Topic-icon Demo command station

Naval War HQ replied the topic: Demo command station

6 years 10 months ago


The four orders that are in now do represent those four options you mention: Maneuver (Flank Speed), timing (Stroke of Luck, Hands on Deck), Reaction (Evasive action). The idea as I interpreted from the OP is that we're talking beginners here, beginners in that the whole concept of an activation based turn sequence is something completely new. So reduction of orders is what eliminates the 'analysis paralysis' that might arise from the multitude of options on the command station.

If you have a more seasoned wargamer you could indeed suffice with just removing the fleet special rule or both take the same command station. I don't think you would need a completely new command station for that though...


Game designer

"That which hath been is now; and that which is to be hath already been;" -Ecclesiastes-

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Bezmozgu replied the topic: Demo command station

6 years 10 months ago

I believe there is no correct single set of advanced order options that should be used in a demo game and agree with you that they should be tailored to the players receiving the demo. I will be running Naval War games at some of the US east coast conventions and the local game store which will involve mostly "experienced" historical miniature players. I'm pretty certain they will not be confused or put off by a greater number of generic advanced orders. I will provide you with the new generic demo command station I create as soon as I've completed it. Naval War is a fun and challenging system, thank you for creating it and making it available.

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