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Author Topic: 6mm Market Garden PICTURES! 24 sept update.  (Read 5389 times)

Offline fred

  • Galactic Brain
  • Posts: 5297
    • Miniature Gaming
Re: 6mm Market Garden PICTURES! 24 sept update.
« Reply #15 on: 24 September 2024, 10:38:01 PM »
I think for any big game to be playable, it needs a good level of abstraction. It’s far too easy to get too much detail, which just makes everything bog down. I’d love to do MG at 1 base = 1 battalion but suspect it would be unplayable - but Sam Mustapha’s new operational rules might make it possible.

But that abstraction can’t be too high, if the local players recognise the terrain and can point out places!

Offline YPU

  • Galactic Brain
  • Posts: 4444
  • In glorious 3D!
Re: 6mm Market Garden PICTURES! 24 sept update.
« Reply #16 on: 25 September 2024, 02:42:35 PM »
I think for any big game to be playable, it needs a good level of abstraction. It’s far too easy to get too much detail, which just makes everything bog down. I’d love to do MG at 1 base = 1 battalion but suspect it would be unplayable - but Sam Mustapha’s new operational rules might make it possible.

But that abstraction can’t be too high, if the local players recognise the terrain and can point out places!

Yeah we were looking at Mustapha's new rules to play with this stuff as well, IIRC it is designed for squares but who knows, may be an easy conversion.

The map is not only abstract, but also not scaled uniformly. Partially to spread out the important places across the play areas, partially representing how long it took to cross rather than how far, I expect. It should be noted that the type of terrain and the route of the roads does also change how long a unit would take to get from one point to the next, but all the same this is quite the discrepancy.




Which isn't a bash on the scenario, it felt right during our play of it and those familiar with the area still found it recognizable to a satisfactory degree after all!

EDIT: Looking again the first section is 4 road tiles long. A tank starting on the road can do that in one turn. The second section is 5 road tiles and a city (which stops movement) so that's at least 2, probably 3 turns. Using that metric rather than exact hex distance it means each turn of movement in distance is worth 15km quite accurately.
« Last Edit: 25 September 2024, 02:50:45 PM by YPU »
3d designer, sculptor and printer, at your service!

Offline warburton

  • Scatterbrained Genius
  • Posts: 2012
    • Classic40K painting blog
Re: 6mm Market Garden PICTURES! 24 sept update.
« Reply #17 on: 26 September 2024, 01:42:00 AM »
Great stuff - very impressive game.

Offline YPU

  • Galactic Brain
  • Posts: 4444
  • In glorious 3D!
Re: 6mm Market Garden PICTURES! 24 sept update.
« Reply #18 on: 26 September 2024, 05:48:10 PM »
Great stuff - very impressive game.

Thank you very much! All credit goes to my mates who started this project, and who are the reason I finished anything at all for it.

Offline Khusru2

  • Scientist
  • Posts: 464
    • Travels with Khusru
Re: 6mm Market Garden PICTURES! 24 sept update.
« Reply #19 on: 26 September 2024, 06:57:11 PM »
It's a great effort and done well.

Offline James Morris

  • Mastermind
  • Posts: 1668
    • mogsymakes
Re: 6mm Market Garden PICTURES! 24 sept update.
« Reply #20 on: 01 October 2024, 07:52:57 AM »
That's a marvellous project, so satisfying on so many levels, and great to see that it also played well.  Looks like you have created some awesome memories.

 

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