So Cal,
I re-read these rules and had a few questions if you don't mind...I'm no expert, these rules are from the fanatic magazine. But i shall try my best to answer
- Have you used the random point value for objectives? I like that they are, on average worth more the deeper into the defender's territory. I assume values are rolled up before the game starts.We were going to roll these after the game finished. We thought it would stop any unrealistic mad dashes for a few victory points on the last turn. We didn't need to work out victory points in our game because his army withdrew from the field, and i was a long way ahead. (we also needed to pack up quickly)
- Claiming objectives. At one point it says that being "adjacent" to an objective "claims" it. And, therefore, if an enemy is also adjacent it's "contested" and awards no VP's. However it also states that infantry have an advantage in that some objectives (e.g. a village center or woods) cannot be occupied by cavalry. So, does occupying an "occupiable" objective (defensible terrain) trump being "adjacent". I think that's how I'd play it.Yeah, i'd agree with that. Maybe have a min. distance from the objective as well if you like.
- Reserves - So, I agree with starting on turn 2 to roll for reserves, with an accumulating +1 modifier in turn 3, +2 in turn 4 etc. Do you retain the rule about needing a 6 or better to place it your self and a 5 gets placed by your opponent? (I like this when I think of Blucher's Prussians wandering onto the battlefield at Waterloo and both sides not knowing which army was arriving, with Grouchy's wing never showing up.Yes we were going to use the rule for the attacker placing the defenders units. It never happened in our game. Reading through it again i think it might become annoying for the defending army, because his units will be placed as far away from the action as possible, a long way from any characters.
A possible solution is to have multiple entry points (they could be roads on your table) If a 6 is rolled the attacker decides which entry point.
- Strategy Dice - Procedure (This is where I'm missing something.)Items 5 and 7 under Procedure reference deciding Attacker and Terrain. I'm guessing that each player dedicates a certain number of dice from his pool of 10 to decide these outcomes. Are dice allocated sequentially. i.e. We're rolling for attacker/defender, I'm HE and you're Chaos. You already have a racial advantage of +3 (which I assume is 3 extra dice, not +3 to the dice rolls to make 4+) so I've got to pony up at least 3 dice out of my pool to even the odds, but can you then add more? Is it like a bidding war? Or do you each put a number of dice in your hand (secretly) and then reveal them at the same time and roll off?We both secretly allocated all our 10 dice for every category on the chart (i photocopied the chart for each player) Everyone gets a base of 3 dice for each category.
In your example let's say i was chaos.... i decide to allocate 0 dice to terrain and 2 dice to attack... i would have 3 dice in terrain and 8 dice for attack (3 base, 2 allocated, 3 racial bonus)
Okay, depending on that answer, we now move to Terrain. HE have +1, so I put a certain number towards this dice-off.But what about the other strategies? Do you roll for all of them or only those to which pool dice are allocated?Yes you roll for all of them.
Are Attack and Terrain mandatory and the others optional as long as either play allocates one Pool die towards it?I think that's answered above. Even with 0 dice allocated you'll have a base of 3 dice
I'm probably over-complicating this. I can see that some of these strategies would need to be reworked to make them relevant to other game systems like WotR or WFB. They're clearly aligned to WM or WMA mechanics. Yes you'd probably need to change a few of the results for WotR.
Hope that's helped
