Designer notes query on several different things
Posted: Sat Dec 17, 2016 10:14 pm
Another old grognard from Italy here... I downloaded the current version of the rules from WG vault a few days ago and I must say I'm impressed: everything is so logical and clean, and every small moving part seems to interact with everything else in very interesting ways. There are several non-standard interpretation of classic themes, and I'd really like to learn the design philosophy behind some of those choiches... So I'll list the main topics here, in hope that the authors find the patience to cope with my numerous queries. Without further ado:
1) Troop types. There are several surprising and interesting choices (low quality troops look more fun than ever on paper), but I can't easily visualize the differences between the plain old 'cavalry' (non-knight, non-cataphract, non-horse bow) types. I'm talking about Javelin Cavalry, Bad Horse and Elite Cavalry in particular. Bad Horse and Elite Cavalry seem to be the two opposite ends of the competence spectrum, other factors being constant (i.e. fighting style and troop density). However, the vast majority of effective cavalry troops, at least in the classical era, seems to be represented by Jav Cav, which is somewhere between bad and elite. Jav Cav is not just "average cavalry" however- its movement rate and combat results makes it the 'lightest' and fastest cavalry available, on par with Horse Bow. This has the surprising effect that e.g. Equites Romani fight the same as Numidian horsemen or Gallic nobles. So my question is just this - what does exactly Jav Cav represent? Does it fight in looser formation than Bad and Elite horse? Is its troop density lower? Do they rely more on missiles than close combat?
2)Troop types again: is the difference between Rabble and Horde just 'formation' density or is it something else? Is Rabble just bad skirmishers or there's more to them?
3) More and more troop types: what does exactly qualify as a Spear element? I couldn't find any example in the classical era of this troop type, which surprised me a lot. Hoplites are almost universally Heavy Foot in hoplite era lists, and even the archetypical Spartiates are Elite Foot...
4) Troop types again... Light Spear elements are as good as Light Infantry versus infantry despite lacking shields, and they can also benefit from rear support. I can't visualize their fighting style exactly - are they denser/fiercer than Light Foot?
5) Troop types (the last one, I promise): Warriors in 2 ranks fight at +5 vs foot and shatter most heavy foot types on outscoring. This seems quite powerful at first glance- unless elements of this troop type represent many more fighting men wrt close order heavy infantry types?
6) I noticed that several troop types have low combat modifiers, with many +2's and a few +1's, certainly much more than, uh, a certain other game I played in the past. This makes combat involving these elements quite random and quite decisive, much more than those involving '+4 and more' guys. Was this done on purpose and why?
7) What does exactly base depth represent? Mobility under pressure? Pursuit boldness? Just plain old occupied space? How important is to use elements of exactly those depths instead of, say, "legacy depth" cataphracts?
8) Coast terrain feature. Since it can only extend 1-3 MU into the board, it seems to be more a cosmetic effect than a maneuver constraint- except for prohibiting flank marches. What am I missing?
9) If I read the rules correctly, the only restrictions on deployment position are the battleline VS non-battleline classification and the 8 MU depth limit. So it's possible to deploy non-battleline troops, say, even touching the side edge of the board?
I'm afraid I wrote a monster post- sorry for the verbosity! And many thanks in advance for your answers, I'm very curious!
1) Troop types. There are several surprising and interesting choices (low quality troops look more fun than ever on paper), but I can't easily visualize the differences between the plain old 'cavalry' (non-knight, non-cataphract, non-horse bow) types. I'm talking about Javelin Cavalry, Bad Horse and Elite Cavalry in particular. Bad Horse and Elite Cavalry seem to be the two opposite ends of the competence spectrum, other factors being constant (i.e. fighting style and troop density). However, the vast majority of effective cavalry troops, at least in the classical era, seems to be represented by Jav Cav, which is somewhere between bad and elite. Jav Cav is not just "average cavalry" however- its movement rate and combat results makes it the 'lightest' and fastest cavalry available, on par with Horse Bow. This has the surprising effect that e.g. Equites Romani fight the same as Numidian horsemen or Gallic nobles. So my question is just this - what does exactly Jav Cav represent? Does it fight in looser formation than Bad and Elite horse? Is its troop density lower? Do they rely more on missiles than close combat?
2)Troop types again: is the difference between Rabble and Horde just 'formation' density or is it something else? Is Rabble just bad skirmishers or there's more to them?
3) More and more troop types: what does exactly qualify as a Spear element? I couldn't find any example in the classical era of this troop type, which surprised me a lot. Hoplites are almost universally Heavy Foot in hoplite era lists, and even the archetypical Spartiates are Elite Foot...
4) Troop types again... Light Spear elements are as good as Light Infantry versus infantry despite lacking shields, and they can also benefit from rear support. I can't visualize their fighting style exactly - are they denser/fiercer than Light Foot?
5) Troop types (the last one, I promise): Warriors in 2 ranks fight at +5 vs foot and shatter most heavy foot types on outscoring. This seems quite powerful at first glance- unless elements of this troop type represent many more fighting men wrt close order heavy infantry types?
6) I noticed that several troop types have low combat modifiers, with many +2's and a few +1's, certainly much more than, uh, a certain other game I played in the past. This makes combat involving these elements quite random and quite decisive, much more than those involving '+4 and more' guys. Was this done on purpose and why?
7) What does exactly base depth represent? Mobility under pressure? Pursuit boldness? Just plain old occupied space? How important is to use elements of exactly those depths instead of, say, "legacy depth" cataphracts?
8) Coast terrain feature. Since it can only extend 1-3 MU into the board, it seems to be more a cosmetic effect than a maneuver constraint- except for prohibiting flank marches. What am I missing?
9) If I read the rules correctly, the only restrictions on deployment position are the battleline VS non-battleline classification and the 8 MU depth limit. So it's possible to deploy non-battleline troops, say, even touching the side edge of the board?
I'm afraid I wrote a monster post- sorry for the verbosity! And many thanks in advance for your answers, I'm very curious!