IGOUGO: You Know You Like It

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The Joy of Wargaming

The Joy of Wargaming

20 күн бұрын

Feeling cheeky. Might delete later. idk

Пікірлер: 28
@caleb-hines
@caleb-hines 19 күн бұрын
A bit of push back: The issue with IGOUGO isn't just about players waiting between turns. It's about how much the first player can change the game state before the second player gets a chance to react. This becomes a bigger problem if there are a lot of units per side, or if the turns represent relatively long-ish units of time. It also allows a higher degree of coordination between units, which may not always be desirable.
@TheJoyofWargaming
@TheJoyofWargaming 19 күн бұрын
Solid analysis. Great point.
@rwustudios
@rwustudios 19 күн бұрын
Agree. Again I point to the solution. Written orders. The only other acceptable answer for fog of war simulation is alternating Randomized unit activation.
@TheJoyofWargaming
@TheJoyofWargaming 18 күн бұрын
@@rwustudios The card driven activation splits that baby. It is one of Fistful of Lead's strengths. It combines the randomized order with some limited control over when to move your own units, while preserving the fog of war of not knowing when your opponent can move his.
@rwustudios
@rwustudios 18 күн бұрын
@@TheJoyofWargaming I need to view your fistful of lead videos it seems.
@idreamofminis
@idreamofminis 19 күн бұрын
The Bolt Action/Beyond the Gates of Antares dice-pull system brought be back to wargaming. After playing nothing but GW IGOUGO and getting brutally tabled over and over again to the point of quitting wargaming, the Warlord Games' dice-pull mechanic was so refreshing. I think the dice-pull combined with some kind of possible reactions is my favorite way to play. PAX
@billcedarheath387
@billcedarheath387 18 күн бұрын
For me, and I’ll say it again for this video, it’s all about Chit/Token/dice draw. - Blind turn based keeps players engaged. The flow of the game is in a state of flux and you need to be constantly engaged even if it isn’t your active turn. - Bring alive the chaos of battle. It can be difficult to lead in battle for various reasons. Blind pull for turns emulates that very well. - Blind pull is great for solo play where you play each side to the best of your ability. It is far more interesting as it adds a layer of tension and decision making when it is just yourself. - For the same reason as solo play. Tension of who will go next based on the pull. Weighing the pros and cons of pushing all in or holding back for defense increases with the tension of battle flow. So many good reasons for chit pull and very few not to play this style of determining turns. My friends and I will implement it whenever possible. For solo play… it’s a must for me. I’ll always switch to chit draw turns. Far more fun solo.
@raysandrarexxia941
@raysandrarexxia941 19 күн бұрын
I don't think the argument is whether people LIKE "I go, you go," but rather there are MUCH BETTER OPTIONS
@TheJoyofWargaming
@TheJoyofWargaming 19 күн бұрын
Better for what? It's a tool, and it works great when used properly. Most complaints stem from games that use it when other tools would provide better service.
@daeamiralis
@daeamiralis 15 күн бұрын
I borrow the boltaction dice pull for my onepagerules games, but I also pull all the dice at the start of the round one by one, so that the turn order is still being randomized, but is then visible and can be planned around.
@Corvinuswargaming1444
@Corvinuswargaming1444 19 күн бұрын
Playing the Civil War rules Regimental Fire and Fury and the Napoleonic rules General D’Armee 2 makes the whole side activation more balanced. In both rules there are opportunities for defensive fire and counter charges by the inactive player. Each game turn in those systems also has an initiative roll to see who will be active for the first player turn, so its not fixed at the start of the game. The Baroque rules for Renaissance have a similar system and more opportunities for reaction moves. These small features remedy a lot of the issues with whole side activation
@caleb-hines
@caleb-hines 19 күн бұрын
I was just thinking about Baroque and Impetus yesterday. Been a long while since I played them. I remember thinking the reactions were probably a good idea in general, but maybe one that just didn't translate well to solo play. I think if I try it again, I may use a die roll to determine reactions.
@rwustudios
@rwustudios 19 күн бұрын
Written orders are superior to both. Sticking to this.
@TheJoyofWargaming
@TheJoyofWargaming 19 күн бұрын
A vastly underutilized mechanic, to be sure. Probably the best way to handle simultaneous activations.
@rwustudios
@rwustudios 19 күн бұрын
