RFCM

RFCM discussion => General discussion => Topic started by: martin goddard on January 28, 2024, 01:37:50 PM

Title: Move distance and table size
Post by: martin goddard on January 28, 2024, 01:37:50 PM
Here are some design thoughts that are used in RFCM rules.
I suspect that other rules have reached similar conclusions?
A general ramble that might create discussion.
These are obviously biases that players can agree with or not. No problem either way.

1. The move distance  must be big enough that a half inch "error" has little effect. This gives the average  move distance in RFCM rules as 9 inches.

2. The table layout should allow most movement to be in a straight line. This quickens play.

3. Troops should be able to move from good place to good place within 2 moves. No being stuck in a perilous situation for too long. The opponent either grabs the opportunity or loses it soon.

4.The table needs to have a depth that players can reach out to. 3 feet is fine but 4 feet (PBI) can be a challenge.

5. Movement should be quick/big enough that the opponent does not get to re-arrange his army to nullify a plan. This can also be a very good reason to deploy armies close together. Ideal army gap at game start is 1.5 "normal" moves.

6. Movement should be easy enough that a unit can be picked up and plonked without needed to check all the four corners in relation to the start point. Grids kill this problem though.

7. For formed armies (ECW, AWI, ACW etc) the opponent should not be able to move through the battle line.

8. Units that move past a flank should be open to counterattack and not be able to "turn in" and be ready  at the end of their flank move.

9. Penalties of roughly half a move are fine for most events. Full turn penalties are usually a no no in 6 turn games.

10. Units should not be able to fight successfully on one flank and then reach the other flank for some more fighting. They should mainly fight in the third they were deployed in.  This stops any super unit being everywhere during the game. A player must commit it to action at the right place with not being able to strike continuously.

11. 2/3 of the battlefield should be unaffected by what a particular unit does (see 10). This will allow a player to win in one place and be losing in another. One fight does not the battle make.

12. The commander should only be able to influence a third of the battle space. It should take him two turns to move from one flank to another.

13. Distances that are further than half a turn of movement distant and not across open ground should not be a guaranteed destinations that turn.

14. It should be possible to carry out movement without coming into opponent shooting range in the first two turns of the game if wished.

15. Movement should not allow units to move into and  then back out of opponent effective range without being shot at (opportunity shooting).

16.Bold and big moves should be possible now and then if the scenery and troops deserve it. i.e  a strong and decisive move should not be easy to counteract by a passive opponent.  e.g "I will just wait to see what happens as I have plenty of time to react".

17. Routing units are removed from the game instantly in order not to slow down the action with unrealistic rally attempts or argued rout paths.

18. Units should not move from "out of range" into fighting without being shot in the face.

19. Random movement distances are fine, but there needs to be a residual move ability for all units. D6 +3 is better than 2D6.

20. Cavalry charges must move 12" if needed so that they  "feel" like a cavalry charge.

21. Movement should not be split into quarters or thirds in order to allow opponent manoeuvre. Just have a single possible reaction and do or do not do it.

22. Late arrival should not be effective in their arrival turn. Otherwise the opponent should be given advance warning of their imminent arrival from behind the off table "curtain".

23. Any movement that causes argument over small 1" type distances should be designed out.  e.g Charges that just fall short of the target.  Long range guns that are just out of range.

24. Units should be able to travel from their start position hit the far table edge and return to their original position ( usually a distance of 3.5 feet) in a typical battle (whatever that is?).

25. Movement should not be given more than 3 categories.  Moving fast. moving impeded (fight, shoot or scenery) and moving steady. No small increments for situations e.g On Road = 17" off road =15".

26. Both players should know all of the movement capabilities (capability is not the same as knowing the exact amount that will be used) for all items on the game table without reference to rule book tables.

27. Cavalry should move double or more the distance of foot when charging.

28. Roads should not be a major consideration once units have arrived as they suit  bigger manoeuvre (getting there)  not battlefield manoeuvre.

29. Measuring before movement is always a good idea, assuming the unit commanders are not useless in matters military (mobs).

30. Assume units will face opponents without being given orders.

31. Morale forced movement should  be small for simplicity and realism (except routs).



"Enough" I hear you say.  Quite right.


martin :)


Title: Re: Move distance and table size
Post by: Colonel Kilgore on January 28, 2024, 02:30:51 PM
That's a very useful and quite exhaustive (exhausting?  ;D ) set of RFCM design philosophy notes.

Thank you for taking the trouble to pull them together, Martin.

Simon
Title: Re: Move distance and table size
Post by: Sean Clark on January 28, 2024, 04:07:54 PM
Again an insight into the development  philosophy  at RFCM.

I suspect other rules writers would benefit from such clarity of purpose.
Title: Re: Move distance and table size
Post by: martin goddard on January 28, 2024, 06:07:07 PM
Thanks for reading it chaps.


martin :)
Title: Re: Move distance and table size
Post by: Paul in NZ on January 28, 2024, 09:43:46 PM
Interesting reading
Title: Re: Move distance and table size
Post by: Leman (Andy) on January 29, 2024, 08:38:28 AM
It does sum up the kind of philosophy I have arrived at over decades of trying different rules. If there is too much to remember, the need for constant book checking and too many variables, then it is going to be an unsatisfying game for me.
Title: Re: Move distance and table size
Post by: Paul in NZ on March 01, 2025, 07:13:19 PM
Very interesting, I know it's a can of worms but having a set number of scenery tiles, 2-4 figures per base and a standard 6" grid would allow people to move between most theatres (not inc Sudan etc) would be great to include.

Title: Re: Move distance and table size
Post by: Martin Smith on March 02, 2025, 07:11:17 AM
That was a VERY interesting list, Martin 👍🏼. I think it sums up really well the type of design philosophy used by rules writers that rings true with many wargamers, even though we may not have guessed just 'why' it feels right. Often we play rules and get a feeling things are 'right' or 'wrong' but without knowing just why...
 
I'm going to copy that to the Society of Ancients forum, as I think it'll be a great topic for discussion...I'll be interested to see how the responses go.
Title: Re: Move distance and table size
Post by: martin goddard on March 02, 2025, 07:51:49 AM
Thanks Martin.
Paste onto SOA with pleasure.

martin :)
Title: Re: Move distance and table size
Post by: Leman (Andy) on March 04, 2025, 04:34:57 PM
I have just had to tackle point 18 in a set of rules that only allowed reactive fring if fired upon. Unfortunately this meant it was possible to move into close combat unhindered if you held your nerve and did not shoot. Particularly silly when units are advancing towards an artillery line. Soon kicked that rule into touch.