Doomkitten wrote:
CyberShadow wrote:
Turn limits force more aggressive play. A game without turn limits can sometimes result in two armies dancing around each other without engaging fully. Why move forwards into the enemy guns if you can hang back and move a bit to the left and see if that helps next turn?
Curiously, I feel that that's actually a weakness in games. I enjoy the 'dancing around' as it offers additional layers of strategy, bluff and counter, rather than variations of one massive bloodbath in the center of the table (which far too many of GWs games tend to devolve into).
Broadly, I agree with you... But there is a limit. I like the dance and feint aspect of wargames - which is why I prefer 6mm over 28mm, more room to move around - but if you spend four hours and have only managed a couple of casualties from each side because everyone is hugging cover, hiding behind buildings and still at extreme opposite ends of the table.... it pushes it too far. I agree that most GW games end up as a big furball in the middle of the table, and that is just as bad, but that is an issue of how many turns are set as the limit, I think, rather than if turn limits themselves are any good.
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