I use chips from a bag. I put an extra one in for the 6. Player can then choose to activate on either chip - not both!
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On 13 Jan 2020, at 11:45, Steve Burt <steve.and.mary.burt@...> wrote:
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How do you handle players using a '6' to boost their chances of going first? Add an extra card for them?
On Fri, 10 Jan 2020 at 21:11, Stephen Mortimer <
gaming@...> wrote:
We usually assign playing cards to each vehicle and shuffle those cards. And draw each card one at a time. To speed things up a bit, the gamemaster (or usually me, playing but trying to be impartial) will check what the next card is and if it will not interfere with the current player will allow that player to go at the same time. Usually done after the player has rolled their dice and committed to some action. We are often on a big table (5.5ft x 10ft) and playing in 15mm. I have tried hidden placement for one side as well. So they don't always activate if they want to remain hidden.
In a recent game with two players on each side. Each player was assigned 3 tanks but only two cards in the deck. Each card could be used only once for each tank each turn. So only two could go in each turn. You got to choose which when one of your cards was drawn. In the first scenario, one side was hidden and the other was coming onto the table. Until you had all three active on the table it was pretty easy. When all three were on, it could get it a little crazy trying to prioritize which two needed to go. If they lost two of their active tanks there was one more in reserve so they could stay in the game. In the second scenario, which was the day after the first with some overnight repositioning. The wrecks were still on the table. Both side were hidden and you could activate or not or do some hidden movement if no one could see you. Great fun was had and lots of tanks were destroyed.
I've added a few photos from our previous game last June. Can't seem to find my photos from the game above right now. They are on a disconnected computer a few thousand miles away. Oops. Hope these aren't too big. Probably in reverse order of the action. The scenario had a convoy of US half tracks run down the length of the table and the Germans could choose to do whatever they wanted to them. They would just drive around the Germans and try to stick to the roads, but had to get off. Little did the Germans realize, the Allied player was scoring bonus points for every half track that made it. Only one was lost. I just rolled dice each turn for the convoy and they counted as Fast. Some turns they moved far and some they didn't. They were not allowed to shoot or ram or dismount. Got a little crazy in the centre of the village. Lots of fun.