June 25, 2025, 07:00:55 PM

Author Topic: WM with cards  (Read 3254 times)

Offline calmacil

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WM with cards
« on: June 25, 2012, 05:45:53 PM »
WM is a great game, easily my favourite war game. The only stumbling point for me are the dice rolls for Command. I've had quite a few games that i've won because my opponent failed to roll under an 8 on his last turn and couldn't march his troops into the objective area. Winning is ok, but it feels as though i've won by luck (or my opponents bad luck) rather than through great strategy.

I've been thinking of ways to remedy this situation, and yesterday me and my friend experimented with a new idea. The system is simple .......... cards instead of dice rolls.

I made each player a set of 36 cards. Each card has a single number ranging from 2 to 12, the frequency of that number matches the possible outcome on 2d6 (for example, there is one 2, two 3's, six 7's etc) The player uses exactly the same rules as before for command checks, but instead of rolling 2d6 he draws a card.

My friend was sceptical at first when i was explaining it, but said he'd try it. We had a game yesterday and both loved it. We had a house rule that was ..."when you get to the last 2 cards in your deck, shuffle them into your discard pile and start a new deck" This prevents players that have memorised the cards and realised that there's a 2 in the deck. (we couldn't memorise 34 cards though hehe  ;) ) The beauty of the card system is that if you have a bad turn and can barely move you know next turn you probably will move. The game we had was much more dynamic than usual, lots of combats, loads of shooting, and noone stuck in their deployment zone. I enjoyed it.

I thought i'd pass on the idea, i know some prefer to stick to the book, but it makes a nice change  ;D
« Last Edit: June 25, 2012, 05:52:04 PM by calmacil »

Offline jchaos79

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Re: WM with cards
« Reply #1 on: June 25, 2012, 06:14:43 PM »
That is another way of playing. Just stick to a Gaussian function, not having chances for great number of improbable cases. Great to hear those iniciatives.

I do not play too much so I am afraid I am not going to experiment that in my few games, but the idea is cool.


Offline docdom

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Re: WM with cards
« Reply #2 on: June 25, 2012, 09:40:03 PM »
I think that's a great idea. In my last game with Dave his high elf general rolled 4! double sixes in the whole game. He would have needed the card deck really or better a LD12 general.

Offline spiritusXmachina

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Re: WM with cards
« Reply #3 on: June 27, 2012, 07:48:17 AM »
At second thought I think that's a great idea.
Only Dark Elves players won't be too happy about it. Because they know for nearly sure that they will have a 12 in the first 34 orders...
Maybe if both players draw from the same deck? But that raises the chance of bad luck for one player again...
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Offline calmacil

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Re: WM with cards
« Reply #4 on: June 27, 2012, 08:16:05 AM »
Only Dark Elves players won't be too happy about it. Because they know for nearly sure that they will have a 12 in the first 34 orders...
I'm a Dark Elf player. Yes you're right. The game we tried was me (Dark Elves) v's Brets, we actually thought it was an advantage to the dark elves.

In our game I got through the deck roughly one and a half times (around 50-60 orders) My general had the sceptre of sov, this meant that the first blunder was ok and the 2nd blunder i took a -1 to General's Command. Unfortunately it means the Dark Elf player will hardly ever have any characters assassinated unless you make 69 or more orders. We spoke about it and the best solution we came up with was going back to the old rules for Dark Elf Generals and having Command 9. (representing the Dark Elves internal bickering and backstabbing between their characters) But we're experimenting at the moment.
« Last Edit: June 27, 2012, 08:17:58 AM by calmacil »

Offline Lex

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Re: WM with cards
« Reply #5 on: June 27, 2012, 09:20:50 AM »
Easy fix, make the blunder for DE on not just that 12.....

Chech the % in a normal distribution curve and define it so the cards give an more or less equal pattern

Offline spiritusXmachina

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Re: WM with cards
« Reply #6 on: June 28, 2012, 09:58:06 AM »
Fact is I saw a lot of games (thinking about it most of them) against DE with no or only 1 blunder. And I remember only one game with 4 (!).  Maybe if you take away 5-10 cards before drawing? That would mean you go through the decks more often and leaves a chance you don't have any blunder at all...

And leaving the last two cards - don't you forget about that and draw anyway?

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Offline Dave

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Re: WM with cards
« Reply #7 on: June 28, 2012, 12:51:00 PM »
A counting system for 36 cards would be pretty simple to master and take away some of the fog of war aspect of rolling dice. You could mitigate that a bit by shuffling after every command phase, rather than when you get down to 2 cards.

Offline Stormwind

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Re: WM with cards
« Reply #8 on: June 28, 2012, 02:49:07 PM »
Yes, shuffling after every order makes more sense to me.
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Offline Dave

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Re: WM with cards
« Reply #9 on: June 28, 2012, 04:05:47 PM »
?

After every order would be exactly like using dice!

Offline Stormwind

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Re: WM with cards
« Reply #10 on: June 28, 2012, 06:51:32 PM »
Sorry, sorry, I meant to repeat you as every command phase - but my mind drifted and I spouted nonsense.  Obviously haven't had enough tea today.
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