Fast Play Rules

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  • #191953
    Mike
    Participant

    I have written some Fast Play “House” Rules as well as some terrain rules.  The primary changes are: 1) to replace the “templates” with an indirect fire table.  I also prefer it because it encourages players to make mini dioramas out of their models rather than optimize spacing between models and 2) to maximize order dice to 10 “dice in the bag”.    Players can have more than 10 units and more than 10 order dice, but only 10 dice go “in the bag” the rest go into a dice “reserve” or can be carryover orders like Ambush.  “Reserve” dice can be used to activate units given Snap To orders or similar orders or on units that get activated other than by a “pulled” order die.  This speeds up play in larger games (not small ones) and thus allows more points per side and more “dice” per side while limiting die “pulls” to 20 per turn.  If you try them, feedback would be appreciated.

    #191958
    Kar98k
    Participant

    Mike, I like your idea and will try it. I’ll let you how it works out.

    However, I would remove the, “If a platoon officer (not company) is lost…” part. This only further encourages players to select inexperienced officer teams for their platoon commanders. This is just a bad loophole/technicality in the rules for army building that people heavily exploit, and this only further encourages this bad behavior. Unless I am missing something and the majority were inexperience officer teams in WW2 armies.

    Each player has one order die per unit, but only 10 order dice can be put in the “order” dice bag. So, if you have 15 units, you have 15 order dice with 10 going into the bag at the start of the turn. Other order dice can be used as provided in the rules, just not drawn from the bag. So, in the example above, the player would have 5 additional order dice not in the bag. If a unit is fired upon and the player opts to go “down”, the player can use one of the 5 dice not in the bag to do that. If a player issues a “snap to” order to 2 units in addition to the one drawn, the player can draw 2 dice from his 5 dice not in the bag. If a unit remains in “ambush” at the end of the turn, the player can still put 10 dice in the bag if they are available and the “ambush” die reduces his reserve pool. The point is only 10 dice per side max can go into the “order” dice bag, but players can use all their dice if they can do so without pulling them from the bag. At the end of a turn, any dice remaining can by used to put a unit in “ambush” or down status and carried over to the next turn.

    • This reply was modified 2 weeks, 5 days ago by Kar98k.
    #191960
    Mike
    Participant

    Keep in mind, the “replacement” platoon officer’s only purpose is to issue “Snap To” orders, it does not confer morale bonuses.  Play it both ways and tell me what you think.

    #191961
    Kar98k
    Participant

    Keep in mind, the “replacement” platoon officer’s only purpose is to issue “Snap To” orders, it does not confer morale bonuses. Play it both ways and tell me what you think.

    If it gives something back that was lost (especially since inexperience officer teams are easier to eliminate), it just encourages people to keep utilizing that silly exploit, and hence, we see lots and lots of inexperienced officer teams running about commanding platoons in many events and tournaments.

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