@@TheJoyofWargaming definitely true but it is definitely much harder to implement and you need dedicated players and an impartial ref. For solo I find that it is absolutely amazing to write orders. Giving a little bit of time so that you forget what you wrote for one side. Oh man that's awesome!.
@garrywillswargamerauthor
@garrywillswargamerauthor 14 күн бұрын
Totally agree, Black Powder is IGOUGO but the variable activation and interactive shooting and melee system means players are all involved throughout.
@argy8141
@argy8141 19 күн бұрын
Hi Jon, just to add your insightful comment at the start. I don't care about activation it's the downtime I can't stand. So if it's IGOUGO then I look for the counterbalance to keep me interested. All the systems below are IGOUGO but with counterbalances Song of blades engine, you covered 7TV you have a number of activation points that you can use to allocate activations to. You can save activation points and make multiple activations, but you gain activation points at the end of each turn. It's unlikely every model moves but it still can have downtime. Void Admiral - It's IGOUGO but at unit size level (small to large) and there are 4 (maybe 5 if you count swarming units) unit sizes. So unless you or your opponent takes units in one size specification it feels like alternate activation. Quar Ryffles - you get 3 activation points each turn but it could be 4 or 5 but you only know it's 4 once you've completed the 3rd and likewise you only know if you've got a 5th activation after you've made the 4th. Again small number of activations keeps it similar to alternate activations One hour skirmish with the variable number of activations based on a card draw and the instant turn end on revealing a joker. Pikemans lament is similar to Song of Blades except that each unit has to pass a "morale" check to activate. On a failed check your turn ends. GW Blood Bowl has skill checks for some actions, again failure means turnover but because it is almost like melee, you are involved a lot of the time via opposed rolls. Personally I find the whole game too slow but a smaller scale spinoff Blood Bowl 7s uses a smaller pitch and smaller model count and can absolutely wizz by. Port Royal (currently on KS by Firelock Games) each model activation may cause a reaction but there aren't any real gameplay videos. Mantic's Armada generates unit initiatve order via game state - Wind blows from 8 points on a compass (N,NE,E,SE,S,SW,W,NW) and is it sweeps across the board, you move when it hits your model. Positioning becomes important for shooting (broadsides) but also activation (catching the wind) Modiphius have done a emailshot recently on Five Parsecs [IGOIGO (loved that)] about a new game mode Five Parsecs: Tactics which looks to use bigger unit sizes (ie not individuals) and competitive (1 on 1). I'd be interested to see what the activation mechanics look like for that. So upshot for me, is how to keep people "in the room" rather than them being distracted by social media because they are bored. Years ago, not an issue, now with wifi and smartphones it's very much how to keep people in the moment. Have fun and a great weekend.
@willcorlett7630
@willcorlett7630 19 күн бұрын
I think the problem - if there is one - is that some systems (40k springs to mind) make going first on the first turn so important, indeed sometimes that is enough to end that game. If you are going second you cannot react to your opponent's moves and often seem to be their simply to pick up your figure and put them back in the box. Another related issue is that in the IGOUGO set up both sides have a perfect view of what is happenning and can be safe in knowing they can act with all their units in that turn.In other words you have perfect execution of your chosen strategy. My favourite systems use chit/card/dice ull mechanisms to break up who gets to activate, but also incorporate some form of randomised ending of the turn, thereby making you prioritise your actions
@alfredpotts6136
@alfredpotts6136 18 күн бұрын
Most of the games you mention have mechanics built into try and overcome the limitations of IGOUGO. Take Xenos Rampant, there you have a lot of units with abilities like Firefight that involve you during your opponent’s turn. This isn’t just involvement by making saving throws, it’s an opportunity to inflict casualties on the enemy and disrupt their plans during their turn, a sort of interrupt or reaction -lite mechanic. Haven’t played 40K since 3rd edition, but from what I recall, your only opportunity to intervene during an enemy turn was to put your units onto overwatch, then to snap fire at an enemy unit during their move. This has to be planned for in advance and meant you couldn’t do much in your previous turn. As you say, many of these games could be IGOUGO depending on the draw of counters/cards or success rolls, but in practice they are generally fairly mixed and there is always that edge of unpredictability that keeps you hoping, rather than a pure IGOUGO where you know that next turn, your enemy will move ALL those units against you with very little you can do to prevent it.
