rommel58 wrote:I am now beginning to become interested in playing micro armor, but my friends aren't so sure, what should i do?
In my experience developing micro-armor opponents has always begun with the same one step: build both sides of a conflict.
Then you invite your buddy (or your work-mate, or random-Q person at the game store, or whomever) to play a game.
Folks who are at all interested in historical gaming seem to get hooked in rather easily. I guess the only other constant to successful recruiting is to make the first game relatively simple, so that it plays pertty well. Its harder to get a newbie into it if the game slips into 90-minutes-per-turn mode.
I'll be interested to see the advice others may have.
-Mark 1 Difficile est, saturam non scribere. "It is hard NOT to write satire." - Decimus Iunius Juvenalis, 1st Century AD
One factor, for me was economics. 1 15mm model tank is around 5 to 10$, while I get 5 tanks with as good or better detail for about 9$ to 10$ from GHQ.
Space is another consideraton. Using GHQ's WWII Microarmour: The Game rules (platoon scale) you can play battalion to regimental unit sized games on a 2x2' or 3x3' board, I've read that many use Microarmour with the Flames or War rules (squad/single vehicle if i understand it right) with GHQ's models with little or no modification ( search for this topic on this forum for more details about this).
painting time: you can spend as much or as little time as you want preparing any sized model you use for your simulations, but being smaller, these use less paint. I'm a bit ashamed to admit to this but my first T-34 tank battalion was simply shot with green Testors spay paint and went on to the table the next day.
1/285th scale models store in smaller boxes and take up less shelf space for equal sized units when compared to 15's. And they are lighter.
The only downside I've encountered with playing with Microarmour is also related to their size. A good friend told me he chose to go with 15's "cause I can't see your models very well with my eyes".
As far as scenario's are concerned, I am in agreement with other replies, play defense while your new opponent is on the offense with 2 or 3 to 1 odds, or in the case of GHQ's rules lower your cohesion a point or two.
I've also greatly enjoyed "new" games when the teacher knows the rules really well. I learned to play MicroArmour: The Game from the author of the rules and he was patient and extremely knowledgeable about the scenarios he ran. He also slowly introduced us to the optional rules so it wasn't too overwhelming.