Have received my new copy of the rules, which I am looking forward to As I enjoy most periods using your rules.
On first read I do however have a few observations and questions.
A) Elephants, lots of reference to them being able to enter rough terrain, but no reference to whether they need to roll to leave it? And if so what the roll is?
B) Late units! As I understand it, these are units that fail to leave terrain due to failing the test, but still contribute to the melee. If the attacker wins do these troops follow up, or are they still left trying to leave the terrain?
C) Army list 55 years of the roses has 0-4 Levy in the auxiliary catagory, but you can only have 0-2 auxillaries? I assume the levy option should be in the close order line.
I also noted an annoying printing error - all the capital N's seem to have been replaced with an upside down i!
a few typo's noticed here too. No biggy
Thank you for having a good look.
Any mistakes are my fault with no excuse.
Here are some thoughts
1.Elephants. Should be 4,5,6. A definite omission. Sorry.
2.After a fight, an assaulter that wins must/will move all of his units into the assaulted zone. The only exception are units that are not allowed in that scenery or artillery. There is no allowance for units to be left behind. That would lead to a lot of confusions I think. That keeps it simple.
3. Thanks for the WOTR note. I have updated it. I will add more armies to the book as players request it/them.
4. The capital N becoming upside down i. I need more information please. Where is this happening, whole document?
martin :)
're 4 (upside down i)
P59 in the Narrative
P63 in Table (4)
P66 same table (4)
P71 in "N "otes
P76 last line
P77 last paragraph
Not on same tables in summary sheets as wording is different.
Also stray highlights on p96th and p 101.
Another question
Do chariots die by half bases like cavalry?
some observations/clarifications required from me. BTW before I start, the rules are really good, clear and well laid out. I like them alot and will be gaming with them at the weekend :)
P4 - in the 'pink square' the word There is missing an e
P16 - In pink square, !otice in stead of Notice
P17 - No values for troop example auxillary with armour ie missing info and should be = 16 (I think!)
P21 - Yellow box - 4th line has the word mad - should this be may/made/and or something else?
P25 - Peach box - 2nd para 1st sentence doesnt make sense to me?
P28 - Gifts coloured box - there is Declare Directio! rather than Direction
If I find any more I'll let you know
hehehe
Sorry I said that now about picking holes Martin.
Derek
no not meant to pick holes, honest guv! Errata for reprints and e-files
It is appreciated chaps.
Any more, just send them in
Thanks
martin :)
Just a query about shooting when assualted.
P69 says maximum 3 but all other references say max 4 including the example.I assume 4 is correct!
Also p69 says no reroll, but QR sheet says reroll OK? Assume No target reroll????
That 3 is a mistake. Sorry
4 is the number so that it ties in with all the other "4" in the rules.
Re-roll at target's request.
Thanks for finding these bits
martin :)
Thank you for my copy this weekend, Martin - the rules and their colour photos look great.
Simon
Couple more observations on the rules.
A) the turn sequence is different on the downloadable play sheet, than in the rules regarding flanking which is first on the qrs, but third in the rules.
B) the text in the rules regarding fall back p78 regarding attackers options is different to that on the qrs which gives two options in close 4, Stay put or fall back one sq. I assume qrs is right as the text in the main rules on gives one option - say put.
Thank you Graham
I will get it sorted.
martin :-[
Proper play sheet now uploaded. That should help.
martin :)
Just working up a Thracian army for a game on sunday, and noticed the Cavalry in the example army in the lists is costed as shielded(20) rather than unsheilded (12) as per the list?
Am I also thinking correctly that Elite units and Veteran units are basically the same adding 1 in melee, better saves in melee, improve morale. So the only advantage of being elite over veteran is that they contribute as well as veterans for morale/fighting etc so increase max bonus?
Let us know how the battle goes Graham
I can change that army book thing. Thanks for the "spot".
Yes you are correct Elite can add again to morale and fight. Those extras help are often very useful in games.
martin :)
Can I just check on a couple of things please.
P29 says Generals are carried by units moving including Cavalry, so presumably up to 2 zones. but comment on page 100 mentions 1 zone only? I assumed comment is wrong?
Secondly Valiant characteristic. If I read this right on a 4,5,6 it basically cancels any dice for side movement and leaving terrain, as well as any deductions for late arrivals?
On p71 it also says Valiant can cancel the one zone cost of assault, so does this mean foot can assault targets 2 zones away, and cavalry assault units 3?I
Presumably this is either/or, i.e. Can't move cavalry out of terrain without dicing, and then assault something 2 zones away! As Valiant activated when target adjacent?
This can sound complicated but it will get easier Graham.
1. "Valiant" must not be mentioned or even spoken unless the general is in face contact with a zone he wants to assault.
2. If the general is in contact with a zone he wants to assault he can then say" i wish to use my valiant gift". He then rolls a D6. 4,5,6 = the assault goes in and ignores. lates, sideways, scenery etc....
3. If a 1,2,3 is scored then all the usual rolls for sideways, lates etc are imposed.
When a zone assaults it uses up/burns off a zone of movement.
This means that a foot unit needs to start the turn in face contact in order to assault. A valiant general would allow it to move a zone and then try valiant in order to get into an assault. It will still only move 1 zone but will be able to assault too.
martin :)
Makes sense I think!
So in extreme a zone full of Cavalry and a general could move 2 zones ending in a Village etc, and then the general with Valiant could roll 4,5 or 6 and attack a zone adjacent to the village! Free from exit rolls/lates etc.I
Had some cracking games so far! Enjoy the rules, certainly make you think. Thracian test drive went well, phalanx disintergrated, but companions swept the Thracian cavalry out of the way, and got behind the Thracian main line, but ran out of time!
Your first point Graham. Yes, that could happen. A valiant commander.
Of course if the cavalry do not get out of the village they are an excellent target next turn for the opponent.
The main point is that you are having good games. That is great
martin :)
See what I mean about that review; far too much fun for serious wargamers.
Thracian vs Successor game went well at the club, new player introduced to the rules and thought they played well. (Both of us have played square bashing many times so general principles well known)! Marginal win for Thrace despite failing most of their Tactics rolls. Successor cavalry cut through lines and caused mayhem, until attacked by a rabble of reinforcement units it had forced off table earlier. Both Successor generals died in combat!
Almost missed Pikes being treated like Cavalry in terrain, i.e. 1d6, and noticed this isn't flagged at all on summary sheet,
One question from the battle, how to treat elephants vs terrain they can't enter? The rules imply they contribute dice as normal, but can't followup? Seems a bit odd that their impact is not inhibited like Cavalry to 1d6, and shock bonus is still counted?
One hopefully last observation/question!
In p100 the second player question about generals movement suggests that generals are restricted to a single zones movement even when being carried by cavalry and chariots. This doesn't appear in the main text.
Is it correct that they can only move one zone, or Can they move two if with Cavalry/Chariots?