The games we played highlighted a number of interesting things.
Firstly, children really are
worse than useless. Their deficit in Action Points (AP) means they can’t keep
up with the adults, and even a single move – two at most - as part of a group will
leave them out of the 3” radius activation circle requiring a whole other Order
Point (OP – using this terminology to avoid having two rules with the same
acronym) to move them which will probably never happen once combat is joined. I
think in future we’re going to houserule that they get free activation. They’re
only really worth it to ferry things around as they’re worthless in combat with
their -8 penalty. Apply that to ranged combat as well and you can arm them and
even then statistically speaking they will never hurt anyone even if they’re
outnumbering their target.
Speaking of outnumbering, apart
from some vagueness around the rules as written melee combat is fast, brutal,
realistic and quite satisfying. Outnumbering gives a huge advantage although well-armed
and motivated fighters can get lucky and limp away from an unfair fight. The
randomness of the wound chart means that there’s always a messy chaotic element
to melee (as there should be) but by making good matchups on the turn you
charge or counter charge you can more or less predict the outcome of fights.
There needs to be a little clarification
around the melee rules. The rule that calls for some models to get half their
dice when wounded or outnumbered for instance; does this mean that you half the
number rolled on the dice before modifiers or after? We played the former as it
seemed to make sense and it worked for us. It made sense as the rules
disadvantaged the figures ability to act and not the effectiveness of the
equipment he was carrying. Also in two on one fights the rules are not explicit
as to who takes wounds in the case of results of X, Y and Z, where X>Y>Z and
Y is the outnumbered model’s total. We played it so that both Y and Z took wounds,
the idea being that Y managed to do well enough to injure one of his attackers
but was injured in turn by X.
And – segue! - speaking of outnumbering; Don’t Mess With
Wolves! They will fuck your shit up! There needs to be a little bit more
structure around their use. When they act in the initiative (we gave them a separate
roll) and how they react to long range fire or just people moving around
outside their rather small 6” ‘zone of control’ isn’t detailed.
Finally, the campaign rules, and
even objectives for single games need some work. According to Xander, a common
objective is to gather enough food to feed your group, but despite having a dozen
and a half search points at least in both games and searching nearly all of
them, we only found one food item over the course of both games. When we were considering
Campaign-asizing the first encounter we realised that the result would have
been a complete wipe of both parties. Some work needs to be put into making this
game work as a campaign game. I have some ideas in my head but I don't want to get sidetracked away from my own projects.
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