Tuesday, July 14, 2015

Roads and Swords Pt 2.

The bulk of the Midlish pikes bypass the town  to seize the road ahead.
The short summary of the game is that it was OK but not great.

This was the 3rd test game with armour saves and my bottom line is that despite their Old School heritage,  I still don't like them. They do help the games last longer but not by adding more decision points or added reslism,  they do it by nearly doubling the number of die rolls and sometimes reversing decisions. They do appear to allow more granularity in troop types but it is often a false one. What data is there for rating a jack vs a mail shirt?  Are tassets worth a 50% increase in your save? What if a unit has a mix of armour values? In short it goes against the big picture approach that I like about Morschauser.


As the Northern swordsmen assault the village the heavily  armoured reserve cavalry crashes into the Centaurs, sending the handful of survivors fleeing towards safety despite Preisages  presence. 
The switch to a series of 1 on 1 melees helped a bit but it was still too easy to pick off a wounded unit or to gang up. I revisited Morschauser's roster and realized I missed s key aspect. When 2 units do not have the same strength, the strong one uses the same number of dice ad the weakness. His extra strength gives him staying power but does not allow him to give more than he risks thus allowing the weaker side a better chance to even the playing field, especially if they have a higher Melee Point. This is how the heavies can beat lights with less risk when fighting multiple rounds.

Casualties are mounting on both sides but the Northmen have been able to save most of their wounded units while their light troops have managed to destroy several Midlish units with missile fire or by outmanouvering isolated units. 

This morning, after much thought, I decided to take the rules, which are a little closer to the latest version of Rough Wooing, and test them on 16thC French vs English instead of fantasy troops. I ditched the armour save and gave most units 4 hits but 2 dice regardless of remaining strength. I also brought in a control check if being without a commander. The result was just what I was trying to achieve. 

The rules are updated and posted here as a blog page. A post on today's game to follow.

The Northmen combine numbers and good luck to wipe out the garrison  of the town bringing the Midlish army to its breakpoint while taking the objectives from them.

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