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Post by dalethewargamer on Dec 3, 2021 16:52:43 GMT
I play solo, so I am the Commander of both sides. I tried playing against arbitrary NP movement/action rules, but always reverted to Commander vs. Commander (me). I played that way as a kid, why change. This applies to Will To Fight. Different rulesets call it by a different name, but the concept is the same. If playing head to head, I guess you need a rule like it. But I'm very old school, it's either "Let's get the hell out of here boys" or "Lets kick their ass". Or maybe, "Let's wait till they screw up, and then kick their ass." It's just me. But what I find really interesting about Nuts! is that the rules are there to use, not use, or modify. But the Chain Reaction system works great no matter how you tinker with the rules. I can see a lot of thought and experience went into their development and I'm enjoying them immensely.
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Post by Ed the Two Hour Wargames Guy on Dec 3, 2021 17:11:25 GMT
I play solo, so I am the Commander of both sides. I tried playing against arbitrary NP movement/action rules, but always reverted to Commander vs. Commander (me). I played that way as a kid, why change. This applies to Will To Fight. Different rulesets call it by a different name, but the concept is the same. If playing head to head, I guess you need a rule like it. But I'm very old school, it's either "Let's get the hell out of here boys" or "Lets kick their ass". Or maybe, "Let's wait till they screw up, and then kick their ass." It's just me. But what I find really interesting about Nuts! is that the rules are there to use, not use, or modify. But the Chain Reaction system works great no matter how you tinker with the rules. I can see a lot of thought and experience went into their development and I'm enjoying them immensely. Thanks for the kind words. Been at this since 1998 - Warrior Kings and think I've taken the rules as far as I can. Scenarios only! Thanks again.
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