuracy for every additional field. With a 5/6th per field, the range on average was 5. Stuff like that.

pelle
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That game sounds like it is

That game sounds like it is heavily inspired by Crossfire (https://boardgamegeek.com/boardgame/8066/crossfire-rules-and-organizatio...) from 1996 (maybe the name is a hint?), a miniatures wargame with no turns and no measurements. Units can move as far as they like, or fire as far as they like, except they have to stop if they run into a new type terrain, or when they want to change direction etc.

No turns means that the side with initiative just keeps going, taking actions with any unit (even the same unit over and over) until an action fails, or until the other player successfully overwatch-fires at a moving unit.

BattleSworn (https://boardgamegeek.com/boardgame/146458/battlesworn-bid-victory) also does that, except units have no facing, so you can move in any direction (and the turn structure is different, although also very non-traditional).

pelle
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X3M wrote:Movement is a bit

X3M wrote:
Movement is a bit weird. Even if it is in a straight line.

Range is understandable. I once had that concept as well. But with accuracy for every additional field. With a 5/6th per field, the range on average was 5. Stuff like that.

The point is to never have to bother with measuring anything, and you lose that if you have to figure out if something is 5/6th of the field or not.

The trick, obviously, is that you need a table with terrain everywhere, so that there are only short ranges.

Reading the rules for Covering Fire, it is obvious it is an attempt to make a one-page version of CrossFire. I guess you could say someone made a... cover, of CrossFire?

X3M
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It is a given

That would be all. No measurments.

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