A Roundup of Thoughts and Observations (long)
Posted: Sun Jul 08, 2007 1:47 pm
I've had a little layoff from FoG since Leeds and recently come back to it. I had a chance to read through the new rules and peruse the army lists again with a view to BritCon. While reading a few thoughts occured to me about game balance and why i was considering some troop types and not others. I think the rules are working well, so well we seem to be understanding them without the need for diagrams, but here are a few areas that I think still need looking at.
Crossbowmen
Just played Richard Collins last week with 4 BGs of MF crossbowmen. My take on them would be that at the same points cost as Bow I would always want to take Bow given the choice. I think the Crossbowmen need to either be reduced by one point or made slightly more effective against foot.
Lancers (non-Knightly)
We don't seem to be seeing many non-knightly lancers on the table. Ok, a few companions and maybe a compulsory LH unit. I have definitely have not seen any unarmoured cavalry lancers. I think the cost of lancers should be reduced by a point to encourage more of them. However I think Heavily Armoured Knights are fine, so to compensate I would increase their cost by 1. Given that cavalry lancers are a good counter to bow armed cavalry, I would like to see a few more of them on the table to help counter the continued domination of bow armed cavalry armies.
This would also encourage players to take Armoured Knights and Cataphracts - again something I have not seen before.
Cataphracts
There do not seem to be any Cataphracts around these days. The move to 2 deep has I think basically made them too expensive. Reducing the cost of lancers would help, but I would consider reducing them by another point as well. Again this would help bring more balance to the armies seen on the table.
Superiors
It still seems to me that superiors are good value for money. I think we need to increase the cost across the board by another point (or in some way make them less powerful but I honesty cannot see this happening!). I still always want superior troops if I can get them.
Breaking Off
Richard and I had a strange situation in our last game where my knights were better off in melee than at impact, but had to break-off! This seems broken on two counts. The knights (and most mounted) should be better off at impact against foot and would therefore want to break-off so they can charge again - or breaking off should be a choice. Or both.
Flank Marches
This is the only place where you have to write down something at deployment. I would like to see the use of ambush markers to represent flank marches. That way there is no writing at all at deployment. The ambush mechanism works well and I think will work well for flank marches. It also gives the opportunity to put down a "fake" flank march. I would roll for this as normal and when it comes on reveal the troops coming on - either real or fake.
Death Roll
I think the current wording/process for Death Rolls could be improved. At the moment if you have Elephants taking 7 hits from a losing combat, the process as written means rolling two dice when none are required.
Current wording:
DEATH ROLL
Roll 1 dice for the battle group. (No re-rolls).
* Add +1 to the dice score if elephants, artillery or battle wagons.
* Add +2 to the dice score if the hits suffered were from shooting or the battle group won/drew a close combat.
If the score does not exceed the number of hits, remove a base.
If a base was removed, and there were more than 6 hits, deduct 6 from the hits and roll again for the remainder. (Use the same modifiers).
Proposed wording:
DEATH ROLL
The number of hits is modified by:
* Remove 1 hit if elephants, artillery or battle wagons.
* Remove 2 hits if the hits suffered were from shooting or the battle group won/drew a close combat.
If the number of hits exceeds 6, remove a base and reduce the number of hits by 6. Repeat this until there are less than 6 hits.
If there are any hits remaining, roll a dice. If the score does not exceed the number of hits, remove a base.
This wording I think just reflects the way people are playing it at the moment anyway. If a BG receives 6 hits from a lost combat, no one bothers to roll a dice. In all other circumstances only a single dice roll is made.
Crossbowmen
Just played Richard Collins last week with 4 BGs of MF crossbowmen. My take on them would be that at the same points cost as Bow I would always want to take Bow given the choice. I think the Crossbowmen need to either be reduced by one point or made slightly more effective against foot.
Lancers (non-Knightly)
We don't seem to be seeing many non-knightly lancers on the table. Ok, a few companions and maybe a compulsory LH unit. I have definitely have not seen any unarmoured cavalry lancers. I think the cost of lancers should be reduced by a point to encourage more of them. However I think Heavily Armoured Knights are fine, so to compensate I would increase their cost by 1. Given that cavalry lancers are a good counter to bow armed cavalry, I would like to see a few more of them on the table to help counter the continued domination of bow armed cavalry armies.
This would also encourage players to take Armoured Knights and Cataphracts - again something I have not seen before.
Cataphracts
There do not seem to be any Cataphracts around these days. The move to 2 deep has I think basically made them too expensive. Reducing the cost of lancers would help, but I would consider reducing them by another point as well. Again this would help bring more balance to the armies seen on the table.
Superiors
It still seems to me that superiors are good value for money. I think we need to increase the cost across the board by another point (or in some way make them less powerful but I honesty cannot see this happening!). I still always want superior troops if I can get them.
Breaking Off
Richard and I had a strange situation in our last game where my knights were better off in melee than at impact, but had to break-off! This seems broken on two counts. The knights (and most mounted) should be better off at impact against foot and would therefore want to break-off so they can charge again - or breaking off should be a choice. Or both.
Flank Marches
This is the only place where you have to write down something at deployment. I would like to see the use of ambush markers to represent flank marches. That way there is no writing at all at deployment. The ambush mechanism works well and I think will work well for flank marches. It also gives the opportunity to put down a "fake" flank march. I would roll for this as normal and when it comes on reveal the troops coming on - either real or fake.
Death Roll
I think the current wording/process for Death Rolls could be improved. At the moment if you have Elephants taking 7 hits from a losing combat, the process as written means rolling two dice when none are required.
Current wording:
DEATH ROLL
Roll 1 dice for the battle group. (No re-rolls).
* Add +1 to the dice score if elephants, artillery or battle wagons.
* Add +2 to the dice score if the hits suffered were from shooting or the battle group won/drew a close combat.
If the score does not exceed the number of hits, remove a base.
If a base was removed, and there were more than 6 hits, deduct 6 from the hits and roll again for the remainder. (Use the same modifiers).
Proposed wording:
DEATH ROLL
The number of hits is modified by:
* Remove 1 hit if elephants, artillery or battle wagons.
* Remove 2 hits if the hits suffered were from shooting or the battle group won/drew a close combat.
If the number of hits exceeds 6, remove a base and reduce the number of hits by 6. Repeat this until there are less than 6 hits.
If there are any hits remaining, roll a dice. If the score does not exceed the number of hits, remove a base.
This wording I think just reflects the way people are playing it at the moment anyway. If a BG receives 6 hits from a lost combat, no one bothers to roll a dice. In all other circumstances only a single dice roll is made.