Re: Piquet
From: Adrian Reen-Shuler <saltpeanuts73@y...>
Date: Mon, 27 Sep 2004 09:59:08 -0700 (PDT)
Subject: Re: Piquet
It's a generic rules set which emphasises fog of war
from the commanders perspective. The premise is that
you know what you've told all your units to do, but
are they actually doing it in a timely fashion?
With out going into excruciating detail, it uses an
alternating initiative system (sort of), when it's
your initiative, you get impetus (action points) to
spend activating your units. But, and this is the real
core of the system in my mind, what actions you are
allowed to take each turn depends on drawing cards
from a deck. The result is that often only some of
your units can move / reload, etc. and you're really
not sure what you'll be able to do the next turn
either (of course the same thing applies to your
opponent).
Since you know the composition of the deck of cards,
you know what you should be able to do over the course
of 4-5 turns, but not what you can do next turn.
The biggest problem (in my opinion) is that the
designer has taken virtually the same rules set and
applied it to all eras. It works pretty well for ACW,
but not so well for WWII (or strangely, American Rev
war).
-Adrian
--- J L Hilal <jlhilal@yahoo.com> wrote:
> --- Beth.Fulton@csiro.au wrote:
> > G'day,
> >
> > > Has anyone done a good Sci-fi version of Piquet?
> > > I really like Piquet, but I really didn't like
> the
> > > WWII version.
> >
> > Nothing published but a few homegrown conversions
> kick about I think.
> > Grunt-game wise Derek and I have had a few ideas
> but while fun
> > they're too embryonic to hand over to anyone else
> as yet.
>
> What is Piquet about? Who makes it?
>
>
> J
>
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