Initial thoughts from 2 new playtesters
Posted: Fri Nov 10, 2006 5:43 pm
Hello there,
This is the first report from Pete Dalby and Lance Flint regarding AOW version 3.07, very much first impressions based largely upon our initial test session.
1. Fantastic that MU`s have been metricated, but with the success of the 40mm "movement unit" in DBR, why not carry it over? A change to 40mm would match the frontage of a base at whatever scale was in use. The benefit would not be as significant as with DBR over DBM but makes it far easier for a player to judge ranges by eye and creates a certain uniformity within the game?
2. Use of the term Battle Group - sounds far too modern and German to fit in with ancient warfare. What about Battle Unit or Unit of Battle maybe? Or even just Unit?
3. P59 - If say pike in the same BG are in one place 2 deep and in the rest 3 deep are the Melee POA`s calculated separately or does the whole BG have the same POA`s for rank support? Having read through the explanation we believe it to mean the former?
4. Points values - our initial concern is that for what you get in combat, Elite and possibly Superior troops are too cheap. 6 bases of Elite early Legionaries at 84 points appear far better value than 12 bases of Average, protected Pikeman for the same cost? With the results from the combats that we were finding the better quality troops were worth every point in re-rolls, and then some!
5. Quality Troops - as above, the power of re-rolls was constantly decisive in nearly all of the combats that we staged for Hellenistic period scraps, it was delivering much more than just an edge. Should such troops be harder to kill, be able to inflict more kills or simply be more resilient in combat situations? At the moment they receive benefits in all 3 areas which, although early days for myself and Pete, seems too powerful.
6. Why on a melee draw, not shooting, regarding Deathrolls (P. 70,) does the +2 cut in to reduce the chances of casualties? The violence of the combat could cause the potential for huge casualties upon either side and seems to take away the advantage that large units have to absorb slightly more casualties, i.e. warband units that seem to struggle with many combat situations.
7. There seems to be no advantage anywhere for forcing your opponent backwards in a melee? I do not believe that it justifies the full weight of a POA +, or therefore -, but it would be easy to implement other options to reduce the damage on a unit going forward slightly or increase it upon a unit on the back foot? An extra layer of detail which you may be wanting to avoid but maybe something that adds to the all important detail of the combats?
8. P.67 Autobreaks,, at first glance seems a little clumsy and to favour certain sized BG`s, maybe a chart cross-referencing exact unit size and quality to show when a unit breaks would work better?
9. Most of the combats that we tried out for classic Legionary / Pike / Warband / Cataphract / Spear combinations at the Impact Phase, where the number of dice rolls were equal seemed to give the protagonists a 50/50 chance of initial success, maybe too much of a lottery or is the intention for weaker units to have a chance to gain the upper hand early on?
10. P74 Rear Support. Generally well defined, however maybe the supporting unit, as defined, should be within 2 or max.3 actual moves of the troops that it is supporting, for the terrain that it has to move through?
11. We cannot find any extra cost incurred to have an army made up of lots, lists permitting, of little units. This would seem to have the major game problem that a lot of rabble could sit at the back of the battlefield whilst the nobility get themselves hacked to pieces with no serious damage to army morale. The death of the top class units/nobility would have a shattering effect on the levy/rabble/conscripts, whereas the destruction of the latter would be largely ignored by the former? An over statement probably but that is the `gist of it.
Although our combats were very much all isolated test situations we were pleased with how quick they were to calculate and resolve and how easily the mechanism flowed. We did have several rounds of extreme good fortune for hits but they tended to allow weaker POA units to hang around longer rather than shred potentially stronger enemies. However a lot of the Cohesion tests seemed open to huge swings of luck, usually the losing kind! We appreciate the overall need to keep the tally of factors down to a minimum for the sake of playing ease and speed, but the loss of cohesion, rightly so, is desperately crucial to the results of the melees and therefore of course to the game result.
