First the questions:
1) If a battle line contains troops that move at different rates and it wishes to move at the full speed of the slowest battle group within 6 MU of the enemy does this require a CMT for the battle line as some troops will be moving short?
2) The move chart has one line for "Expand 1 or 2 bases with GREEN advance" and another for "Turn 90 deg with GREEN advance or vice-versa" Does this mean that if expanding the expansion must be before the advance as there is no vice-versa in the first line or is the vice-versa superflous?? There are situations where you want to advance and expand and others where epanding and advancing has a different effect.
3) It would seem that by the definition in the rules a battle group that has charged the enemy camp frontally has a threatened flank as it is within 6 MU of the edge of the table. Is this intended?
4) Shock troops, is it intentional that medium foot, impact foot never have to test to avoid charging in broken or rough terrain?
5) If a battle line tests as a whole for a CMT and fails can the individual battle groups make independent simple moves? Can the individual elements test again for individual complex moves??
6) Do supporting archers use the same POA's as the front rank troops they are supporting or do they use their own?
Possible bug:
The VMR table states at the top roll 2D6 then lists the outcomes as 1-6???
Things I liked:
Shock toops: The question above asside overall I liked this rule, we had a situation where a battle group of knights were taking fire from a batle group of light horse to their flank while another battle group of ghilmen stood at a distance and watched. Had the knights been forced to charge the light horse they would have exposed their flank to the loving attentions of the ghilmen. This felt right even if the knights didn't fail their CMT's
The slightly deeper deployment zone and the new movement rules certainly speeded things up and the game seemed to develop far faster than a DBM game.
Things that felt odd:
I had two battle groups of light foot javelinmen. I am rather at a loss to see the point of this troop type. They are no better when being shot at than light foot archers and the only thing they are good at looks to be fighting other light yet they cost the same as light foot archers who at least can harrass enemy from a distance. At one point I had a BG of 6 light foot javelinemen up against 8 unprotected MF archers. I advanced to lob javelins (not a pretty plan, without careful alignment I would get 2 dice vs 6 so even the POA I had doesn't help much). I then thought about charging them but they charged me, to my dismay it ended up with me having 4 dice to the archers 8, again my POA was not much help. Had I charged the archer it would have been 4 dice gainst 12!!! So then I decided to try to get away only to discover that the only way out of the combat was for me to break
I am starting to feel that shooting is too much all or nothing. We had a lot of missile combats where there was no point in rolling the dice as 1/3 was not possible. When shooting causes a cohesion test it is always at -1 while a close combat test could be at 0, -1 or -2 on casualties alone. I think something needs to be done in this area, possibly the first 1/3 triggers the test and each extra 1/3 puts a -1 on it or something.
The one base shift on occasions felt a touch cheesy. The worst example was where I had a BG of cavalry aimed at a hole three and a half bases wide between a hill and the flank of Alan's line. A column of 6 drilled spear at the end of his line then expanded 2 bases, advanced full move and shifted over another base..
ASCII:
before
_______Cvhill
_________hill
.
.
Sp
Sp
Sp
after
_______Cvhill
_________hill
__SpSpSp
This seemed a touch generous.
All things said I enjoyed the fight and we were close to a result after about four hours including a break for food and several discussions on the rules. We only played 700 points and as a result the game was 10 BGs against 12. At the end I had one broken, Alan had two broken, one in complete poo (6 knights against 3 lots of 4 ghilmen and 4 turkomans comming from three directions) his camp was going down in a couple of turns so if my Dailami could have beaten the archers they were fighting it would have been all over.
Hammy


