Sinews of war

Started by martin goddard, September 07, 2022, 10:28:22 AM

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martin goddard

Sent out Version 3.
Small changes.

More to come



martin :)

Moggy

Just looked through it. Seems to be coming together nicely.

Main comment I would say at this point is to perhaps reduce the numbers required for a few of the sinews.

Supplies - Yes. likely to get used based on standard armies.

Scouting - No. Doubtful this would ever get used at either 1 or 2 points.  About the only time it would be hit is with something like Martins Parthians where he only has 9 Cav and about 12 mounted skirmishers.  The majority of armies tend to have similar numbers of around 4-6. Even trying to get 3-4 above this would mean having to have7-8.  Most army lists do not allow this.  Maybe dropping this to 1-2 would be better.

Scenery - Not sure on this one as I haven't a lot of time facing or playing armies with lots of aux troops.  A quick flick through the lists shows a rough average (no I haven't counted it out) of around 6-7 max permitted. Yes there are some armies that are allowed a lot more but there are also some that allow none.  This can be easily countered by fielding 2-3 aux units. This would then bump the number much higher required to gain any benefit to the point where there would not be much points left for the opponent to have much else.

Purpose - No.  There are quite a few armies that are allowed almost no veteran or elite units. Others allow many more.  For something as important to the game as gaining extra leader skills this would have to be looked at more.

Stamina - Maybe.  Yes the concept looks sound but as the majority of most armies consists of trained close order it would be hard for any army to gain a start in this one.

Reinforcements - ??   Some armies are not allowed any cavalry.  I take it you do are including Chariots into cavalry in the sense of this one as otherwise any biblical army has no chance of getting a start.

I accept that some of these are paired up in a way. such as Stamina and reinforcements. An army is either a mainly Cavalry army or a mainly Close Order army and these can be used to counter-balance each other.

I notice it is harder to end the mini game but would also propose that each player MUST have a chance to improve their starting position. Therefore I would suggest that each player must have a minimum of one round trying to improve the score before any player can choose to try to end the stage of the game.

Apart from the above it is coming together well and I could see this becoming a normal part of the game rather than just as an option. Maybe make the standard numerical chase the option for quick play.

Well done Martin.

Derek

Sean Clark

Yes, well done Martin.

I'm just getting to grips with C&K, but can see Sinews of War becoming my chosen pre game. In older RFCM rules, there was something similar as the principle pre game, with the option of a 'quick start'. I like this.

martin goddard

I will have a proper look at that Julian

martin :)