This segment covers the Movement mechanics in my on-going review of the company-level WW II miniature gaming rules Hail of Fire by Brandon Fraley of Retroboom Games.
Too Long Didn't Listen version: Move distances are randomized. Terrain features are not standardized, but terrain effects are, so you need to define each terrain piece before every game. Just like with firing, movement with vehicles is crunchier than with infantry. 4:48
Next Segment: Assaults
My blog about my wargaming activities. I collect a lot of 15mm miniatures for the American War of Independence and so collect a lot of rules for this period. I started miniatures with Napoleonics, so I have a number of armies in 6mm and 15mm figures for skirmishing. I have15mm WW II figures that I use for Flames of War, Memoir '44, and someday, Poor Bloody Infantry. Finally there is my on-again, off-again relationship with paper soldiers that I sometimes write about.
Tuesday, February 12, 2019
R3 Podcast Episode 02 Segment 04 Movement in Hail of Fire
Labels:
game design,
miniatures,
podcast,
review,
rules
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About Me
- Dale
- Huachuca City, Arizona, United States
- I am 58 yrs old now. I bought a house in Huachuca City, AZ working for a software company for the last three years. To while away the hours I like to wargame -- with wooden, lead, and sometimes paper miniatures -- usually solo. Although I am a 'rules junkie', I almost always use rules of my own (I like to build upon others' ideas, but it seems like there is always something "missing" or "wrong").
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