Quote from: Domina on April 23, 2024, 06:02:44 PMIs there some reason this had to be a video rather than a few paragraphs of text?
Quote from: 1stLevelWizard on April 23, 2024, 10:02:49 PMQuote from: Exploderwizard on April 23, 2024, 12:30:40 PMAD&D reach is really only used in charging situations, otherwise it isn't much of a factor. Speed factors are rather funny because they completely ignore strength considerations. GURPS does that fairly well. A reach weapon, such as a long spear or polearm loses a lot of effectiveness when not used in formation. Against a single weapon of that type, a swordsman can deflect and slip past, and unless the reach weapon user can retreat quickly, that swordsman will be inside the weapon's effectiveness forcing the pole weapon wielder to drop it and draw a shorter weapon.
Yeah, the effectiveness of a spearwall and how a ling of points can keep the enemy away. I can't remember if it's the case in AD&D, but I know in 3e there were rules for polearms where if the enemy was adjacent, the weapon can't be used since it's too long. Like you said, once you're past the point of the polearm, the weapon is useless. Kinda makes me laugh whenever you see guards in medieval fantasy armed with spears where there are only one or two other guards to support them.
Quote from: Exploderwizard on April 23, 2024, 12:30:40 PMAD&D reach is really only used in charging situations, otherwise it isn't much of a factor. Speed factors are rather funny because they completely ignore strength considerations. GURPS does that fairly well. A reach weapon, such as a long spear or polearm loses a lot of effectiveness when not used in formation. Against a single weapon of that type, a swordsman can deflect and slip past, and unless the reach weapon user can retreat quickly, that swordsman will be inside the weapon's effectiveness forcing the pole weapon wielder to drop it and draw a shorter weapon.
Quote from: SHARK on April 23, 2024, 05:01:20 PMCan you *IMAGINE* if the Empire of Japan had conquered India?
The British got a sad wake-up call when Japanese carrier stroke aircraft attacked and fucking sank the Renown and Prince of Wales from 300 miles away at sea. The poor, primitive British. Strangely, of course, because they also contributed to developing carrier airpower--like with their use of carrier airpower against both the Germans in the Atlantic, and the Italians in the Mediterranean. Somehow, though, in the Indian Ocean and Pacific, the British Navy never got the memo, and were stuck in World War I naval thinking.
The Imperial Japanese Navy actually raided the island of Ceylon and India, over there in the Indian ocean. While initially a raid--it definitely announced Japan's arrival, and demonstrated that it was the Japanese Empire that was the master of the seas. That was definitely clearing the deck for Japanese Marines to make landings against India. Meanwhile, the Japanese Army marched through Burma and into India!
While most of India remained loyal, there were elements within Indian society that viewed the Japanese Empire as liberators. The Japanese were certainly capable of taking out India. The British had their hands full scraping up equipment and supplies to support more troops to defend India. India of course had plenty of manpower--but an enormous supply of uniforms, guns, ammunition, and other equipment was needed to turn all that raw potential into actual army units that could resist the Japanese Army.
Britain was pathetically unprepared everywhere in Asia though. Malaya, Singapore, India, Burma. They were very weak, and ripe for being ruthlessly conquered by Japan. Just like how Japan fucking hammered America. America was in pathetic condition for war too. Gaming wise, of course, that is what makes these early years so interesting and dramatic--the Axis had a window of opportunity, with time ticking down. They had the troops, the power, and the momentum, but that window was rapidly closing against them. Could they conquer and win before the avalanche rose up against them?
It is insane when you really get into the economics and logistics of it all. Japan was down to like, 18 months of oil. Germany likewise was on increasingly shrinking oil rations as they invaded Russia. Time was ticking!!!!!
It is interesting though, how, in contrast to the glorious dreams of the Austrian Painter and the Japanese High Command--critical supplies like Oil have far-reaching effects on everything throughout the military, stretching into air sorties for aircraft, pilot training programs--Japan had pitiful Fighter-Pilot training hours, compared to America, which placed hundreds of hours of training before a pilot was ever sent to a front-line squadron. America also rotated actual combat aces back to the states to serve as training instructors for 6 month rotations. Germany nor japan could ever really afford to do that. Looking over so many economic factors, yeah, Germany and Japan--and yeah, Italy too!--were in many ways beginning the war on a shoestring. In every case, Germany, Italy, and Japan, their economies were tiny compared to the British Empire, the Soviet Union, and the United States.
The campaigns in Indonesia and India and Burma are very interesting. Certainly, as you develop your Japanese forces, the terrain and climate are absolutely brutal factors that influence the war, and the various battlefields. I think that there are some great opportunities within the Pacific theater for crafting and developing terrain pieces. Imagine the rivers, the elephant grass, lots of palm trees, bamboo groves, marshes and jungle plants! MOUNTAINS were massively difficult, as well. Just moving troops from Point A to Point B was a major process and adventure! It seems like nothing in the Asian and Pacific theaters was ever simple, quick, and easy. Gorges, mountains, flooding, diseases like Malaria, snakes, elephants, monsoon rains, all of these things could influence even a small military force just trying to march somewhere. *Laughing*
I'm hoping that I can do the camouflage paint scheme justice! The Japanese were also very good at using palm leaves and grass matting as part of their uniform camouflage.
I'm making some fresh coffee!
Semper Fidelis,
SHARK
Quote from: orbitalair on April 23, 2024, 12:50:07 PMSquad Leader was the best. And Advanced Squad Leader even more so. I have all of them.
MBT and IDF from avalon hill were, to me, the best versions of Jim Days designs.
Bolt Action, being 'skirmishy' never appealed to me.
If you like SL/ASL, you will like 'Armored Fist'(ww2) and 'Modern War' by Walter Moore Games.(on wargamevault)
They are minis rulesets that cover a lot of detail, but is still quick and manageable. and cheap.
Modern War is going to need more polish to add in all the drones and stuff.