madman wrote:
Mein Panzer sounds really good. I wish there was a copy or slimmed down on line version to review. Especially given the price AND you also need to buy the data. I am not adverse to paying for something but I like to look, if not play, first.
Quite understand and agree. I was able to play it a couple times first before I bought.
They do have a sort of free trials version. Not labelled as such, but you can always try it. From the ODGW Home Page click on Dowlnoad Library, then instead of clicking Mein Panzer, click on Free Kids Rules. That will take you to a free simplified version of Mein Panzer, which gives you 3 potential levels of play complexity. It's tanks-only in this version, but you can get a feel for the activations with the 3rd level of the free play rules.
Our first foray with the rules is present on their forum in the AARs section (see Forum, Lounge, AARs, BATN-PPs: 1st MP Game - Russia 1943).
We were not wholly satisfied with the simplified rules, and rather quickly moved up to the whole ruleset. But at least we got a sense of the flow.
personally I have gotten to like unsure or incomplete activations. Seems to give a realistic feel.
I have come to like it quite a bit. Some portion is the way it breaks up what I call "gaming the edge of the turn". Particularly as, at the end of this turn, you don't know which of the other guys' units will activate on the first activation of the next turn! So it's all playing the likelyhoods of your opponent's priorities rather than the hard rules of he can or he can't.
And, really, there is MUCH to be said for everyone doing a little bit all the time, rather than half the gamers doing stuff for 20-30 minutes while the others contemplate all their complaints about the game mastering...
And yes I would really like one rules set which covers both WWII and modern.
You and me both.
Here are a couple ideas I have seen and would like to implement into my own efforts.
Heavy Woods. Use black foam core (dollar store) cut into irregular shapes. Cover with glue and attach lichen (kinda thin) or ground foam. Then mount nails on the bottom. The heads on the foam core and rest n the points. Paint the nails brown. I think 1" nails may be best (tried that and 3/4 inch. The shorter nails looked better (for smaller forests) but the clearance of the longer ones was more useful. In my case I ironed on 2" white hexes on the foam core before covering to define woods locations (I prefer hexes on my terrain for various reasons) when put down. I have also seen this with a base put under the forest first. The base is left when the forest is picked up for movement or combat. The stationary base serves to keep players honest about forest location plus gives a good feel to the forest. The outermost edge of the base has bushes which matches the appearance of real world forests.
I have seen such an approach described in various fora. One suggestion was to use the base for the forest, with the nails point-down into the base, so that you have some flat surface area above the nails to hold your forest canopy better. (Also safer for those who put a hand down on the table without looking mid-game).
And one suggestion was to put the nails mostly just around the edge/periphery, leaving the interior area of the forest with very few (if any) nails, so that you can more easily move your figures when the "roof" is off.
But as I said, I've seen it described, and rather like the concept, but I've never played on a table with such a removable-canopy forest.
I was at a con once and the guy used a fabric cloth for his base. He used sand to define roads for the scenario. hey looked like a cross between gravel and dirt and after the game he cleaned up using a hand held vacuum cleaner (like one for your car). Real neat and the sand was reused next game.
I have used sand for roads on built game terrain boards, and on my own felt cloth table covers.

Here we use a set of 2' x 4' game boards provided by a good gaming buddy (Oh Chris, why did you move to Arizona?!). After 3 or 4 games on the same boards, we were looking for some variety, so we put blue tape on some of the roads, and sand along some new paths, and voila! Instant new map!
But I found that over the course of a game the roads got kinda messed up. Maybe that was the right phenom -- maybe a dirt road SHOULD fade away after a company of tanks has rolled over it. But when I tried the pastels, I concluded it just looks better and feels better.

At one point (more than) a few years ago I started a habit of emailing "recon images" to gamers in advance of game day. At least, when possible. My idea was that I get so much enjoyment out of imagining how a scenario will go, planning and re-planning etc. Well why not share some of that with my gamer buddies? But I still prefer imperfect information. So they get perhaps a map, some info on their own forces (typically with some variable portion that the dice will determine on game day), and then some recon fragments, and then they get to try to make sense of it all
.
This was an aerial recon photo showing units moving behind the lines. Gave the German players some idea of what kinds of vehicles he might face on game day. Or not. 'Cuz the Russian players had to dice for what vehicles actually made it onto the game board.

Here is a photo taken by a patrol, the evening before the battle, as they probed the outskirts of the village.

They were able to get this far before withdrawing, and are confident that there were no enemy forces that they missed up to here.

Trying to orient and understand how far forward you knew you could go with no opposition, from the recon photos, is actually quite challenging when you arrive and the table looks like this:
This was one of the games that really set me on the pastels. I just love the flexibility in setting up my game boards, and how they look when I'm done.
I am not so keen on elevations under the cloth. I want to see and be able to act on the differences directly. I like the idea of cardboard. Years ago I used thin green carpet but cut it into different size squares to be able to "build" larger areas. Nowadays I think individual hills would be more useful. The carpet had a thin yellow foam backing which helped define the hill edges.
Years ago (decades? I'm afraid so) I gamed with an ex- US Amored Cav vet who had saved a a few of his old IGB maps. He wanted to see how he would have faired if the balloon ever did go up, so he was into setting up the places he had actually deployed. He used thread to mark off the elevations as per his maps.
It may have been all readable to him. To me it was just a table covered with spaghetti. I mean yes, I knew how to read it as elevations, but I didn't have in my mind's eye a view of the actual terrain, as he did. It kind of left me cold.
This experience was much in my mind when I started with the corrugated cardboard. Think of it as elevation lines come to life.

You can (and I did) use them to make a map with elevation lines into something with elevations on your table. Even without putting the under the cloth, there is a certain sense of reality to the terrain. At least that's what I felt when I was doing things this way.
I like my current approach better, but this was also a very serviceable approach for me for more than a few years.
So yes, by all means adopt and adapt as you see fit, and play the way you like to play.