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#1397217

oriskany
60771xp
Cult of Games Member

Okay, @madman1960 – we might be talking about different game systems re: AirWar C21.  The game only came out 15 years ago (1st Edition – 2004) with 2nd Edition (what I play) ten years ago.  The AirWar C21 light (which I don’t use) came out in 2017.

While I agree that 1980s ASL was a touch much (and this is coming from a massive fan of hex and counter games in general, especially older ones) – I am not a fan of the design philosophy of “putting everything on the counter because charts make our heads hurt.”  Again, I feel some games like ASL relied too heavily on too many charts.  But other games, like say … the PanzerBlitz/Leader/Arab-Israeli Wars line really boils down to two charts, a CRT (which you quickly memorize anyway) and a WEC (weapons effectiveness chart).  Other than that, the game characteristics are on the counter.  So a middle of the road solution?

Too much data on the counter means the counter gets too crowded.  Maybe I’m just old and eye strain is an issue.

The answer I hear often is to make the counters bigger.  Fine, except now your hexes have to get bigger to accommodate the counters, which means a smaller number of counters on a publishable gameboard, which means simpler and more abstracted terrain.  Meh.

I just feel like game companies could invest a little in one or two well designed, clearly designed charts.  Few number of charts, well-designed charts, and well-designed quick reference sheets.  Sadly, and I think this is where we agree, these are goals not always met, either today or in the past.

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