Second Game - and a few more queries.
Posted: Sat Nov 25, 2006 3:01 pm
Lance and I played our Rome vs. Carthage rematch last night. 800 AP 15 mm.
As before we found the terrain, scouting and deployment extremely straight forward. I particularly like the terrain. It is totally random and there are few opportunities to construct a position.
Lance deployed an infantry wing and centre, anchored on a vineyard, and then a cavalry wing. Had I kept my elephants as my last unit in my OB I could have deployed them opposite his cavalry for maximum benefit. I think there should be some restrictions on deployment as previously noted.
The first few turns fairly rattled past - we'd had 3 bounds each after an hour with both armies keen to get stuck in. We're both coming to the conclusion that although the rules appear complicated at first reading they are in fact fairly straightforward and the key concepts are easy to grasp. Even 'POAs' are now in our vocabulary - and the factors couldn't be simpler. In combat it's either 3, 4 or 5!
Most of the time went on impact and melee resolution. Out of the 26 BGs fielded only 3 didn't actually end up in combat - it was great! A 5 BG a side combat went on for 4 bounds - a real shoving match which ended with 2 Roman BGs in rout for the loss of 1 BG of Africans, Elephants, and Gauls. Fortunately the Carthaginians were more successful on the flanks and at game's end Lance was down 11 APs to my 10.
As before we have a few queries & comments.
LF vs. LF ended in a Rout. The routers passed through Medium Foot. The pursuers appeared to have no option but to pursue into the MF. This didn't seem quite right? Did we miss something?
A BG went Fragmented due to Shooting. In the next Impact phase it was charged and failed again to Rout. But it still had to stand and take the charge? An immediate rout move was what we felt should happen but there appeared to be no option for this.
Cohesion Test for Rout. 'Only BGs that are in range at the moment the BG broke .....need to test. Broken BG(s) then make an initial rout move.' So if the routers subsequently go within 3 MUs of a new friendly BG - that BG doesn't have to take a Cohesion Test?
We had an unusual combat situation which we weren't sure how to resolve.
AA..BBDD
CCC
BG 'C' is overlapped by enemy BGs 'A' & 'B'. BG 'D' wishes to charge 'C' but is not eligible for a flank charge. Where does it go? Can it join the melee at all?
In the same example 'C' is Impact Foot. When it is hit by 'D' it still appears to get its ++? This seemed a little generous.
Target Priority.
Shooters have 2 enemy BGs directly in front of it. One is just within range. The other is at 1 MU. Both are in arc of the shooters. But the TPs appear to make the shooters split their fire - and fire at the enemy base straight ahead. Again, this didn't feel right? And the shooting could never be effective. I would have preferred to fire at the nearest enemy in arc.
Work commitments mean there will now be a short pause but our next outing will be Ottomans vs. Hungarians.
All the best
Pete
As before we found the terrain, scouting and deployment extremely straight forward. I particularly like the terrain. It is totally random and there are few opportunities to construct a position.
Lance deployed an infantry wing and centre, anchored on a vineyard, and then a cavalry wing. Had I kept my elephants as my last unit in my OB I could have deployed them opposite his cavalry for maximum benefit. I think there should be some restrictions on deployment as previously noted.
The first few turns fairly rattled past - we'd had 3 bounds each after an hour with both armies keen to get stuck in. We're both coming to the conclusion that although the rules appear complicated at first reading they are in fact fairly straightforward and the key concepts are easy to grasp. Even 'POAs' are now in our vocabulary - and the factors couldn't be simpler. In combat it's either 3, 4 or 5!
Most of the time went on impact and melee resolution. Out of the 26 BGs fielded only 3 didn't actually end up in combat - it was great! A 5 BG a side combat went on for 4 bounds - a real shoving match which ended with 2 Roman BGs in rout for the loss of 1 BG of Africans, Elephants, and Gauls. Fortunately the Carthaginians were more successful on the flanks and at game's end Lance was down 11 APs to my 10.
As before we have a few queries & comments.
LF vs. LF ended in a Rout. The routers passed through Medium Foot. The pursuers appeared to have no option but to pursue into the MF. This didn't seem quite right? Did we miss something?
A BG went Fragmented due to Shooting. In the next Impact phase it was charged and failed again to Rout. But it still had to stand and take the charge? An immediate rout move was what we felt should happen but there appeared to be no option for this.
Cohesion Test for Rout. 'Only BGs that are in range at the moment the BG broke .....need to test. Broken BG(s) then make an initial rout move.' So if the routers subsequently go within 3 MUs of a new friendly BG - that BG doesn't have to take a Cohesion Test?
We had an unusual combat situation which we weren't sure how to resolve.
AA..BBDD
CCC
BG 'C' is overlapped by enemy BGs 'A' & 'B'. BG 'D' wishes to charge 'C' but is not eligible for a flank charge. Where does it go? Can it join the melee at all?
In the same example 'C' is Impact Foot. When it is hit by 'D' it still appears to get its ++? This seemed a little generous.
Target Priority.
Shooters have 2 enemy BGs directly in front of it. One is just within range. The other is at 1 MU. Both are in arc of the shooters. But the TPs appear to make the shooters split their fire - and fire at the enemy base straight ahead. Again, this didn't feel right? And the shooting could never be effective. I would have preferred to fire at the nearest enemy in arc.
Work commitments mean there will now be a short pause but our next outing will be Ottomans vs. Hungarians.
All the best
Pete