@maximillianhovar5877
@maximillianhovar5877 19 күн бұрын
Instant 5e shade thrown😂
@btrenninger1
@btrenninger1 19 күн бұрын
I'm only partially sympathetic to the complaints about waiting. One should not be looking at one's phone but using that time to come up with proper responses. Turn order considerations for me should be tied more to scale of the system both in space and time. In general short time scale (usually short distance scales too) are more amenable to activation systems or any system where opponents are in a more reactionary mode. Large timescales less so. But, also the nature of the armies/conflict. I go you go may be quite appropriate for Napoleonics where everyone is marching in discrete lines and protecting one another's flanks. But even then some sort of limited activation system might be included to account for those critical times (which happen) when a unit or two fails to move out and leaves their neighbors flanks wide open. These sorts of considerations are more important than player attention span. Players, get better.
@argy8141
@argy8141 19 күн бұрын
I do agree, but when I've gone into Warhammer World in Nottinghaw, what I see is a lot of people sitting and looking at their phones, not looking at the tabletop and I suspect they are not all looking at game stats. Perhaps I've got too many low attention span friends. But what I have noticed is the games they like playing and therefore the ones that get played are those where people are engaged and they are not waiting 40 minutes while their opponent moves all of their models. YMMV and I'm genuinely really happy for you if it is.
@btrenninger1
@btrenninger1 19 күн бұрын
@@argy8141 I hear you. But I it's a two-way street. Yes, rules should be engaging. Yes, players should work at staying engaged. I've never played Warhammer so can't really speak to its nature. But I suspect there are other aspects of its rules in conjunction with the move sequence that lead to disengagement. Perhaps it's just not an interesting game? I dunno because a lot of people play it. A good game, they'd be analyzing the moves to determine what was the best follow-up. How do I get out of this one?
@argy8141
@argy8141 19 күн бұрын
I think a lot of people play Warhammer because it's accessible and there is a community. It's almost like every familiy when I grew up had Monopoly, it's certainly not the best board game out there and largely made worse by people's house rules. If i was more critical in my post and reply to you, the biggest issue I have is me and that if I get to play wargames with other people every 2-3 weeks I don't want to spend 30 minutes of my time waiting for my activations. I 'm pretty sure I know what I'm going to do and it's a level of success rather than wholescale tactic change. IGOUGO tends to lead to big changes in the tabletop situation. I've seen it tend towards big swings in game state which results in too many single turns ending a game because of the total domination without appropriate reaction. A bad set of rules possibly. So I've mischaracterised my dislike as lack ot interaction whereas it's more to do with being forced to be passive to the game situation and that creating disinterest. End result is the same, I much prefer playing 2-3 skirmish games with alternate activations than a single lengthy IGOUGO game, where the result is largely determined after turn 1. Have a great weekend
@Apples333
@Apples333 16 күн бұрын
Unrelated, but where do you get your hex paper. I saw on the AD&D series you had some that was hexes inside of one hex
@charleslatora5750
@charleslatora5750 19 күн бұрын
😃👍! House Rule if one side doesn't get to move any troops for three consecutive turns, they get a freebie move of one unit. Hopefully they're bad luck breaks by then or otherwise you can give them one free unit move every two to three turns if they have zero units activate
@charleslatora5750
@charleslatora5750 19 күн бұрын
Maybe make it a half movement.
@PounceCleveland
@PounceCleveland 18 күн бұрын
Warhammer just wrecks IGOUGO and makes it tedious. Other wargames, particularly Osprey’s “Rampant” series, as you’ve explained just does it better. In “the Pikeman’s Lament” you can take regimental gun that can tear into a unit… but it only activates on an 8+. Woe to the over-eager commander who tries to activate that gun first before all his other units and rolls 7 or less. End of turn.
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