9:48 AM

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Dear Abby of wargames

Mister Nizz

I got these in the email over the course of a week (and answered them all, to the best of my ability).









I
have to say, this was one of my favorite games back in high school, and
my brothers and I played it often. We talked over Christmas about playing
again via email, and I stumbled across the Revolt on Antares Cyberboard
page you created. I've heard of Cyberboard before and even have it installed,
but never used it. Can you tell me briefly how it works with a game like
this? Will it actually roll dice, let you draw from a pool of tiles/counters/etc.,
enforce any game rules, and so on? Just trying to gauge how much I would
have to do "outside the PC" to run this game.
I
must be missing something. In setting up the Olympica advanced scenario,
why wouldn't I put the Web Generator at the end of a 4-hex Deep Tunnel,
and pack the tunnel with infantry?Every tunnel hex has to be Close Assaulted
and can only be Close Assaulted once a turn. A Close Assault only has a
1/3 chance to dislodge the enemy (a bit less, actually). The UN will almost
certainly run out of time before they reach the Generator at the end of
the tunnel! Why doesn't everyone do this?
I was thinking about acquiring
the wargame Mantanikau off of Ebay. I downloaded the game rules, but the
rules seem a bit sketchy; there is no explanation of what is to transpire
during game turns. It seems one has to have a main "Tactical Combat
Series" game rules, and games like Mantanikau are just a supplement
to the main rules. Is this correct? If not, why are the rules so vague and
seemingly incomplete?

The question one might ask, though, is where are the designers of these games? How do you support something that's long dead? A community effort? Seems like that's the future.

I'm not complaining about the emails, btw... it's actually quite flattering that anyone would ask my opinion about something I've had nothing to do with publishing or designing.