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> 17th June Meeting, Old rules last chance
DarkOne
post Jun 17 2012, 10:10 AM
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OK, Michael.

QUOTE(Mono @ Jun 16 2012, 06:34 PM) *

John

How about 1850, your choice on which army

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BaronGustav
post Jun 17 2012, 12:43 PM
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Out sorry. Bathroom reno has started. I might be out for a month


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dvaston
post Jun 17 2012, 04:33 PM
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Thanks for the game Andrew & English. Things were going well for Jeff and I, until those bad beer crate things dropped on the table in turn 3 and nothing could move anymore. tongue.gif


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kajh
post Jun 17 2012, 06:39 PM
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QUOTE(dvaston @ Jun 17 2012, 04:33 PM) *
Thanks for the game Andrew & English. Things were going well for Jeff and I, until those bad beer crate things dropped on the table in turn 3 and nothing could move anymore. tongue.gif


Thanks Dave and Jeff - didn't think we deserved the win - dodgy keg rule.

Rather than just dribbling I should try to be constructive: the 'roll six to do anything' rule doesn't add much to the game tactics/strategy - it just basically shuts down the game at turn three.

English and I were in the process of being reamed by Dave/Jeff and, when the strategic placement of the keg, 'turned off' enemy shooting and paralysed a lot of their army. (They, in return, paralysed most of ours which kept everyone alive and staring at each other - in once case two units inches away - until the end of the game.) Spearhead bunches everyone up to start and a couple of turns really isn't enough to spread right out.

No skill involved, really - the radius of the effect (9") blocks a significant percentage of the approach to your deployment zone (and, in self-defence , the other team is likely to block most of the rest). Once the keggers come down, those units affected are out of the game (unless the dice gods favour you; seriously tongue-in-ear favour you).

Battle points mean that you basically want to ignore those enemy units caught in the effect as drunk enemy units count for your battle points and killing them improves your opponent's position.

I think this rule might have worked better if the effect was only for a turn or two or was easier to escape. Then it would have been a challenge to work around, rather than a game-stopper.

Cya,
Andrew.


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Firefox
post Jun 17 2012, 09:58 PM
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QUOTE(kajh @ Jun 17 2012, 06:39 PM) *

Thanks Dave and Jeff - didn't think we deserved the win - dodgy keg rule.

Rather than just dribbling I should try to be constructive: the 'roll six to do anything' rule doesn't add much to the game tactics/strategy - it just basically shuts down the game at turn three.

English and I were in the process of being reamed by Dave/Jeff and, when the strategic placement of the keg, 'turned off' enemy shooting and paralysed a lot of their army. (They, in return, paralysed most of ours which kept everyone alive and staring at each other - in once case two units inches away - until the end of the game.) Spearhead bunches everyone up to start and a couple of turns really isn't enough to spread right out.

No skill involved, really - the radius of the effect (9") blocks a significant percentage of the approach to your deployment zone (and, in self-defence , the other team is likely to block most of the rest). Once the keggers come down, those units affected are out of the game (unless the dice gods favour you; seriously tongue-in-ear favour you).

Battle points mean that you basically want to ignore those enemy units caught in the effect as drunk enemy units count for your battle points and killing them improves your opponent's position.

I think this rule might have worked better if the effect was only for a turn or two or was easier to escape. Then it would have been a challenge to work around, rather than a game-stopper.

Cya,
Andrew.



Good feedback, so I will change it as per Mono's earlier suggestions, a new version should be ready before next meeting.

armata_PDT_11.gif

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