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5 wargaming mechanics that I dislike

 1. Command Radius. Ok, it may work if there is only one general (like in DBA), but this business of each commander having his own radius as if it is a shouting contest... Wally Simon debunked it long ago better than I could: "There was only one way Kris could maintain control of his entire division, keeping them all within his magical 3 inch radius, and that was to continually scrunch all six units together in one solid mass, cavalry, infantry and artillery [...] There are many gaming ploys that deal with command response functions, systems that supposedly reproduce the difficulties of commanders keeping their forces under their control, and, in my considered opinion, the 'mysterious aura' ploy is probably the worst of them all"  (PW Review May 1999) Guilty party example: Grande Armée.

2. Rerolls. The kind of rerolls that bother me are not those tied to some mechanic but what I call the insert-coin reroll. You start the battle with X rerolls and you may use them whenever you like. Guilty party example: Midgard

3. Gotcha Cards. "I'm charging". "No, you are not charging, mate. I've got a card! Goootcha!!"  This may be fun for some, but I take a pass. Besides, this kind of games do not solo well. Guilty party example: Never Mind the Billhooks

4. Side boards. Quite popular recently, but if I'm playing a game I like to be looking at the table and figures not at a piece of cardboard that resembles an old telephone switchboard. Guilty party example: Saga

5. Playing Cards on the table. Your battle may end up looking like a low-stakes Vegas blackjack table.  Guilty party example: To The Strongest!

This is all highly personal and opinionated, of course! 



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