Fantasy

03 August 2024

More Civil War

Alan, John and I played another game of our Roman Civil Wars game this week with To The Strongest


As much as we enjoyed our previous games at 250 points, the table felt rather crowded with no room to manoeuvre. We scaled this game down to 150 points (which was hard!) and the additional space really enabled turning movements, flank actions and break aways. It also added space for more terrain, making light troops far more effective in rough terrain dotted around the battlefield and breaking up big formations of legionaries.

The additional space really allowed the game to more dynamic and break up around the terrain

For games at 250 points with additional players on both sides, we are guessing another 50% table space would be give the same experience.

I learned a few additional points of the rules, especially in terms of Missile fire priorities. Clever use of light forces can really draw fire away from the main line - must remember that for medieval era games when facing longbows! 

Back in the ancient era, the effective use of missile troops continues to elude us. We also keep forgetting that ancient cavalry are javelin throwing units best used for screening and exploitation, NOT lance carrying shock cavalry or Panzers!

Also, the impacts of trying to flank and having the 'victims' turn to face and applying a ZOC- this forces the formerly flanking unit to either turn to face in turn (and attack) or retire directly to its rear, shattering the impetus of the intended movement. Lesson is to leave a square between if you want greater surety of slipping past to savage the enemy rear. Or better yet, have another of your units to its front

All that said the game look great, but we felt equally frustrated at the turn of the cards so it must be well balanced!

Thanks for hosting us again Alan, and for another epic feast!

2 comments:

  1. So lovely to see you getting more games in and the work through the rules is yielding more enjoyment.

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    Replies
    1. Thanks Michael! Always interesting to see the second and third layered effects inside the rules, after the first few games getting the core mechanics right

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