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About Nath_

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    Perth, Western Australia, Australia
  1. I was playing TOI in Vancouver during 2009 when we were living there. As my wife and I are thinking of moving back during 2013, I will certainly let you know if this eventuates.
  2. katekeeper said: DAMM! Your post made me read the rulebook more specific and there it is. I see it now. We have fallen in to the trap. This chages a lot about the game. Thank you!! Nice. Hopefully the game should literally open up for you guys from here on. Enjoy
  3. katekeeper said: Allmost every scenario has multiple units but only 3 or max 4 actions per side. I wonder why it is so? Hello. I am just wondering if I am understanding your post correctly, but it is possible you may have made the very common mistake of misinterpreting the way actions work. Many people have fallen into this trap and have not realised that the allocation of actions (usually 3) is how many units you can activate in a row whereby your opponent then does three of their own, then it is back to you for three more, which you both repeat until "all" units have performed some action during the course of "one" single round. If I can illustrate by a brief hypothetical example: A particular scenario has '5' rounds for each side to achieve winning objectives. US has 5 units, Germans have 8 1. Round 1 begins with US going first 2. US player activates 3 units and resolves them. 3. German player then activates three units. 4. US has two remaining units not yet activated (i.e. still fresh) and activates them. 5. German activates another 3 fresh units. 6. US has no fresh remaining units and has to pass. 7. German player activates his remaining 4 fresh units (after activating three of these units, the US player technically still has no fresh units and has to pass again allowing the German player to activate the fourth and last fresh unit). 8. All units on the board have performed actions. After the command and status phases are complete round 1 is over. Commence round 2 and repeat…
  4. I certainly understand your sentiments, and I too have been relatively disheartened at the lack of attention TOI has received. But M44 is a relatively different experience to TOI in terms of game experience. While M44 seems to be ever expanding, it still offers a reasonably low level of true wargaming experience. My experience with M44 is that it is more of a strategy board game with a wargame presentation/execution. TOI is much closer to providing an actual tactical wargame experience. In fact, I believe that M44 "relies" on these frequent expansions in order to keep people interested in the system. It would not be anywhere near as popular if it was just the base game and a few expansions alone. TOI in and of itself is much more of a "sandbox" system allowing dedicated and passionate members of the TOI community to continue exploring its potentials. I agree that it is a shame that the potential of TOI was never really tapped into by FFG. But the more I delved into M44, the more I came to realise that it would never replace what TOI is, and can still be. Depending on what you want out of TOI, try not to lament your decision too much. If your exploration of the game requires that more and more options in the form of "official" FFG products are provided, then I fear TOI may well continue to be an ongoing regret for you. The way I see it, as long as FFG continue to acquire and maintain licences on such influential IPs such as Warhammer 40k and Star Wars, I am sure that the bulk of their effort and resources will continue to be expended on those certain "money makers". There is still hope that worthwhile products will follow (e.g. a Designer Series Vol 2) from FFG, just don't rely on this too much.
  5. Indeed it does. The game mechanics dictate that during the turn, each player is assigned actions with which to activate 3 (usually 3...sometimes less, sometimes more...depends on the scenario) of your units (where a unit is a squad, vehicle, anti-tank weapon etc) and/or strategy cards. Your opponent will then do the same before you then activate another 3 of yours, they do another 3.....and so on until everything on the board has done something. The strategy, and "outmanuevering" can come from what actions you decide to use (move, shoot, move and shoot, assault, go into "op fire" etc) and in what order. You have to anticipate what your opponent might do and consider who has priority and will therefore go first. You might want to shoot to kill a certain enemy unit, but knowing they have priority you might feel compelled to use supressive fire (does not kill) instead to pin and essentially deactivate that enemy unit to prevent them shooting first (as long as there is no officer in the hex). Maybe your opponent is expecting one of your nearby squads to fire on him, but at the last moment you may declare an assault which enables you to charge into close quarter combat and force them back. If you do this you might consider whether or not there are enough friendly squads nearby to move in closer before the assault to offer support....but if you do this they may simply be making themselves targets to be shot at by short range enemy fire (more likely to take casualties), possibly before the assaulting squad even gets to activate. Sometimes moving your own units further back into less desirable ranges can be good if it conceals them from multiple enemy units due to certain terrain etc. I could go on and on and on.....but yes, there are all types of "out manauvre" type strategies to employ. Rarely is this a game where you just line up against each other and start rolling dice to see who gets the most "good rolls".
