| | Re: brikwars... Mike Rayhawk
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| | (...) Which rules did you have problems with? I remember somebody was complaining about having to do the NearMiss calculations for every shot - that's one of the rules that we were specifically thinking of when we were writing the introduction and (...) (25 years ago, 20-Apr-00, to lugnet.gaming)
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| | | | Re: brikwars... Jeff Christner
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| | | | (...) I think the NearMiss rules slowed us down, as we just about calculated where every near miss went. We also didn't play this rule correctly for the first part of the game. In most wargames I've played I'm used to a miss is a miss. Granted if (...) (25 years ago, 20-Apr-00, to lugnet.gaming)
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| | | | | | Re: brikwars... Mike Rayhawk
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| | | | (...) When we have too many guys on the field to keep track of, we're careful to make sure they always hold their weapons in such a way to indicate whether they are ready to attack, or whether they have just attacked. After firing a ranged weapon, (...) (25 years ago, 22-Apr-00, to lugnet.gaming)
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| | | | | | Re: brikwars... Jeff Christner
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| | | | (...) Even if I were only playing a game with one opponent, I think that I'd like to have some variable to see who moves and attacks first at the start of every game turn. With the most recent group we had of 4 people, two of my allies went, then (...) (25 years ago, 22-Apr-00, to lugnet.gaming)
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| | | | | | Re: brikwars... Mike Rayhawk
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| | | | (...) I see what you mean. (...) Shoot, I really did make that kind of unclear. The text in 1.3 is a holdover from the 1996 rules, when all attacks were cumulative not just for each turn, but for whole rounds. We found that was really hard to keep (...) (25 years ago, 22-Apr-00, to lugnet.gaming)
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