V2 Deployment system
Posted: Tue Mar 07, 2017 7:28 am
Had a chance for a quick read of the V2 PDF and in general I'm impressed with the changes and improvement in clarity/organisation. Well done Richard and Brett.
One area I was a little concerned about was the deployment system at the end. I was disappointed to see the original attack/defend system had been pretty much kept in its entirety for the "standard" game. I have always felt it significantly advantages the attacker. This problem is compounded by the use of army initiative scores which ie hand some armies a free advantage and make no sense in non-historical matches anyway.
I also feel the system we were testing with a set of 6 or so standard scenarios was superior to the dice and select system which I think is both a little complicated and will tend to only result in the same options been taken again and again (in general the attacking ones) unless your opponent is lucky enough to block them. I assume Strongpoint is supposed to be an advantage to the defender but why would a defender want to send units on what is essentially a suicide mission outside of his deployment zone, unsupported until deployment restrictions are lifted?
I don't understand why the hidden deployment rules only cover units behind hills/crestlines. What about units in woods, orchards, etc.
Step A on p54 refers to the "Invader" going first. What does this mean?
I think we should instead add to/refine the 5 scenarios we were testing, that showed real promise. I will give the system in the PDF another go (it is very similar to one I tried in one of my earlier test games) to see if I am missing something.
Martin
One area I was a little concerned about was the deployment system at the end. I was disappointed to see the original attack/defend system had been pretty much kept in its entirety for the "standard" game. I have always felt it significantly advantages the attacker. This problem is compounded by the use of army initiative scores which ie hand some armies a free advantage and make no sense in non-historical matches anyway.
I also feel the system we were testing with a set of 6 or so standard scenarios was superior to the dice and select system which I think is both a little complicated and will tend to only result in the same options been taken again and again (in general the attacking ones) unless your opponent is lucky enough to block them. I assume Strongpoint is supposed to be an advantage to the defender but why would a defender want to send units on what is essentially a suicide mission outside of his deployment zone, unsupported until deployment restrictions are lifted?
I don't understand why the hidden deployment rules only cover units behind hills/crestlines. What about units in woods, orchards, etc.
Step A on p54 refers to the "Invader" going first. What does this mean?
I think we should instead add to/refine the 5 scenarios we were testing, that showed real promise. I will give the system in the PDF another go (it is very similar to one I tried in one of my earlier test games) to see if I am missing something.
Martin