You could say that I'm a CNA veteran... but I've never have played the whole campaign through... I have designed a few role playing systems so I usually love games with complex rules. Well CNA isn't that complicated, just takes some time to play, but still.
My playgroup consists of four people right now, but we might get one more joining soon. That is a bare minimum for this game, but totally playable for those who are familiar with games like these, or complex RPGs.
Attached in the picture is my very first modification for CNA, years and years back, and we still use it, just because it is so simple and works. Usually you will need one or two of these (and preferably a camera too) to save the game for the next time if you dont have the room to keep the board open at all times.
Post by Michael Miller on Nov 22, 2015 5:49:31 GMT
Welcome Padre! Good to see new people stopping by. We've been in something of a hiatus for several months, but things are stirring a little bit again. I've been swamped with outside non-game issues. Hopefully will have time for this again during the winter here (Minnesota).
Thank you for your reply mr. Miller. Hoping that you guys can make this work, since this game is so much fun after you just get it going!
I am rebuilding the airgame for CNA right now with three other people and noticed that you guys have worked on that too. Need any insights/help? Your formation wave-system looks interesting too. Never thought about that. In our rules formations work still automatically, except in the night, when you can turn the navigation and cockpit lights ON to get in automatic formation, but that makes AA much more effective and easier for the opponent fighters to find you, unless you gather your formation further away and fly through more hexes.
We created a rules for obligatory reconnaissance (by recon planes or land forces) for you to be able to make bombing runs, to make air game less effective.
Would it be possible for me to see how the "Air Formation Co-Ordination Table" looks like?
I am working on the Decision Games, update to CNA as the developer.
The main thrust of the work is towards making a playable version of this classic. Gone will be the pencil and paper work required, however we working to maintain the flavor of the game. Maps will be an update of the originals, with some fixes and more holding boxes for cities and off map bases. OOB has been updated. Game turns will be monthly with a varying number of action impulses based on operational staff cards. If anyone is interested in more info you can contact me at firstname.lastname@example.org.
I am currently finishing up the counters for the play test kit. Also would like to post some examples of the rules here to let interested players see what they think. The new version is a lot different but still remains to true to the original concept, just without all the paper and pencils (or now spreadsheets.