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Author Topic: The Battleground Rules: Version 3.0!  (Read 8895 times)
Niko White
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« Reply #90 on: August 11, 2010, 06:20:19 pm »


Initially in Battleground you could get cascading routs much more easily.  No one wanted to play the game because an unlucky early rout check had you wanting to set your cards, dice, and opponent on fire.

Not saying you shouldn't house rule in more realistic cascading routs if you want, but I'm just as glad they aren't in the core rules.
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gull2112
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« Reply #91 on: August 11, 2010, 06:46:52 pm »

Cascading routs and 50% annihilation (where you win instantly if your opponent has fewer than 50% of his starting units in good order) are excellent quick(er) play versions.
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Niko White
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« Reply #92 on: August 11, 2010, 06:58:25 pm »


I agree with the second (Breaking Point works like that, basically) not so much with the first.  Rout checks are already really swingy; making them more so is faster but also puts a lot of weight on a few dice rolls.

Points of total rout are a great way to increase game speed that people can plan around, though.
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Chad_YMG
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« Reply #93 on: August 12, 2010, 04:00:37 pm »

THERE ARE A NUMBER OF Questions and proposed fixes still lacking "official" sanction.

Briefly:
Undead - Skelies, Rats and Wave of Terror

Unless I've forgotten there's no official change to the units but Wave of Terror should be changed to specify that units that pass the Fear check are not Shaken.

Quote
* Roman Triarii Errata - Do not enhance ranged attacks. Must be ‘Unengaged’ to use SAs.

Agreed on both counts.

Quote
GWE - did not take the "engaged target" penalty if it was Shooting at the enemy unit(s) it was engaged.

Agreed.

Quote
General Clarification: Special Abilities
Unless clearly addressed specifically in a Special Ability rule, all details of the normal rules remain in effect.
If a detail is not clearly addressed specifically in a Special Ability rule, the non addressed details of the normal rules remain in effect.

Can you clarify what you mean by this?  It sounds like you're saying that the rules apply unless a SA says otherwise.  Is that it?  And if so, why does it need to be clarified?
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gull2112
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« Reply #94 on: August 16, 2010, 08:18:42 pm »

Is there a chance we could buy a professional real size version 3.0 of the rules? I would gladly shell out $10 for a good quality larger print version professionally bound. Does anyone else share this opinion?

Also, I would be happy to get PDF versions of the terrain pack for the same price as the terrain pack. I would like to cut and modify the terrain, but I certainly don't want to do it to the nice laminated versions.

I am happy to support YMG. I'm trying to think of things I would be willing to buy. I already own everything else. Smiley
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RushAss
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« Reply #95 on: August 26, 2010, 08:50:34 am »

I know this is waaaaaay to late for the party, but it may be an idea for the next rules release.

Unit ability: Fearless. 

Any unit that never rolls for courage or fear checks should be called fearless.  It can say it right in the card instead of all of the extra text describing it.  So units like Crazed Goblins, Hydras, and Earth Elementals would have this and it could save print space on the unit cards in future releases.  Note that this should not apply to Longbeards as they still have to roll for regular route checks and they are a unique case anyways.
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Niko White
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« Reply #96 on: August 26, 2010, 12:31:17 pm »

I know this is waaaaaay to late for the party, but it may be an idea for the next rules release.

Unit ability: Fearless. 

Any unit that never rolls for courage or fear checks should be called fearless.  It can say it right in the card instead of all of the extra text describing it.  So units like Crazed Goblins, Hydras, and Earth Elementals would have this and it could save print space on the unit cards in future releases.  Note that this should not apply to Longbeards as they still have to roll for regular route checks and they are a unique case anyways.

In general I try to avoid doing "loaded" keywords like this because a big advantage of Battleground is that you don't usually have to remember obscure rules, but rather can always just glance at a spare card if you're confused.  We could keyword lots of things (like spears, and the traditional cavalry charge bonuses) if we wanted to, but it does unfortunate things to the learning curve.  For example, doing demos is way harder with the Punic War set than with fantasy ones, because I have to explain pila, javelins, and skirmishers, none of which are on the card.

We keyword things in two major situations: when the text is so wordy it takes up the whole text box if we don't (like javelins, pila, skirmishers) or when we want to be able to refer to things as a class, especially when updating rules (this is why Low Arc got keyworded.)

Fearless is an especially interesting case, since we could in theory not keyword it at all, and just leave "[C] --" on the front of the card, which most people understand, but it is just more user friendly to write it out, IMO.  And it is pretty concise, we can get a lot of other abilities on a card with that ability, like Skeleton Spearmen, etc.
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ajax98
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« Reply #97 on: August 26, 2010, 01:44:22 pm »

"Fearless" and (C):14 or (C) -- is pretty good shorthand.
Pretty standard that "Fearless" denotes something about "Fear Check" and (Courage)-- is about Courage checks.
Really two separate items, once understood clearly.

