Playtesting House Rules Combos Oct 4, 2019 19:09:26 GMT
Post by greedo on Oct 4, 2019 19:09:26 GMT
Given all the super fun house rule action going on here, I though it would be a good idea to try several rule changes at once to ensure they didn't react to each other in some weird way.
So inspired by nangwaya 's battle report with several rules, here we go:
My combo rules package is this:
1) 4Ax, and 4Bw/8Bw get +1 vs Solid Heavy Foot (i.e. 4Pk, 4Sp, 4Bd) in GG
2) 1st Ps lost during a battle counts as 0 elements lost
3) LH or groups consisting of only LH use only 1/2 PIP per move
4) Bw must shoot at mounted if in their TZ (i.e. don't have to shoot at foot)
I was playing EAP (60c) vs Later Athenians (52e?).
The EAP took 3PS instead of the Hd, and 1 LH, and the Athenians took nothing but 4Sp and 2Ps to trust in their shield wall.
Battlefield was clear to keep things simple.
A couple things I noticed:
1) The LH snuck around behind a 4Sp and turned him around. Then when I rolled bad pips, the LH used 1/2 PIP to back directly out of the TZ of the Sp, and the 2nd 1/2 PIP to then move over and threaten another Sp from behind! A really sneaky git move, and I LOVE it, and the EAP only had a single LH anyway!
2) Not really sure about the Bw being able to shoot at anything on foot. We had a situation like this:
The 8Bw on the left had been able to recoil the 4Sp away from it, and then in the next bound was able to help out the other two 8Bw shooting at the central 4Sp. Surely, if the 8Bw were going to shoot at anything, it would be the 4Sp directly in front of it, that it had just finished fighting. It just seemed a bit odd, but it certainly makes Bw shooting more effective.
3) Losing a Ps didn't come up as they tended to run away instead of dying, but with so many Ps on the field, I thought it would so something. I still like the rule, but haven't seen it sway a battle yet.
4) The 8Bw having a CV of 4 against the Sp definitely made sure they survived longer, but with lousy dice rolls, the battle dragged, with no casualties on either side for a while. I do still like the rule, and it prolonged the battle in the center as it was intended to. I suppose bad dice will do this regardless of the rules.
Overall, the rules seemed to mesh well, and nothing stuck out to totally unbalance anything. I'm going to try Numidians with a Jumbo against Carth with a Jumbo next to see if the 1/2 PIPs for LH really gives them an edge.