  6. I am just curious to know if there may be any TOI players from Perth using this forum who are familiar with or even regularly attend the bimonthly meet ups for the West Australian Boardgame Association (WABA)? www.boardgamegeek.com/guild/308 If so, are you keen for a game or two? I am a relatively new member with WABA and not yet aware of any TOI players within it. Cheers
  7. Pros: - Immersive without too much complexity while managing to avoid being too simplified or abstract. - Very high quality components - Inspired by and inspires interest in historical events etc .... without demanding strict adherence to or in depth knowledge in order to play and enjoy it. - Has moments of rolling fist fulls of dice in front of an apprehensive opponent ...giving one a gleefull moment of "heh heh take this....." which can of course result in "What the.....?" moments when said dice do not behave. - Allows grown men to play with plastic soldiers again without looking too silly (disclaimer: while not necessarily silly...grown men playing with plastic soldiers, even in an historical context, will be viewed as being unequivocally "geeky" by the average passerby, and I accept no responsibility for any such labelling bestowed upon you for choosing to indulge in this game) - It comes in a BIG box! Cons: - Lots of fiddly plastic soldiers...can be a little time consuming to set up/pack up. - For inexperienced players (i.e little or no wargaming experience) a little bit of a learning curve to come to terms with - While little player downtime exists....is not immune to "analysis paralysis" by some players...you know who you are - Is not the cheapest game to purchase - Relies on dice rolls which some people disapprove of (I am looking at you (some) Eurogamers......note: I myself am a Eurogamer...but a dice friendly one) - It comes in a BIG box! (looks impressive...feels impressive...but dang it takes up some room....and not overly transport friendly...particularly if one is taking the game to a fellow gamers house using public transport...this leads to looks from average passersby that leads to the issue raised in point 5 in "Pros" above) - Can be addictive and create tension between ones game time and work/family/community service/jury duty etc time
  8. An excellent summary of points there kaufschtick. While I have never played M44, my outside observations of its growth and marketing by DOW, closely mirror the points you have made. It is my opinion that TOI will not likely reach the popularity of M44 due to its level of complexity and the time required for the average scenario. I believe it is due to the increasingly hectic and time poor lifestyles many of us are living and the fact that we now have 1 and a bit generations (generations x and y) who are now well accustomed to a wide range of instant "entertainment on demand" options. Many people are less inclined, or more importantly, less able to devote alot of time to pursuits like TOI which I believe is evidenced by things like the decline in player number of ASL or complex RPG's, or the surge in poularity of easy to play CCG's that took off in late 90's. In the late 90's, GW replaced 2nd edition 40k with their "streamlined" 3rd edition rules. I had my suspicions that GW were shifting their focus to the upcoming younger "playstation" demographic with shorter attention spans than the kids of my 70's/80's era. My suspicions were somewhat verified upon my reading in print of one of the GW designers stating that "a quick game is a good game" and over the coming years I would see my local GW stores being increasingly filled with 10 to 14 year olds....which was in stark contrast to the older demographic that I would find in the gaming stores selling everything from RPG's to Historic miniatures. Interestingly, the number of these "gaming" stores has decreased substantially in my area too. I am not saying it is a good or bad thing. it is just a sign of the times. It would be nice to see TOI expand substantially in the middle ground between it and M44.
  9. kaufschtick said: I've heard it said that no news is good news, but whoever said that had way more patience than myself! No news is just...well... it's just downright anti social, if you ask me. It is a little bit anti social. I guess FFG's hands are tied. One cannot go about giving expected times of arrival if they themselves are not 100% sure. Still, the odd announcement now and then along those very lines would not go unappreciated. Like AnglePark, I too am an authority on designing games ahead of their time. It is just that mine are SO ahead of their time that I cannot yet foresee the time that I will even begin work on their early design stages! I wonder if I will even live that long? ...hmm with that last sentence I can see a very obvious seqway into the final release of FOTB, but that would be too cliched at this point so i will let it go
  10. The latest update is that there are no updates...so stay tuned for further non-updates as they come to hand. FOTB...is obviously an expansion so ahead of its time, compared to anything that has come before it, that they decided to pick a more fitting release date sometime in the far future.
  11. I was a 40k player too once....in a deep dark past that I have left behind me. But the heavier wargames that I am thinking about, when making comparisons to TOI and Memoir, is that of Advanced Squad Leader and the like. Those games coming from the tradition of paper maps and cardboard chits with rule manuals that would rival an academic thesis. Games I have longed to try...but have never known anybody who played them either.
  12. Pilot17 said: It really sucks that TOI is not all that popular, its such a great game. I dont see any reason why it wouldnt be very popular; other than maybe the price, but then again there are plenty of very popular games that are just as expensive as TOI. Price would certainly be one factor. I also think that TOI fills a niche that is not really all that broad. For starters it may not provide enough escapism for many people. A look through FFG's catalog reveals it is weighted rather heavily toward Sci-fi and Fantasy themes. The outstanding success over the last 20 odd years of a certain "workshop of Games" is testament to the popularity of these genres. There may be many people who have never played "historical" wargames before and find the thought of them slightly intimidating or even dull. For those who are wargame veterans, TOI may not be "meaty" enough. Indeed recent posts on this forum have revealed that TOI is for some, the compromise between wanting to play games like ASL but not being able to get anybody into them, to playing nothing at all. TOI is indeed a very fine game and holds it own remarkably well. But it is stuck firmly between the slightly less complex "gateway" game of Memoir 44 and other more complex and realistic wargames. For some reason this position seems somewhat more difficult to attract people to. Yet I am surprised by the number of people I often come across who are aware of TOI and are really curious to check it out. Around 90% of these people have played or are regular Memoir 44 players. Why is that game so popular? Is it Days of Wonders marketing? Is TOI in need of a real promotions push by FFG?
