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Subject: Changing AAM to be more like DDM

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Dr.Cornelius
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10/22/2005 6:32 AM  
recovered topic 10185


Dr.Cornelius
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10/22/2005 6:32 AM  
Are you smoking crack? The AAM mechanics are superior to the DDM/SWM d20 system.

What don't you like?


XAos
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10/22/2005 7:03 AM  
I agree, now overhauling ddm's rules to match aam. That could be worth doing. e.g. It's a lot easier to count range in hexes than in squares, with every 2nd diagonal counting as 2. [:p]

Fry
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10/22/2005 1:00 PM  
mostly I don't like the hexes. It never fails to amaze me how little LOS there is on any of the maps...there are just so many places to hide. I like squares with the 'pick a corner' mechanic.

Plus, I'm not a dice fetishist. I hate rolling a handful of d6s. Gimme one d20 any day.

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Vulturedoodle
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10/22/2005 2:19 PM  
quote:
Originally posted by Fryle

mostly I don't like the hexes. It never fails to amaze me how little LOS there is on any of the maps...there are just so many places to hide. I like squares with the 'pick a corner' mechanic.

Plus, I'm not a dice fetishist. I hate rolling a handful of d6s. Gimme one d20 any day.

Can't help you with the squares...I consider 'em so much superior to squares for outside it's not funny. As to the handfulls of d6s, I created a table for rolling a single d20 to determine hits a while back...not *exactly* the same percentages at the extreme ends, but close enough. Wouldn't be kosher for tounaments, but neither would other house rules.

It's on the Wotc/AH "House Rules" forum, if you're interested.

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XAos
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10/24/2005 4:47 AM  
The only problem I have with rolling buckets of D6's. Is how do you resolve it when one of you accidentally rolls too many dice...?

quote:
Originally posted by Fry

mostly I don't like the hexes. It never fails to amaze me how little LOS there is on any of the maps...there are just so many places to hide. I like squares with the 'pick a corner' mechanic.


Thats partly because most players (me included) "Want to have their cake & eat it" Specifically we want to have our own units behind cover while we can see all the enemy units. In ddm you can do that because the LoS rule allows you to see around a corner if your adjascent to it. In aam all LoS is center-of-Hex to Center-of-Hex. If you applied the ddm rule about measuring LoS from any point in the hex (including the corners). That would retain most of the ddm LoS arcs on a hex grid.
Note; It's not just gamers who want to "have that particular cake & eat it" the real military does too. Thats why they use camoflage, foxholes & hull down positions at every opertunity. Unfortunatly in aam the only oppertunity you get is a very random "cover-diceroll".[:p]

forkedmoon
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11/03/2005 1:28 PM  
The right tank, the right dice roll and I can roll them across the board and change the game in one roll. [:p]

But seriously different game different system. If all games are uniform why play more than one? I choose DDM, and SWM is so close I can't see getting them as well. I'm sure if someone tried you could line up most SWM figures with their equivalent DDM figure. Please don't make AAM just one more of the same.

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LordStorm
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11/03/2005 10:03 PM  
I haven't made up my mind about the AA skirmish system. I'll certainly give it more play time till I decide if I don't like it.

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XAos
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11/04/2005 4:18 AM  
The main issue I have with aam is where the capabilities of the minis varies significantly from the capabilities of the historical units. I don't have the same problem with ddm because there is no attempt at historically accuracy in d&d. The main problem I have with ddm is the DCI floor rules. They give a significant tactical edge to the larger warband if the game times out. i.e. they activly reward stalling.[:p] WotC keep tweaking the rules to get tournament games to complete & have failed to spot that the cause of the problem isn't in the figures (Drider sorcerer) or the rules (tiles V's Maps) it's in the DCI floor rules. A win by 3pts for killing a orc after time-out is just as strong in the tournament rating as a 200pt win in a compleated game.
Admitedly the aam floor rules are actually worse in this respect. Since they compleatly change the victory conditions on a time out. But those are so obviously stupid, that every aam tournament I have played in so far has deliberatly rejected that part of the DCI rules.

Balduran I
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11/05/2005 9:21 PM  
Changing a wargame *from* hexes *to* squares.

Yes, now I've lived long enough. I've seen *everything*! [:0]


Jhonwolf
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11/07/2005 10:45 PM  
The SWM system *is* different enough to be quite a change from ddm. Imo SWM is sharper than ddm (one of the most obvious thing is the diagonals). I play both with interest, but ddm looks like it has "old flaws" in design, which were covered in SWM.

I wish that hexes were used for ddm/swm.

For the LOS issue, keep in mind that AAM units represent more than 1 of a kind. 1 hex is about 100m of ground...and there is typically few "flatlands". While a single soldier may have a clear sight to the emnemy, some in the same squad might not have, hence using the center of the hex. In other words, the squadron isn't concentrated on a corner of the hex.

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Fry
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11/08/2005 12:26 AM  
quote:
Originally posted by Jhonwolf

The SWM system *is* different enough to be quite a change from ddm. Imo SWM is sharper than ddm (one of the most obvious thing is the diagonals). I play both with interest, but ddm looks like it has "old flaws" in design, which were covered in SWM.

I kinda like the variation on the "nearest target" rule that SWM uses. The diagonals I can go either way on...DDM's is closer to being geometrically correct, SWM's is nice and simple. Just so long as they don't use the stupid heroclix rules for diagonals (where diagonals cost 1 square every time!).

"Why am I all sticky and naked? Did I miss something fun?"
-Vindicated champion of Tordek, Dwarf Champion

Dr.Cornelius
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11/08/2005 8:01 AM  
The best thing about the AAM mechanics is dividing up the turn into the movement & assault phases and making damage simultaneous.

Once melee is joined in DDM, winning initiative typically means being able to make 2-4 "swings"- possibly routing or killing before your opponent even gets an action.

The AAM system has much greater tactical complexity, since every unit always has a chance to move out of LOS after the opposing units have moved.

The AAM system also reduces the importance of activations. Activation control in DDM overemphasizes the importance of fodder minis relative to other minis. The 8 figure limit is a big improvement, but activation control is still really important.

Overall the AAM system is a much better game mechanic than either DDM or SWM.

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Forums > Axis and Allies CMG > Axis and Allies - General & Skirmish > Changing AAM to be more like DDM



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