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>>Do you really think the WB&RM system went faster? I don't see >>the DP system as taking longer, except for things like the >>diplomacy part in a full game. > >Yup. No counting out casualties after the result, no checking for >disrupted units. The concept of archery over 5 mile hexes is >ludicrous anyway. Having played both, I find WB&RM far faster.
Counting casualties takes long? Dealing with disruption isn't much = either. Missiles aren't supposed to represent shooting at five miles any = more than melee is supposed to be with units five miles away. It is = assumed that within the space of a one-day turn the units engaged are at = some point close enuf for these operations. But trying to apply WB&RM rules to situations which weren't considered = when writing them does take time.
>>DP doesn't have more than a few more pieces than WB&RM.
>Even apart from the extra units, every magic unit adds an >extra counter for it's effect (although NG did that with >Shamans and Fetches).
That's hardly many pieces, and since they're just part of the magic unit = and spend little time on the board it's not much to deal with. If you = want to make it all faster you could just drop anything which takes time = and only use half the units. I prefer more myself.
Daniel
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<DIV>>>Do you really think the WB&RM system went faster? I =
don't=20
see</DIV>
<DIV>>>the DP system as taking longer, except for things like =
the</DIV>
<DIV>>>diplomacy part in a full game.<BR><FONT face=3DArial=20
size=3D2>></FONT><BR>>Yup. No counting out casualties after the =
result, no=20
checking for<BR>>disrupted units. The concept of archery over 5 mile =
hexes=20
is</DIV>
<DIV>>ludicrous anyway. Having played both, I find WB&RM far=20
faster.</DIV>
<DIV> </DIV>
<DIV><FONT face=3DArial size=3D2>Counting casualties takes =
long? Dealing with=20
disruption isn't much either. Missiles aren't supposed to represent =
shooting at=20
five miles any more than melee is supposed to be with units five miles =
away. It=20
is assumed that within the space of a one-day turn the units engaged are =
at some=20
point close enuf for these operations.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>But trying to apply WB&RM =
rules to=20
situations which weren't considered when writing them does take=20
time.</FONT><BR><BR>>>DP doesn't have more than a few more pieces =
than=20
WB&RM.<BR><BR>>Even apart from the extra units, every magic unit =
adds=20
an</DIV>
<DIV>>extra counter for it's effect (although NG did that with</DIV>
<DIV>>Shamans and Fetches).</DIV>
<DIV><FONT face=3DArial size=3D2></FONT> </DIV>
<DIV><FONT face=3DArial size=3D2>That's hardly many pieces, and since =
they're just=20
part of the magic unit and spend little time on the board it's not much =
to deal=20
with. If you want to make it all faster you could just drop anything =
which takes=20
time and only use half the units. I prefer more myself.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT> </DIV>
<DIV><FONT face=3DArial size=3D2>Daniel</FONT></DIV></BODY></HTML>
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