|
Post by martin on Oct 16, 2019 13:37:02 GMT
Gamesmanship or beutifully crafted move showing grace and finesse? It is the little fiddly moves that i love about our great game. Full of grace and finesse myself of course. Yeah, you don't have to play with a guy who measures every millimetre of every possible move ten times before having to go for a fag to think it through Lucky if we get a game in under 2 hours! Regards, j Tell him to read the front cover of the rules… “Quick play”, I think it says!!
|
|
|
Post by medievalthomas on Oct 16, 2019 17:49:38 GMT
Elements don't turn until the end of Movement Phase. So no matter the order of contact if an element is in front contact you get to fight that element. This can lead to some odd situations where your better off fighting in two directions than had only a single element contacted your element. This has nothing to do with some great author's intention re some abstract concept of conflict areas - we just couldn't figure out how to fix it. A body of knights crashing into a unit's flank is obviously the essence of the conflict harassing skirmishers to the front only makes the real world situation for the defender worse but in DBX it actually helps the defender (fortunately due to how hard flanks work the problem is not as great as it appears but is still annoying to new comers trying to apply sound tactics).
The solution is to allow the attacker to pick the primary attacking element and use the factors and outcomes of that element rather the the rather arbitrary "front" contacting element (when a defender is attacker from multiple directions the concept of "front" disintegrates very quickly). We've used this variant for over a year of intense playtesting and it works very well - rewarding players for sound tactics and lessening gamey effects.
Thomas J. Thomas Fame & Glory Games
|
|
|
Post by stevie on Oct 16, 2019 19:11:43 GMT
Gamesmanship or beutifully crafted move showing grace and finesse? It is the little fiddly moves that i love about our great game. Full of grace and finesse myself of course. Yeah, you don't have to play with a guy who measures every millimetre of every possible move ten times before having to go for a fag to think it through . Lucky if we get a game in under 2 hours! Funnily enough, I absolutely hate fiddly micro-measuring. Not because I’ve got poor eyesight, but because I’ve got fat fingers and hands like a bunch of bananas. Still, you know what they say...”big hands means a big...er...heart”.
|
|
|
Post by bob on Oct 17, 2019 4:29:32 GMT
Big hands and bad eyes means you play with 60mm wide based figures that are 25 -28mm. My solution, anyway. By the way, I have no problem with the end of move turning as I think of the game as almost simultaneous. Maybe the slipping and sliding of conforming is ok as you go, but big changes occur all at once. Element hits flank and front at the same time, so you do not change positions until all the moving is done. Move one element with right hand, and another with the left so both connect at the same time Who remembers that in the first version when an element with multiple contacts took the outcome of the worst. Bow with Blade in front but Knight on flank would be destroyed on loss, due to outcome from mounted. I have always wondered why Phil changed that in 1.1.
|
|