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Old 07-03-2012, 01:26 AM
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Marc Marc is offline
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Join Date: Sep 2008
Location: Sant Sadurni d'Anoia, Catalunya
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Default Some suggestions

Hi to everyone, after some time away from this forum.

M-Type, perhaps you will find this link of your interest. Some top-down counters for your Abrams:

http://www.juniorgeneral.org/JClick.php?UID=368

It's only an example. The site has more top-down counters for every period. Just take a look in the "modern section".

http://www.juniorgeneral.org/load.php?Period=10

I've used them in some of our last games, printing, plasticizing and cutting them. The same site contains trees, buildings, troops,... ´

I think one important thing to bear in mind when gamming a vehicle based scenario is the practical problem to manage distances,speeds and times. Depending of the situation, you will find yourself changing from a “battlefield mode” (large distances and/or speeds) to the more usual (in rpg terms), “personal mode”. Even these two game scales are possible at the same time. If you are able to manage this problem in a fluent way, I’m sure your players will enjoy a great gaming session.

I agree with the post of StainlessSteelCynic if you are thinking to run a vehicle-based game. Not taking decisions is frustrating for the players. It’s a usual problem in some situations when the game group is acting as a crew of any vehicle in any setting.It's a good idea to consider to give them responsibility positions in one or more vehicles. Of course, it implies more difficulties for the referee!!
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