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Author Archives: Jim Bambra
Combat HQ Designer’s Notes – Part 8 – Time in Wargames
I started thinking about time in a tabletop game. By using Command Dice to issue orders, I’m effectively saying that each one is equivalent to a slice of time. If I have four Command Dice, I’ve got four time slices. … Continue reading
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Combat HQ Designer’s Notes – Part 7 – Refining the Turn Sequence
Using cards threw up a number of problems. If I get a good run of cards – say three red cards in a row – I can pretty much cave in my opponent’s defences. Even with opportunity fire, I can … Continue reading
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Combat HQ Designer’s Notes – Part 6 – Refinements
Playtesting with Western Desert scenarios threw up the interesting problem of how tanks armed only with machine guns could damage each other. The answer proved to be easy: deduct the target’s Reaction Dice from the machine gun’s Firepower. It meant … Continue reading
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