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Forumini Armies: Thrown a track?
 
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Buzzkill

 Rehabbing from my plasticrack addiction!


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Post subject: Forumini Armies: Thrown a track?  Reply with quote   (Liked by:0)  Like this post
So have we thrown a track and had to abandon our tank? It seems like we started off with a flurry and then have kind of ground to a halt lately. I admit that I have kind of lost some stream. For me, the problem is the scope of the project has seemed to multiply exponentially and I feel kind of lost. We have tons of plane variants but little in the way of armor or infantry and no real plan to roll out units. I have a couple of suggestions, I don't know how well they will be received but I will go ahead and throw them out there.

1. Remake the AAM sets starting at the beginning. This would allow us to correct the obvious mistakes and we would not be completely locked into the unit name or stats, but it would give us a starting point and it would be easy to progress through the units. This doesn't mean we would be locked into the units that AAM made, just use them as a starting point and we could make supplemental sets after we redo the basic units.

2. Remake the AAM units by nationality. Basically take all the AAM units and separate them by nationality and redo the cards with our stats, names, SA's and so on. Some nations that are under represented, or not at all will be made from scratch. This would be my choice.

3. Make an army list for each nationality with specific units and formations. Use the army lists as a template for completing individual units and this will give us structure to know which units need to be made.

So, do any of these ideas sound like they would work to get some structure for unit creation and get this project rolling full speed again?
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PostSat Feb 14, 2009 8:46 pm
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NeuralDream

 
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Our current problem is the AI values of tanks. You'll find those discussions at the vehicle section.
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PostSat Feb 14, 2009 8:52 pm
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TorontoBizz

 


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I've seen the different posts but I don't think I have much to offer on advice. I have a decent knowledge of WW2, but I don't know all the weapon stats, feet per second, optics, etc. etc.
PostSun Feb 15, 2009 2:08 am
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Angel of Death

 

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I agree with Buzzkill. It would be good to have a proces plan.

Unfortunately my time is rather limited at the moment, and my technical knowledge of WW2 is very limited as well. So I will be somewhat hard pressed to assist atm.
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PostMon Feb 16, 2009 1:02 am
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NeuralDream

 
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IMO, the plan isn't that vague. We have finished the rules (you can find them in the sticky) and now we're making the units, one class at a time. We finished aircraft and riflemen. Now we're making infantry commanders and tanks. Some technical details are holding us back with the vehicles, but the commanders are ok, I believe.
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PostMon Feb 16, 2009 1:54 am
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RAEVSKI

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i am chaffing at the bit for this i just don't have a scientic calculaotr to do the armour on me otherwise all Aussie and Romanian stuff would be up.
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PostMon Feb 16, 2009 2:05 am
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Zeus

 

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Maybe it's easier to keep it under control and keep interest up by concentrating on theatres or periods, rather than trying to create all possible units before finally getting to play with them.

For instance, start with the German invasion of Poland. You only need the units that were available to those two countries in Sep 1939, and with the basic game rules and real-life-to-AAM conversion rules already in place, it shouldn't take too long to create them.

Then everybody can play a couple of games, and with their experiences you can iron out any problems in the units as well as in the general game and conversion rules (maybe you'll discover the AI values for tanks can be improved, and you'll only need to redo the Polish Campaign card set rather than all cards for all countries).

Then when all are satisfied that the game and conversion rules are OK, you can make the next set (Winter War, France and Benelux 1940 etc). Every set will bring some new rules and/or types of units to concentrate on (although the first set, whichever it is, will of course be the hardest, as you'll need to have your basic rules for infantry, indirect fire, cavalry, tanks etc etc).

It's important to have a playable game asap, even with only a couple of armies, because then you can start playtesting, and an hour of playtesting will yield more information than any amount of discussion  Wink .
PostMon Feb 16, 2009 6:26 am
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NeuralDream

 
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I have to disagree. If we make isolated units (such as early-war Poland vs Germany), then we don't see the whole range of stats and we'll have to re-do them all when we see that they aren't compatible with later units or units from different theaters of operations. Also, the game is being playtested privately by a few already; the rules are up since January. You don't need all unit types to try them. Use WoTC cards.
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PostMon Feb 16, 2009 10:56 am
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NorthernRommel

 

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NeuralDream wrote:
I have to disagree. If we make isolated units (such as early-war Poland vs Germany), then we don't see the whole range of stats and we'll have to re-do them all when we see that they aren't compatible with later units or units from different theaters of operations. Also, the game is being playtested privately by a few already; the rules are up since January. You don't need all unit types to try them. Use WoTC cards.


I understand your thinking. That is what took RMB so dam long to finish. I tried to do every single theater of war, as each has its own little character. That and I am too much the perfectionist.

I redid everything, and in the end it was worth it. But there should be no illusion about the time it takes to accomplish that. Don't be restricted by AAM that much is my advice.

And I too just wish I had the money to be able to have the spare time I want to put towards making it all right.
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PostTue Feb 17, 2009 6:57 pm
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Zeus

 

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So besides the vehicle AI stats discussion (which I tried to get going again, please respond there if you have anything to say on the matter!), what is the next class you're gonna give the FA treatment  Smile ?

PostFri Feb 20, 2009 7:29 am
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