I usually listen to Pod Casts when I am at the modeling bench. You learn stuff and you are exposed to different points of view and interpretations of rules, or how you have messed up the rules according to the rules writer. Being a snob, I listen to historical gaming sites. At the mention of Games Workshop I am gone. That is just the way I roll! How and why I am not a fan of GW is another blog post. Full disclosure, I am a Too Fat Lardies fan, I am hoping that the King of Lard is serious when he mentions he is looking at a rules set for the ECW. I use TFL rules for my WWII games, the mechanics are what I really like, especially in the game Chain of Command. I understand the mechanics may not be for everyone, but I do, and the people I have introduced to them seem to like them as well. . .unless they are stuck in the mechanic of IGO-UGO. Now, if that is your choice of gaming mechanic, you do you! Where am I going with this? Hold on, here goes.
Listening to a pod cast as I was painting the ECW Dragoons and commanders. . .I hate horses. The pod host was talking to a game designer, both miniature and board games. I have heard of the games he has designed, but never played one. I have also read AAR and watched multiple demo games on You-Tube. Never pulled the trigger on them. Perhaps if more people played the games I like, I would happily buy them and play. The conversation turned to mechanics the designer did not like. They were gracious and did not mention a rule set or designer, but ripped on "random mechanics." The very thought that every player did not get an equal turn was abhorrent to him, to see people standing at the table, obviously in severe distress because they "missed" a turn they were entitled to is just too much. The main reason this chilled them to the bone? "How can you make a game plan if you just do not know if your going to get a turn?" (? Hello!? Missing a turn has been a "mechanic" since Candy Land!)
For many players, that may be the case, I am not one of those players. To quote Moltke: "No plan of operations extends with certainty beyond the first encounter with the enemy's main strength." I realize that this is a game and not an actual simulation, but why would you insist a game be 'gamey' when there is a way to, yes, simulate on action? How well you react, How you put in place plan 'B' or 'C' or 'D', or even 'E-Z' makes a "game" more interesting to me. TFL uses random mechanics, cards or die rolls that determine such actions as movement are now. . .random. Forget the time honored foot moves 6 inches. The 'foot' in TFL Chain of Command my not want to move under fire, or they may be more than ready to go. . .its a random thing! What is not random is the players decision to issue the order to advance, move! or charge! (one D6, 2D6, or 3D6.) I personally think that is a real good mechanic. I think that random mechanics are a good way to simulate that "tension" you get in a real life situation. Hope for the best, prepare for the worst.
A quick update before I close. I have now lots of cavalry for both sides of the ECW. I purchased two Warlord ECW cavalry boxes! One of course will be Royalist and one Parliament. This allows me to actually do The Kings Guard and other specific units that fought in the early part of the wars. I am looking forward to putting these on the table even if it is a solo game.