Battle Report: Battle in the Old Valley
Aug 16, 2020 21:14:11 GMT
onepageanon and James K. like this
Post by andyskinner on Aug 16, 2020 21:14:11 GMT
We played a game last weekend.
docs.google.com/presentation/d/e/2PACX-1vTf2ZiRUTymHAeTJ7NZ7A2NV0wjpx1Xrf1IzKThWhD-KTz7pDkGTD25tNB2R7aGfGHQEZTWTmRIKP3W/pub
This used two tweaks:
1) Instead of alternating, we put counters in a cup and drew them. Colors specify a side. I've done this for many years with alternating activation games, and like the uncertainty. My friend drew counters while I took a picture of whatever just happened.
2) We delayed resolving melee until the end of the turn and resolved them simultaneously. During activation, move into contact. Phalanx, Impact, and Furious all get resolved at this point. The unit that received the charge is stuck, though if they activate later we allowed magic to be cast, and any uncontacted archers could shoot. I did this in a previous battle, but was unsure at the time, mostly because we had not thought of all the ways it affected the game. This time we liked it. There were two motivations: a) resolve the issue about fighting more than once in a turn, without the awkward 6+ thing, and b) allow more intuitive melee involving multiple units. It did mean we had to figure out how many attacks were made against each unit, and we had to remember how many wounds happened from Phalanx, Impact, and Furious, which we think count as part of the melee.
We had fun. My opponent won his second game against me.
Some conclusions:
* My Dead Kingdom army uses a custom army list. I've got the Ringwraith figures (called Dark Ones) as either heroes or a small unit. The unit seems to not be effective. I allow one figure to be given Wizard(1), and they only have 2 attacks each. I don't end up wanting them to get them in the melee. So I think I am going to try using them as heroes to lead my dead warriors. I will spend more on them that way (I may give all of them Wizard(1)), but I could do it and give up just one spider unit. On the other hand, I could go ahead and give them 3 attacks and think of them as fighters. Hmmm.
* I need to do some renaming. "Dead Warriors", "Dark Ones", "Dark One on wyvern" just gets cumbersome in a battle report. I fall back a lot to "dead guys".
* When mounting the hopefully-soon-to-be-renamed Dark One on a wyvern, I should give him Impact, especially if we continue using a simultaneous melee phase.
* The ruined city was neat, but it did make it hard to charge in and out, because of max 6" in difficult terrain.
* I still want some second-level heroes on the field, to use some more character figures I have on the elf side. Tough(2), for example. And he used more battle standards than I had banners, so I probably want to add some. I told him he didn't want his archers in melee, and so maybe didn't want the standard. But they made my spiders have to make all the morale rolls in tied fights vs his elves, so at least that one paid off. I also need to made some archers look like sergeants.
I've got some dead riders to paint (they will be like my dead knights, but without lances), as well as a unit of spirits (Nighthaunt), for getting bigger and for variety.
andy
docs.google.com/presentation/d/e/2PACX-1vTf2ZiRUTymHAeTJ7NZ7A2NV0wjpx1Xrf1IzKThWhD-KTz7pDkGTD25tNB2R7aGfGHQEZTWTmRIKP3W/pub
This used two tweaks:
1) Instead of alternating, we put counters in a cup and drew them. Colors specify a side. I've done this for many years with alternating activation games, and like the uncertainty. My friend drew counters while I took a picture of whatever just happened.
2) We delayed resolving melee until the end of the turn and resolved them simultaneously. During activation, move into contact. Phalanx, Impact, and Furious all get resolved at this point. The unit that received the charge is stuck, though if they activate later we allowed magic to be cast, and any uncontacted archers could shoot. I did this in a previous battle, but was unsure at the time, mostly because we had not thought of all the ways it affected the game. This time we liked it. There were two motivations: a) resolve the issue about fighting more than once in a turn, without the awkward 6+ thing, and b) allow more intuitive melee involving multiple units. It did mean we had to figure out how many attacks were made against each unit, and we had to remember how many wounds happened from Phalanx, Impact, and Furious, which we think count as part of the melee.
We had fun. My opponent won his second game against me.
Some conclusions:
* My Dead Kingdom army uses a custom army list. I've got the Ringwraith figures (called Dark Ones) as either heroes or a small unit. The unit seems to not be effective. I allow one figure to be given Wizard(1), and they only have 2 attacks each. I don't end up wanting them to get them in the melee. So I think I am going to try using them as heroes to lead my dead warriors. I will spend more on them that way (I may give all of them Wizard(1)), but I could do it and give up just one spider unit. On the other hand, I could go ahead and give them 3 attacks and think of them as fighters. Hmmm.
* I need to do some renaming. "Dead Warriors", "Dark Ones", "Dark One on wyvern" just gets cumbersome in a battle report. I fall back a lot to "dead guys".
* When mounting the hopefully-soon-to-be-renamed Dark One on a wyvern, I should give him Impact, especially if we continue using a simultaneous melee phase.
* The ruined city was neat, but it did make it hard to charge in and out, because of max 6" in difficult terrain.
* I still want some second-level heroes on the field, to use some more character figures I have on the elf side. Tough(2), for example. And he used more battle standards than I had banners, so I probably want to add some. I told him he didn't want his archers in melee, and so maybe didn't want the standard. But they made my spiders have to make all the morale rolls in tied fights vs his elves, so at least that one paid off. I also need to made some archers look like sergeants.
I've got some dead riders to paint (they will be like my dead knights, but without lances), as well as a unit of spirits (Nighthaunt), for getting bigger and for variety.
andy