Version 6.01
Posted: Fri Mar 02, 2007 9:51 pm
I don't consider the interbound as a key concept - it is just another phase that is confusingly not in the current turn. It is no different to shooting or melee in that both sides get to act. [added] Also it should be the pre bound and moved to the start of the turn - to clarify that you don't get an interbound at the end of the game.[/added]
Bases is a key concept, also there is no mention of formation untill the movement rules yet you first position your bases in deployment.
C M Test isn't really key it is simple / complex move and the C M Table that is the key point.
Cohesion is the key point not the CT
I would leave death rolls out of the simple game, also camps.
The advanced (optional) rules are in sections labeled "full rules: ..." but only the new rules are there. I prefer to have all the rules in one place so you don't have to look in two completely different places for the rule you want specifics of.
[added]
or simply have a basic rules note in the same way the basic rules have a full rules note.
[/added]
The advice for new players should be after the basic rules not after the full advanced rules.
Stopping looting is done in the inter bound but the rules for it are in the full movement section. If you don't know it involves a CMT you won't look in movement. If you find it in movement you get the impression it happens in movement even though it says inter bound.
The rules say broken troups get 0 dice in combat. Elsewhere they say there is no PoA combet with broken troups.
Drilled is listed as a troup type in the basic rules.
Skirmishers are allways an exception to drilled / undirlled, consider making skirmisher a third type of training.
War Waggons are also called Waggons or battle waggons - standardise on one. BW is the best of these.
Artillery can't shoot as thay have no shooting PoA. There is no way to have artillery armed Wagons (e.g. German)
Wagons pay *3 for shooting PoA but don't get tripple effect. They get basic effect for artillery PoA if shooting to the side and double for xbow if shooting to the side.
I would like to see the *n cost for PoAs also applied to Swordsman on Knights and others that get 2 dice in melee, but reduce the mounted cost to 1.
Given that wagons need a CMT to move at all, and move so slowly should they be able to move twice without a general.
When moving twice the second move should have to immediatly follow the first.
Bases is a key concept, also there is no mention of formation untill the movement rules yet you first position your bases in deployment.
C M Test isn't really key it is simple / complex move and the C M Table that is the key point.
Cohesion is the key point not the CT
I would leave death rolls out of the simple game, also camps.
The advanced (optional) rules are in sections labeled "full rules: ..." but only the new rules are there. I prefer to have all the rules in one place so you don't have to look in two completely different places for the rule you want specifics of.
[added]
or simply have a basic rules note in the same way the basic rules have a full rules note.
[/added]
The advice for new players should be after the basic rules not after the full advanced rules.
Stopping looting is done in the inter bound but the rules for it are in the full movement section. If you don't know it involves a CMT you won't look in movement. If you find it in movement you get the impression it happens in movement even though it says inter bound.
The rules say broken troups get 0 dice in combat. Elsewhere they say there is no PoA combet with broken troups.
Drilled is listed as a troup type in the basic rules.
Skirmishers are allways an exception to drilled / undirlled, consider making skirmisher a third type of training.
War Waggons are also called Waggons or battle waggons - standardise on one. BW is the best of these.
Artillery can't shoot as thay have no shooting PoA. There is no way to have artillery armed Wagons (e.g. German)
Wagons pay *3 for shooting PoA but don't get tripple effect. They get basic effect for artillery PoA if shooting to the side and double for xbow if shooting to the side.
I would like to see the *n cost for PoAs also applied to Swordsman on Knights and others that get 2 dice in melee, but reduce the mounted cost to 1.
Given that wagons need a CMT to move at all, and move so slowly should they be able to move twice without a general.
When moving twice the second move should have to immediatly follow the first.