Next step will be a 800 point Punic Wars game, hopefully next week.
This is the first report from Pete Dalby and Lance Flint regarding AOW version 3.07, very much first impressions based largely upon our initial test session.
1. Fantastic that MU`s have been metricated, but with the success of the 40mm "movement unit" in DBR, why not carry it over? A change to 40mm would match the frontage of a base at whatever scale was in use. The benefit would not be as significant as with DBR over DBM but makes it far easier for a player to judge ranges by eye and creates a certain uniformity within the game?
2. Use of the term Battle Group - sounds far too modern and German to fit in with ancient warfare. What about Battle Unit or Unit of Battle maybe? Or even just Unit?
3. P59 - If say pike in the same BG are in one place 2 deep and in the rest 3 deep are the Melee POA`s calculated separately or does the whole BG have the same POA`s for rank support? Having read through the explanation we believe it to mean the former?
4. Points values - our initial concern is that for what you get in combat, Elite and possibly Superior troops are too cheap. 6 bases of Elite early Legionaries at 84 points appear far better value than 12 bases of Average, protected Pikeman for the same cost? With the results from the combats that we were finding the better quality troops were worth every point in re-rolls, and then some!
5. Quality Troops - as above, the power of re-rolls was constantly decisive in nearly all of the combats that we staged for Hellenistic period scraps, it was delivering much more than just an edge. Should such troops be harder to kill, be able to inflict more kills or simply be more resilient in combat situations? At the moment they receive benefits in all 3 areas which, although early days for myself and Pete, seems too powerful.
6. Why on a melee draw, not shooting, regarding Deathrolls (P. 70,) does the +2 cut in to reduce the chances of casualties? The violence of the combat could cause the potential for huge casualties upon either side and seems to take away the advantage that large units have to absorb slightly more casualties, i.e. warband units that seem to struggle with many combat situations.
7. There seems to be no advantage anywhere for forcing your opponent backwards in a melee? I do not believe that it justifies the full weight of a POA +, or therefore -, but it would be easy to implement other options to reduce the damage on a unit going forward slightly or increase it upon a unit on the back foot? An extra layer of detail which you may be wanting to avoid but maybe something that adds to the all important detail of the combats?
8. P.67 Autobreaks,, at first glance seems a little clumsy and to favour certain sized BG`s, maybe a chart cross-referencing exact unit size and quality to show when a unit breaks would work better?
9. Most of the combats that we tried out for classic Legionary / Pike / Warband / Cataphract / Spear combinations at the Impact Phase, where the number of dice rolls were equal seemed to give the protagonists a 50/50 chance of initial success, maybe too much of a lottery or is the intention for weaker units to have a chance to gain the upper hand early on?
10. P74 Rear Support. Generally well defined, however maybe the supporting unit, as defined, should be within 2 or max.3 actual moves of the troops that it is supporting, for the terrain that it has to move through?
11. We cannot find any extra cost incurred to have an army made up of lots, lists permitting, of little units. This would seem to have the major game problem that a lot of rabble could sit at the back of the battlefield whilst the nobility get themselves hacked to pieces with no serious damage to army morale. The death of the top class units/nobility would have a shattering effect on the levy/rabble/conscripts, whereas the destruction of the latter would be largely ignored by the former? An over statement probably but that is the `gist of it.
Although our combats were very much all isolated test situations we were pleased with how quick they were to calculate and resolve and how easily the mechanism flowed. We did have several rounds of extreme good fortune for hits but they tended to allow weaker POA units to hang around longer rather than shred potentially stronger enemies. However a lot of the Cohesion tests seemed open to huge swings of luck, usually the losing kind! We appreciate the overall need to keep the tally of factors down to a minimum for the sake of playing ease and speed, but the loss of cohesion, rightly so, is desperately crucial to the results of the melees and therefore of course to the game result.
Next step will be a 800 point Punic Wars game, hopefully next week.