Questions And Observations From Fifth Battle
Posted: Sun Nov 12, 2006 9:05 pm
Phil Giles and I fought a battle this afternoon. He took Abbassid Arab and I took Thematic Byzantine. Yet another result within 3.5 hours and this time at 800pts.
I won't be doing a battle report for this game or the previous one - I don't have the time. But some questions and observations that came from the game:
Questions
* Can a unit take two CTs per phase? i.e. test for losing a melee and then testing for a unit next to it routing because of a CT.
* When performing a CM with a BL, say a 90 degree turn and advance, do you roll a CMT for each BG within the BL or a single test?
* Can you shoot at bases of a BG that is fighting enemy but the bases being shot at are not involved in the melee? i.e. A BG of 6 Cav with the end base in contact, the second from end coutning as an overlap and 4 free elements?
If not then there is potential for cheese here to block shooting - and really there should be no reason why you cannot shoot at them as there is no danger to your own troops.
* In melee do troops of a different type (say light foot) in the second rank behind spearmen use different PoA and dice or do they add to the front base's dice?
Observations
* I thought that Thematic Byzantine cavalry mixed lancer an bow units would be not worth the points - mimicking their uselessness in DBM. However assuming the second rank of bow add to the front ranks PoA in melee this might not be the case. However shooting is a problem as 2-3 bases per BG and are always halved really means there is a good chance that you need at least 2 BGs before shooting has any chance of doing anything at all. And that is quite difficult to arrange. Therefore although not totally useless the extra +2 cost is probably not worth it. The alternative is to put the Bow in the front rank to maximise shooting and then swap them out through expansions and contractions at a later stage - not sure this is desirable in game terms or would not lead to disaster.
* The Bow* worked a lot better. But we had to agree at the beginning of the game wether they counted as Shock Troops or not - we said yes as they had lancers and there is nothing in the rules to contradict this.
* This time round the game felt like it had ended at the right time. However, four units of cavalry had been lost and a unit of Lh were fragmented.
* The use of beads to denote casualities was a great benefit in managing the book-keeping of the game with multi-unit combats. Dice are just too prone to being picked up or knocked accidentally.
* We had to use index cards at the start of the game to denote the composition of BGs. Although troops may be a realistic portrayal of the BGs it proved difficult at the start of the game to know exactly what was armed with what, what armour they had and what qaulity there were. These small differences are not often easily identifiable from the figures but make a big difference in the game. I can certainly see needing to write down what BGs are what on the table early in the game. Again this is going to clutter up the table. Not sure I have an answer to this one. And not sure that it has to be answered at this stage - it is just an observation on how we are making the game easier to play.
* Still have the impression that inflicting 2 hits in melee is as good as inflicting 4 or 6. So long as you force a CT it does not matter to what extent you inflict hits. I don't necessarily think this is a bad mechanism, it just feels wrong.
* The game is defintely fun, difficult if not impossible to bung up and you can get results in a reasonable period of time.
I won't be doing a battle report for this game or the previous one - I don't have the time. But some questions and observations that came from the game:
Questions
* Can a unit take two CTs per phase? i.e. test for losing a melee and then testing for a unit next to it routing because of a CT.
* When performing a CM with a BL, say a 90 degree turn and advance, do you roll a CMT for each BG within the BL or a single test?
* Can you shoot at bases of a BG that is fighting enemy but the bases being shot at are not involved in the melee? i.e. A BG of 6 Cav with the end base in contact, the second from end coutning as an overlap and 4 free elements?
If not then there is potential for cheese here to block shooting - and really there should be no reason why you cannot shoot at them as there is no danger to your own troops.
* In melee do troops of a different type (say light foot) in the second rank behind spearmen use different PoA and dice or do they add to the front base's dice?
Observations
* I thought that Thematic Byzantine cavalry mixed lancer an bow units would be not worth the points - mimicking their uselessness in DBM. However assuming the second rank of bow add to the front ranks PoA in melee this might not be the case. However shooting is a problem as 2-3 bases per BG and are always halved really means there is a good chance that you need at least 2 BGs before shooting has any chance of doing anything at all. And that is quite difficult to arrange. Therefore although not totally useless the extra +2 cost is probably not worth it. The alternative is to put the Bow in the front rank to maximise shooting and then swap them out through expansions and contractions at a later stage - not sure this is desirable in game terms or would not lead to disaster.
* The Bow* worked a lot better. But we had to agree at the beginning of the game wether they counted as Shock Troops or not - we said yes as they had lancers and there is nothing in the rules to contradict this.
* This time round the game felt like it had ended at the right time. However, four units of cavalry had been lost and a unit of Lh were fragmented.
* The use of beads to denote casualities was a great benefit in managing the book-keeping of the game with multi-unit combats. Dice are just too prone to being picked up or knocked accidentally.
* We had to use index cards at the start of the game to denote the composition of BGs. Although troops may be a realistic portrayal of the BGs it proved difficult at the start of the game to know exactly what was armed with what, what armour they had and what qaulity there were. These small differences are not often easily identifiable from the figures but make a big difference in the game. I can certainly see needing to write down what BGs are what on the table early in the game. Again this is going to clutter up the table. Not sure I have an answer to this one. And not sure that it has to be answered at this stage - it is just an observation on how we are making the game easier to play.
* Still have the impression that inflicting 2 hits in melee is as good as inflicting 4 or 6. So long as you force a CT it does not matter to what extent you inflict hits. I don't necessarily think this is a bad mechanism, it just feels wrong.
* The game is defintely fun, difficult if not impossible to bung up and you can get results in a reasonable period of time.