Played with a few friends last night. Thought I'd post some comments/queries. Apologies if this is irrelevant and has been covered but I don't have time now to trawl the forum to see if it's all covered and, with Xmas approaching, if I don't do this now, it won't get done. I don't expect lengthy replies to the comments at all and most of the queries will likely need only yes/no answers. I have marked those questions that we'd particularly appreciate comments on (others will doubtless be answered once we re-read and re-play, bearing mind this was our first game) with a *.
Comments
1. Liked the rules a lot. A couple had never been DBM fans and DBMM wasn't cutting it for them. These rules seem to have all the factors the players liked without the things that they disliked about DBM (or rather, what it has become). Players felt this could easily become a dominant rule set.
2. Layout - Some concern about how the rules are split up. For instance, shooting covered in the shooting section and combat resolution/POA section. This was felt to be cumbersome and we were constantly flicking back and forth to find what was needed. This may be due more to a lack of familiarity and the A4 copy paper print I have but, if this does not change, some X-referencing at least would help. In some cases, matters were confused when at the beginning of the Combat Resolution section the rules indicate that "we use the same as for shooting" implying, confusingly we thought, that this has already been covered, when in fact it is a few pages further on.
3. Layout - Major criticism was levelled at the combat example re Romans/Gauls. It is needed but we think it's in the wrong place. The section uses an example of combat which is fine but then goes into the cohesion tests which are not actually covered until 10 pages later? There was a sense of bewilderment about this and, with design values clearly being high, this might attract a lot of criticism. In our view, mechanisms should not be referenced until they have been explained, or at least not without a "(see post)" caveat. That the CTs in this example are gone into in such depth before that mechanism is even covered though was seen as bizarre.
4. (Added 17:35 as I forgot) Turn off - The only one really commented upon was the only part of FOG where some might view a calculator as beeing needed. Autobreak percentages. Given the relatively limited range of BG sizes people are likely to use we thought that the table for this could more usefully be replaced by a matrix showing the numbers of bases that a BG would need to lose to bring about an A/B. We have done our own (as others could of course) listing the troop quality across the top and BG size down the side. We could see no other reason to need a calculator in the game (for the more mathematically challenged for whom percentages are a no-go area) and didn't really see the need, given the limited table size, to make players bring one just for this. A potential turn off in our view that simply need not be there.
5. Assuming (hoping) the sections/paras etc will be numbered (e.g. 1.1.3, 1.1.4, 2.1.1, 2.1.2 etc) + a full index and contents.
Queries (we are planning to re-read and these may be self-evident in the rules)
1. Commander moves - It seems commanders MUST move at the end of move phase or JAP. We conlcuded that there is likely no objection to moving them before, provided such a move will not be 'contested', if they are placed in such a way that it will simply be easier to move them when the battle groups (they may be with) move (e.g. a commander in a cluster of 4 BGs whose base sits where one of the BGs needs to end up and that commander, when he should move, is going to be in the same relative position he started in with those BGs albeit further along the table).
2. Rear support - Is it right that in order to provide support to a BG of say, 8 bases, the supporting BG needs to be at least 4 bases strong? We did hit a bit of confusion about how triarii will work here as, proportion wise, they will never be 50% of a hast/princ BG. More reading to do here, we never got far enough to use them last night, albeit I started to move them off to protect a flank from a rapidly approaching Carthaginian cavalry wing trying to position for a flank attack. I had planned to use both pairs of triarii in a line to fend this off, not sure if I can (see 15).
3. Double moves - must a commader be actually WITH (e.g. attached to/touching) one of the bases of a BG or BL for them to get the double move? We read yes. The rules stress 'in line command' which is clear enough but we read 'with' as attached to, not near (Glossary entry?). *
4. Example lists - despite numerous recounts, we only get the Carthage list to 630, not 634?? If I get time, I'll post our points.
5. Sideways moves - we read that this can ONLY be done as part of a free move at the end/beginning (1/2 base width etc) and as part of aligning for combat and that BGs can never do whole scale side stepping.
6. Double wheels - when cavalry are moving can they 'wheel, move, wheel, move'? We see that they can double wheel but not sure if there is a restriction on whether their move must be in one chunk with a wheel at start or whether the move can be broken into two parts. *
7. Leaving Battle Line - For a BG to leave a BL we read that it can just move away?
8. Charges - Just to confirm, there is no charge move bonus (e.g. cavalry do not get a double move etc). I am certain (and glad) this is NO!!
9. Split fire - Not sure but we think that a BG of 8 slingers cannot split their fire between two units in equal range. Either target priority applies or player decides (if both equal)?
10. Rounding -
a) with 1 dice per 2 bases (shooting with slings), a BG with 3 base in range of target we rounded down to 1 dice?
b) 1HP3B requires 2 hits for a BG of either 4, 5 or 6? Therefore, the slingers at a) do not shoot at cavalry here as they cannot force a CT?
11. Second rank shooters - where it says that where second rank shooters shoot as if in first rank (e.g. 1 dice per base), where there is a third row of shooters do they shoot as if second row or is the third row out for shooting except in impact etc?
12. Impact/BG connection - It seems that a BG in the impact phase can at times connect with more that one BG?
13. Pike v Impact Foot - We read that in this case, IF will always (at least) be on a +POA v Pike, even if Pike are charging and IF receive?
14. Longbows - no range advantage it seems. Only (in my view this is in fairness a very good only) advantage for LB is v heavily armoured.
15. Combat (More than one BG) - we couldn't agree on this. 2 x BG (each of 4) of cav (Spanish and Gallic). Player joins both (effectively in a BL with a commander attached). The BL is 2 wide by 4 deep. Approaching combat the BGs (and we may have been playing this totally wrong, it was a rushed night
Anyway, enough ramblings. Excellent set of rules, thorougly enjoyed them. It will be nice to get my 15s back out and use them again with a game that is likely to have wide appeal IMHO. Some good rule sets out there (Shattered Lances, Might of Arms etc), finding anyone that plays them is a challenge. This I think will change that and it's nice to see that quite a lot of enjoyment and drama has been introduced to the rules. And that 'diers' die and shooters SHOOT!!




