Thanks for trying the rules; hope you like them. Some short answers to supplement what Rod wrote:
skc wrote: ↑Thu Jan 14, 2021 9:51 am
(1) RIVERS: Looking at the 36 Terrain Cards there does not seem to be an instance where rivers will run right across the board length from one short edge to possibly the other, or to a sea. There were a number of instances where battles were fought across rivers. Also a river typically runs into the sea. This seems to me unhistorical.
Very few battles between relatively equal enemies were fought with a big barrier between the two armies. If there was a big barrier between the two armies that would put one side or the other at a significant disadvantage, the side with the disadvantage would usually choose not to fight. In the real world there was a complex meta-game between the two armies as they danced over a period of days or weeks trying to get the other side to fight at a disadvantage. Simulating that is very difficult.
If we wanted to create a game with perpendicular barriers, we would perforce be required to have a complex pre-battle game where both sides attempted to outmaneuver each other and force a battlefield of their choosing. A game of bluff and maneuver and limited information and logistics and supply, where the final result of the game would be the creation of the battlefield. That would be a very interesting (and difficult!) path to take.
But it would have totally violated one of our guiding principles -- that the game could be started and ended in something like an hour.
Most of the times Biblical/Ancient/Roman/Dark Ages/Medieval generals were faced with a situation where a river divided their troops, they did not fight, they avoided battle and went around (like Alexander at the Hydaspes), or one general was too confident that the other couldn't get across and the second general did and was well across before the battle started (like Alexander at the Granicus, according to Diodorus Siculus; or like the Battle of the Medway between Brits and Romans), or it wasn't really a battle it was an ambush (like Stirling Bridge) or the battle was so complicated that simulating it as a normal battle is clearly a disservice (like Fornovo, 1495 AD).
So in addition to all that stuff, if you are trying to have a battle that is playable in about an hour, having a line between the two armies that is a river means that both sides take an advantageous position and sit and wait. That gives a very boring battle where (in most cases) whoever attacks loses. So both players wave their little swords across the river and call each other names trying to win a meta-battle of patience and taunting. We've put a lot of work into making sure that there is no "fortress" situation. Perpendicular rivers create fortress situations.
skc wrote: ↑Thu Jan 14, 2021 9:51 am
(2) DEPLOYMENT: (P14) At least half troop points must be deployed in center sectors, esp Line troops. While this was often the case, it was not always. For instance Rome at one stage would deploy a large Command on one of the flanks. Seems unhistorical.
What is a "large command"? You can deploy half your freaking army on one of the flanks -- that's certainly a large command.
In practice there is a lot more freedom than you think; I believe that when you try the rules in practice against another opponent you'll see that. And the big thing is this -- the rule you cite above goes a long way to prevent the very peculiar "offset" or "missed" deployments that happened a lot in Armati, the DBx series, and lots of other legacy games --- and were never features of actual historical battles. Smart players in legacy games could deploy such as to put the other player in a significant disadvantage right at the start of the game by using the rock-scissors-paper aspect of the game to deploy in an advantageous but very non-historical way (Romans with all their legions on both wide flanks, and nothing but skirmishers and a few mounted in the center, for example).
Hope this helps; hope you get the chance to play against a live (vaccinated) opponent soon!