Artillery
Posted: Mon Mar 10, 2008 3:49 pm
I just played my first four games at Cold Wars. I had a wonderful time, all excellent games, and I think the game plays very, very well. The rulebook answered every question that players could come up with, and that by itself is a triumph.
I only saw one interaction that shocked the conscience. I saw artillery (not once but several times) see off charging battle groups in H-T-H. this puzzles me. Artillery rolls 2 dice at impact, so if you roll well, you can stay in. I'm under the impression that artillerists in the ancient and medieval worlds rarely stood to their guns, and that the number of actual "men" on an artillery base would be much smaller than the "men" on a Gallic warband base, for instance.
I felt that artillery should have lost 1 per 2 as per skirmishers. Perhaps there's a mechanic there I don't understand--I didn't have artillery myself, so I was never the man behind the dice in these instances. But the combination of even a little combat staying power with their decisive shooting made artillery a pretty good buy.
I only saw one interaction that shocked the conscience. I saw artillery (not once but several times) see off charging battle groups in H-T-H. this puzzles me. Artillery rolls 2 dice at impact, so if you roll well, you can stay in. I'm under the impression that artillerists in the ancient and medieval worlds rarely stood to their guns, and that the number of actual "men" on an artillery base would be much smaller than the "men" on a Gallic warband base, for instance.
I felt that artillery should have lost 1 per 2 as per skirmishers. Perhaps there's a mechanic there I don't understand--I didn't have artillery myself, so I was never the man behind the dice in these instances. But the combination of even a little combat staying power with their decisive shooting made artillery a pretty good buy.