Home › Forums › News, Rumours & General Discussion › There is no place for (armoured) vehicles and fliers in a 28mm skirmish game? › Reply To: There is no place for (armoured) vehicles and fliers in a 28mm skirmish game?
No system is going to capture the reality of command, because we’re doing things turn based when in reality things happen at more or less the same time. Alternate activations and some sort of limited orders are probably as close as we can get.
However … that’s not the point of this topic.
I was only using Bolt-action as an example.
Whether that system or the scenario should be classified as ‘realistic’ in any shape or form is not part of this discussion.
To me the challenge of using any type of armoured vehicle or flying unit is the same regardless of system.
And I think it is one that at least deserves some thought on the matter.
I think that for all intents and purposes Bolt-action at least prevents players from fielding more than a single tank so the unit count isn’t “unrealistic” for the style of engagement that could happen at this scale.
Starwars Legion also appears to have enough restrictions to stop it from getting out of hand.
I do think that the competitive nature of those systems may be forcing players to add stuff to their army list that they aren’t comfortable with just to have a chance at competing.
40k … where even GW didn’t bat an eye when they introduced baneblades and knights to the game … I’d consider it a lost cause in desperate need of fixing just to bring basic infantry back into the game as the core unit as opposed to the elite of the elite and their big guns that (appear to) dominate the marketing material.
Historical games tend to have the advantage, because there usually is a good reason why unit X could or could not be used.
Fictional settings don’t have such things (unless they’re closer to alt history).
To me the ideal middle ground would be scenarios that at the very least suggest interesting/challenging army lists to use.
Of course all of this with the standard disclaimer : your game / your fun
All I want is for both designers and users of systems to think about how and why they’re doing stuff within their game at this scale.
Don’t assume the rules as written are set in stone and can’t ever be changed.
Although this does require players having access to the same version of the rules … (I dislike ‘living rulebooks’ but that is another topic).