Our past posts:
- Part 1 – What genre should the game be?
- Part 2 – What scale should the game be and what type of game?
- Part 3 – How long should a game take and what measurements should we use?
- Part 4 – How big should the gaming area be and what should the smallest element represent?
So the results of last weeks votes are as follows:
So this gives us some extra direction when it comes to writing the rules, as we know that each element will represent a Battalion strength unit and that the game will be played on a four foot square area. Excellent! If we factor in that we also want the game to last no more than two hours and that all the measurements will be carried out in inches, we only have perhaps two more votes to go before we get into the nitty gritty of the rules themselves.
This may not seem important to some people, but the base shape can define a lot of things in regards to measuring distances as well as movement. For example a rectangular base would mean that you have to take into account that the base is wider than it is deep and so wheeling and turning become a factor in movement. A round base negates that factor as everything can be measured from the base edge without too much concern, though if you want flanking inside the game having round bases makes this difficult. Alternatively, there’s the option to have a square base, which makes turning and wheeling less of an issue, and can include flanks for the various edges IF we want that as a factor in our game.
Our playing area is going to be 4 foot square and so this will have a slight impact on base sizing. We can’t have large bases because of fitting enough of them inside the game. But we can’t have too small either as we want enough models on the base to make it look the part.
There we have it! Next week we will start looking at factions and whether we should include the ability to construct our own or write rules for pre-made factions (or both).