  13. Howdy. Aussie_Diger has made some great points that will hopefully get you started on the right track. A few more cents might help you along too. First off, you are making quite the transition from monopoly and chess etc to something like this on your own, so don't be dismayed on your initial confusion. You will make mistakes, misinterprate rules etc as you go because many of us still find ourselves doing this despite varying levels of experience under our belts. In other words, be prepared to face a whole new learning curve, but aim to just have fun and be prepared to learn from your mistakes and soon this whole new world of wargamming will begin to open up to you. Unlike the other games you have played, this game usually has a limited number of rounds. Each round is broken up into 3 separate phases: Action, Command and Status. If a scenario has 8 rounds for example, then you will perform each of them 8 times, once for each round. It is the Action phase that sees all the "action" which is where you move and shoot things in the relatively familiar "You go then I go" form that you are familiar with in games like chess and checkers. However, the main difference is that unlike those games, you do not move and/or shoot one piece at a time before your opponent does the same. The scenario will say how many "actions" you get. It is usually three...and it is here that many first time gamers get things all wrong. With three actions the first player moves and/or shoots three separate units one after the other (e.g one tank, one squad and one truck or two squads and one tank etc) and then they are fatigued for the rest of that round. Once that is done your opponent moves and/or shoots 3 of his and fatigues them. Then you do another three of yours (which are not yet fatigued) and so on and so forth until all of yours and your opponents units have been fatigued. This is the first Action phase of the first round finished. Many first timers have confused the number of "Actions" as being the TOTAL number of units you can activate PER round which is not the case. It is how many units (where one unit is a squad OR vehicle) you activate per "You go then I go" iteration. "When the one who starts is determined, what are his initial actions or moves?" Initial actions or moves are up to the discretion of the player and what they are trying to achieve. If you want a unit to start covering ground toward objectives then give them an "Advance" action so that they can move their full movement quota (which will be subject to the type of terrain they are moving over). But doing so will mean they will not get to fire their weapons for this round. If you want to move AND shoot because an enemy is in sight but you don't want to waste time by standing around then give them a "Fire and Movement" action. But the trade off is that they have to move less than their full quota and they will be slightly less accurate or efficient with their shooting. If you prefer the idea of thinning out (or eliminating) the enemy in sight sooner rather than later, then forego all moving and give the unit a "Concentrated Fire" action which means that the squad stays where they are (no moving) but they get their full shooting ability and are more likely to make more hits more effectively. The trade off is that the unit has not moved up the board and if the clock is ticking then you might want to consider giving them a move action in round 2. So in short, initial actions are at the discretion of the player in charge of the unit and what they think will best serve the current mission at hand. There are a total of 8 actions to choose from. If you choose the "Activate Strategy Card" action you do not move and/or shoot a unit on the board, but rather play a strategy card that is face up ready in your HQ area. For example, for your three actions you may decide to move and/or shoot a tank, a squad and then activate a card. That is three actions done and then it is your opponents go. "How is movement regulated?" In addition to Aussie_Digger's response, bear in mind that a unit is not required to move their FULL movement quota if you don't want to. An infantry squad with a movement value of 4 is perfectly entitled to move only 3 hexes, 2, 1 or even none if you so wish. Why would a squad not move their full quota? If moving that final hex means that they would suddenly become exposed to your opponents "Opputunity Fire" (One of the 8 actions they may have given to a squad), which can happen if you appear from behind a building etc, then you can elect to not move them that final hex and keep them out of sight. Again, it is at the discretion of the player in charge of the moving unit. The only real "regulations" are the penalties to movement incured by the type of terrain a unit is moving over or through. I will stop it here for now. Please keep the questions coming should you need any help. There is alot to get your head around in this game and no question is a dumb question...as the saying goes.
  14. Yes, the typos were a little off putting. I have not played either of those two scenarios, but you have me very interested in the 'night hunt' one now. I will have to check it out.
  15. I agree with you wholeheartedly on this. While I have both DOTF and Normandy, I have found myself largely appreciating those for the additional rules, strategy cards, components and maps. But when I have the itch to play a scenario that I have not tried before it is always the Designer Series I go to first. In spite of the attention that each boxed expansion recieves, this book has so far, for me, been the highlight of my TOI gaming experience thus far. The scenarios are very well thought out and contain a real depth to them. I commend FFG and the designers involved, and a Vol 2 would be most welcome.
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