What the author, and a very few play testers, thought of his own rulesEques wrote:But I was just using that extract to show
THere was no Fog of war in 7th.
DBM had some in the 'will I roll a 1 or a six'. But that was hardly ground breaking
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What the author, and a very few play testers, thought of his own rulesEques wrote:But I was just using that extract to show

Not sure the bit you quoted said anything about fog of war; just that the author thought that it was more realistic. I seem to recall most of his rule sets had a paragraph or two saying previous sets were rubbish and this one was great (or 'realistic' or 'historical' - all of course being shorthand for "my rules are the best, unspecified people say so"). There was never really any explanation once the new set arrived of why the old set was no longer historical/realistic/great which all seemed a bit "marketing" to me.Eques wrote:Well yes I am sure there was a lot wrong with 7th edition. The almost unreadable prose for a startWhich is pretty funny for the author to decide this prior to publication.
And having witnessed plenty of 7th...he was wrong as well.![]()
But I was just using that extract to show that fog of war mechanics were once seen as highly desirable in tabletop and boardgames, and those who first started to introduce them were applauded for breaking new ground.
That is a contrast to these days, where players just seem to want to slide their pieces all over the place like chessmen.

Which is kind of funny since we all know the author. And the author wouldn't know "marketing" if it was stapled to... well you get the idea.grahambriggs wrote: which all seemed a bit "marketing" to me.
Fog of war on the miniatures table is hard to do without umpires and/or scrupulously honest players. Back to Back games do this wonderfully although I have not seen an example of a pitched battle multi unit game such as an ancient battle as it needs two of everything I believe it has been done . Suits skirmishes and smaller scales - 5mm where lines of sight are much more in scale with the figures. What it tends to do is reduce aggressive players to ultra cautious ones . They are also great deal of fun including to design and umpire .philqw78 wrote:What the author, and a very few play testers, thought of his own rulesEques wrote:But I was just using that extract to show
THere was no Fog of war in 7th.
DBM had some in the 'will I roll a 1 or a six'. But that was hardly ground breaking
Here is some text from DBMgrahambriggs wrote:Not sure the bit you quoted said anything about fog of war; just that the author thought that it was more realistic. I seem to recall most of his rule sets had a paragraph or two saying previous sets were rubbish and this one was great (or 'realistic' or 'historical' - all of course being shorthand for "my rules are the best, unspecified people say so"). There was never really any explanation once the new set arrived of why the old set was no longer historical/realistic/great which all seemed a bit "marketing" to me.Eques wrote:Well yes I am sure there was a lot wrong with 7th edition. The almost unreadable prose for a startWhich is pretty funny for the author to decide this prior to publication.
And having witnessed plenty of 7th...he was wrong as well.![]()
But I was just using that extract to show that fog of war mechanics were once seen as highly desirable in tabletop and boardgames, and those who first started to introduce them were applauded for breaking new ground.
That is a contrast to these days, where players just seem to want to slide their pieces all over the place like chessmen.

Similar to the FOG N reserve rule. I like. It woudl be a nice wrinkle instead of a flank march. Probably not too effective in most games as the battle isn't that far toward a baseline. But in the 5x3 tables that could prove interesting.MikeHorah wrote: Pehaps a mod for FOG(AM) would be to allow the player with the initiative to hold back up to say 2 units off the back of the table as a reserve and either bring them on ( in the Joint action Phase?) from the rear edge and/ or place either of them directly to the rear of an identical unit in type ( LH, MI Cav etc) and width of bases provided no enemy units have an unimpeded direct line of sight to it and it is in you own half.

For the unknowing they were both written by the same gentleman who will all have gained much joy from for laying his rules. And much commenting on trying to decipherr his rules.dave_r wrote:Here is some text from DBM
So clearly the author thought 7th edition was rubbish at simulating command and control.

I can't see where you're coming from here as a number of the V2 changes are designed to reduce the manoeuvrability and control from V1.My point was not that 7th edition was better, just that mechanisms replicating a commander's imperfect control were once seen as highly desirable whereas today they seem to be viewed as rather tiresome inconveniences.

It's a fairly standard formula: point out the main changes and claim they're perfect, disparage the previous set for not focussing on those areas. I wonder if the DBMM intro is in a similar vein?dave_r wrote: Here is some text from DBM
"our intent is to provide the simplest possible set of wargames rules that retain the feel and generalship requirements of ancient or medieval battle. The rule mechanisms used start from the premise that the results of command decisions can be shown rather than the minutiae of how orders were communicated and interpreted ... No order writing or record keeping is necessary and time consuming reaction tests are dispensed with. The resulting system is much faster ... It emphasises the talents of the general rather than those of the accountant, requires much less effort, and, despite the increased use of simple dicing procedured, keener tactical awareness."
So clearly the author thought 7th edition was rubbish at simulating command and control.
Are there any you would recommend from that point of view? FoG seems to have somewhat captured the market as far as I can make out.ShrubMiK wrote:
Or to flip that statement around...if command-and-control type stuff (i.e. limitations) is a significant part of what you want from an ancients ruleset, then FoG is probably not your game of choice.

Augustus to Aurellian by Phil Hendry has card based activation for C&C and fog of war via hidden movement. It is specifically designed for Roman warfare.Eques wrote:Are there any you would recommend from that point of view? FoG seems to have somewhat captured the market as far as I can make out.ShrubMiK wrote:
Or to flip that statement around...if command-and-control type stuff (i.e. limitations) is a significant part of what you want from an ancients ruleset, then FoG is probably not your game of choice.

I think a card impact on a game system which because VERY common in board games in the last years is a valauble gaem addition in general. I've partially draft up some options for FOG, need to finish it an post it.stecal wrote: Augustus to Aurellian by Phil Hendry has card based activation for C&C and fog of war via hidden movement. It is specifically designed for Roman warfare.


There are some 'fog of war' mechanisms in DBMM I believe: for example generals can buy mechanisms such as 'exagerrate numbers' which tend to model the inventiveness of some generals. Plus, the PIP allocation system (and the ability to change the allocation mid game) reflect C+C issues.ShrubMiK wrote:Personally I would recommend DBMM, okay you can still see everything on the battlefield, but there are mechanisms to ensure that you can't do everything you would like at the time when you would like to do it, and also to cause some troops to sometimes do things you would rather they didn't do.
Well it is a lot more abstract generally than miniature wargames (and most hex games) but works well as a game in its own right. A game only lasts about half an hour. There is a lot of "Fog of War" involved in that you can only move the troops you want if you draw the right cards.ShrubMiK wrote:Aha - just noticed you mentioning Command and Colours in another thread. That seems to have a reasonable following too, and there are quite a few people around who turn it into a sort-of tabletop rules set by using a few bases of miniatures in place of counters. The rule mechanisms sound quite interesting, it sounds quite intersting from the accounts I've read and the one game I've witnessed...the main downside as far as I am concerned is that I personally can't get over the fact that it involves hexes!