Most wargaming games revolve around three things that are present in virtually every title: measuring distances, rolling dice, and alternating players along clearly predetermined turns. In WWII Crossfire, only the dice rolling applies! It may sound novel and innovative, but now comes the second bombshell. The game was released back in 1996, so this innovative approach is from the last century! The creator of the rules, Arty Conliffe, thought it was more important to "play by feel" using logical historical approaches than using artificial boundaries that don't match reality. A soldier running from cover to cover isn't going to stop an inch from a trench because his movement just failed, and the enemy machine gunner isn't going to just watch and wait his turn to open fire either. Now surely someone has thought that this can't possibly work, because it must either be complete anarchy gameplay-wise, or the game is completely drowned in rules to compensate for the
Saga is a historical wargaming game for two or more players that focuses on battles in medieval, ancient, and even fantasy worlds. The game allows players to take on the role of commanders in larger skirmishes , primarily with 28mm figures . The game was first launched back in 2011 and originally focused purely on the dark medieval Viking Age, hence its name - Saga, a Norse epic about the heroic deeds of fearless warriors, which players also tried to do on the tabletop. An expansion on the Crusades and the fall of Rome was eventually released, whereupon the game got a second edition in 2018 (which now gets a reprint for Christmas 2022, complete with new FAQs and errata) and a bunch of rulebooks for each period since. For the second edition of Saga, the game's publisher Studio Tomahawk has switched to the model it follows for its other main game, Muskets and Tomahawks, which is that it publishes "generic rulebooks" that describe the basic mechanics of the game (i.e. how t
In the last few games (and passing foreign forums) I noticed a few mistakes that some people make or inconsistencies in the rules. Alternatively, rules that are not played completely. That's why I decided to made a short list of (in my opinion) the most common mistakes. This is english translation of my original post in czech , so sorry for possible mistakes.
Northstar's plastic cowboys are a great box to start playing. | source: North Star Games. Wargaming rules can be thick books of hundreds of pages containing a plethora of (in the vast majority of games, useless) rules, sometimes spread over several books, which in theory a player needs several to play (I'm looking at you, Warhammer!). Similarly, rules can be a couple dozen pages long so that one doesn't have to spend a weekend going through the library before one can finally start playing. And then there's the game Ruthless, which has the official subtitle The Fastest Game in the Wild West. And he's probably right. The game is not only fast to play, but also to read and learn. It has two pages of rules. Yes, TWO pages. So the whole game is actually just a two-sided reference sheet! The game's author is Mark Fastoso, who also offers it for free on his Fireball Forward website , but it only got more exposure thanks to the YouTube channel LittleWarsTV , which produ
WAAAGH!!!
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