Switch Theme:

Game Design Discussions- Stealth and HIdden Movement  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Battlefield Tourist




MN (Currently in WY)

The most common type of 'surprise" move in ancient battles was to screen which troops were really where by putting different troops in front of them.

I.e. you put light cavalry across the front so you can't see the heavy infantry behind them.

I feel this type of approach could easily be recreated on the mini-battlefield using simple blinds.

This message was edited 1 time. Last update was at 2016/07/05 17:50:05


Support Blood and Spectacles Publishing:
https://www.patreon.com/Bloodandspectaclespublishing 
   
Made in us
Incorporating Wet-Blending





Houston, TX

I have also seen where, in an ancients game, after terrain is deployed, the commander may hold X units in reserve and place up to Y ambush markers on terrain in his zone. The reserved units are designated with a (concealed) position number corresponding to a marker. They may subsequently be revealed at that marker either during the controllers turn, or when revealed by enemy troops.

Of course, avoiding ambush spots can make the unit something of a squandered resource.

-James
 
   
Made in us
Longtime Dakkanaut





Myrtle Creek, OR

While it's a hex and counter game, Starship Troopers (based on the novel not the movie---though both board games are good) has some cool ideas.

It uses inverted counters for the bugs. The bug player also has a small map sheet of the entire board for recording subterranean units and movement.


Thread Slayer 
   
 
Forum Index » Game Design
Go to: