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Post by Ed the Two Hour Wargames Guy on Apr 10, 2020 22:24:28 GMT
that there's a loss of player engagement because of the reaction system, insofar as the player's units might end up taking actions that the player doesn't want the unit to take. Kind of like in real life. You have multiple units under your command so there will be times when a unit may not do what you want.
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Post by crinklechips on Apr 12, 2020 13:54:46 GMT
This is most definitely a big part of what makes THW games a fantastic experience for solo gamers. Your character will always do what you want but you can never know what anyone else will do, which is totally realistic.
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Post by atomicfloozy on Apr 12, 2020 14:39:50 GMT
I wouldn't say my character "will always do what I want" - she sometimes picks the most inopportune time to become 'obviously dead'.
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Post by crinklechips on Apr 12, 2020 14:49:13 GMT
My latest Long Rifle tale being a perfect example. Doh!
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Post by Corporal Dave on Sept 10, 2020 17:42:58 GMT
Does Fortunes Won have any kind of a campaign system? My frame of reference is FNG, which has a very developed campaign system. Looking at the Wargamevault preview Table of Contents shows a single page of "Q & E Campaigning" (I'm not clear what 'Q & E' is). I'm most interested in French Foreign Legion in North Africa, or preferably US in the Philippines- and if the character survives that, as an explorer of wherever.
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Post by Ed the Two Hour Wargames Guy on Sept 10, 2020 18:10:42 GMT
Does Fortunes Won have any kind of a campaign system? My frame of reference is FNG, which has a very developed campaign system. Looking at the Wargamevault preview Table of Contents shows a single page of "Q & E Campaigning" (I'm not clear what 'Q & E' is). I'm most interested in French Foreign Legion in North Africa, or preferably US in the Philippines- and if the character survives that, as an explorer of wherever. Yes, it has a quick and easy campaign system, similar to FNG. You start with Major Morale and it goes down when you fail Missions, when you reach zero that side loses. Ties the Missions together. Hope this helps, Ed
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Post by atomicfloozy on Sept 10, 2020 18:12:01 GMT
Q & E stands for "Quick & Easy". Here's how it works:
1 - each side starts with a Major Morale of 4 - think of this as a countdown clock - the side whose Major Morale reaches 0 loses the campaign 2 - there are 3 encounters in the campaign: Patrol, Defend & Raid - how you do in an encounter determines the next encounter played. For instance, if you win a Patrol encounter, your next encounter is a Raid; if you lose a Patrol encounter, your next encounter is a Defend encounter. 3 - Your first encounter played is a patrol encounter 4 - at the end of the encounter is when you do all of the bookkeeping - increasing, decreasing Rep d6, replacements, forming additional groups & most importantly, adjusting the Major Morale - if you accomplished the encounter objectives, your Morale goes up one, if you failed, your Major Morale goes down one. 5 - Repeat & play until someone's Major Morale reaches 0
That's the quick overview.
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