Bing
Posts: 1366
Joined: 5/20/2000 From: Gaylord, MI, USA Status: offline
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Les - Now I understand. Yes, so far as i know AH was the only major publlisher who issued maps on stiff cardboard backing. I don't think I said anything about SPI being inferior - they were different, I bought many of their releases, still have a few, of which a couple have (unmounted maps) second to none. Like I said, at one time I subscribed to both S&T and Moves, which I would not have done had I felt they were inferior. I was referring to the arguments which used to rage about "game" versus "simulation"; for that matter I have seen guys come close to physical violence over the miniatures versus board issue. All seems pretty silly now. We're a far more tolerant group, I think. Play what you want the way you want, I always did both, miniatures and boardgames. I still think paper Harpoon is the best simulation of all time, for several reasons, but it doesn't translate much as a "game" in conventional usage of that term. Beer and pretzels paper Harpoon never was. There is a strong, albeit rather small, group of paper Harpoon devotees. I took the easy way out for using mapsheets. I had several pieces of plywood in various sizes. Choose the one which suits the maps to be used. Lay down the maps. Cover the maps with a large clear plastic. Drive thumbtacks through the plastic and maps into the plywood. Instant mounted maps, some of them pretty good size. The clear plastic prevented the maps becoming worn; some of the SL boards were in places rubbed clean of ink. The clear plastic method also worked well with miniatures such as Command At Sea: I used grease pencils to outline land masses and other features. A bit of work, but it looked fairly good. We could also plot ship movement and torpedo tracks directly on the plastic with grease pencils. Playing the IJN in Savo sound scenarios, you almost had to have something like this: There could be a dozen or more torps in the water at the same time. Used the same methods with other naval games too. Bing
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