If I run into any problems, I've been known to write the info on the play face of the unit card. I use sleeves. Also been known to make permanent marks on cards.
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Niko White
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« Reply #98 on: August 26, 2010, 01:50:26 pm »

"Fearless" and (C):14 or (C) -- is pretty good shorthand.
Pretty standard that "Fearless" denotes something about "Fear Check" and (Courage)-- is about Courage checks.
Really two separate items, once understood clearly.

If I run into any problems, I've been known to write the info on the play face of the unit card. I use sleeves. Also been known to make permanent marks on cards.

Another good point; it'd be hard to word a keyword unambiguously since we have both rout checks and fear checks.

Also, I write on the face of the cards all the time, it is fun and useful!  Works with the post-communist factions even when unsleeved, too.
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gull2112
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« Reply #99 on: August 31, 2010, 08:59:02 pm »

A lot of other game companies produce pricey Leatherbound and hardcover versions of their rules. Is YMG going to do that?
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"Of course, the Goblin Bombchucker is always a solution."
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Niko White
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« Reply #100 on: August 31, 2010, 10:58:56 pm »

A lot of other game companies produce pricey Leatherbound and hardcover versions of their rules. Is YMG going to do that?

I can't 100% speak for Chad, but I fear we would need a lot more players to make that viable, unless you like $1000 hardcovers Tongue

(To expand a little bit, virtually all printing is high startup/low serial costs, which means if you print scads they're cheap but if you print a few they're brutal.  Sadly Battleground is still in the latter camp, so the setup cost would be spread among very few buyers, resulting in very pricey books.)
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bodhi
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« Reply #101 on: September 28, 2010, 01:36:26 am »

I just readthe 3.0 rules and its probably too late to change things but i noticed that the games gotton more complecated. it used to be so commpelling because how cheap and simple it was. i cant just sit down and teach someone how to play in 10 minutes aneymore. not to mention the first turn rules are a bit confuzing. im a newbie on here so if this sounds stupid just disregard it. one last thing WHY THE HECK IS THEIR EXTREME RANGE ranged units were alredy severly nerfed from th long range rule so what the crap! i say that with respect Wink
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Niko White
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« Reply #102 on: September 28, 2010, 02:17:27 am »

I just readthe 3.0 rules and its probably too late to change things but i noticed that the games gotton more complecated. it used to be so commpelling because how cheap and simple it was. i cant just sit down and teach someone how to play in 10 minutes aneymore. not to mention the first turn rules are a bit confuzing. im a newbie on here so if this sounds stupid just disregard it. one last thing WHY THE HECK IS THEIR EXTREME RANGE ranged units were alredy severly nerfed from th long range rule so what the crap! i say that with respect Wink

While these are both potentially interesting complaints, I just want to state for the record that both the first turn rule and the extreme range rule date from version 2.0, so it is several years late to fix that  Wink

On the complexity side: the historicals increased the complexity of the game because they had "loaded" keywords that don't just mean "check the modifiers on the card" in Skirmishers and Pila/Javelins.  We also potentially increased the complexity a bit by adding Low Arc, though only two units in the game have it, and you won't go too far wrong if you just play those two as written.

I believe that's the only thing that's gotten more complex in 3.0, though in some cases that's a matter of opinion; I think the new more permissive final rush rules scan better, but others have disagreed.  (As opposed to a general complexity creep, which is certainly something that's occurred but also something that is almost certainly unavoidable and was often highly popular, eg introducing rules for spells.)  I haven't changed my demo "script" at all based on the new rules, unless I'm working with the Historicals and need to eventually go over Pila/Skirmishers.

What has changed is the rate at which we introduce people to the full rules in the rulebook.  The old version had arguably three different "levels" you could go to as a newbie: the super simple starter game that doesn't even have standing orders, the full "Basic Rulebook" game which lacked Colossal, Flying, a few orders, terrain, and some other random assorted stuff, and then the "Advanced Rulebook Included" game, which is the game 99% of us have been playing since game 1.  That's going to be more daunting for newbies, but it is still quite easy to get someone sat down and playing their first game, and then you explain the nuances as you go - which is basically the way I've had to do demos since the dawn of time, and continue to do them now.

That said, you're right there's a perception issue with having one big, long rulebook as opposed to a "here's the really basic version" few paragraphs and then a relatively small booklet to read over.  That said, I think there are also a lot of benefits to one rulebook that everyone is going to rely on, and to having the single large box that the Dark Elves are going to ship in.  The Battleground rulebook does still compare favorably in length to, for example, the Warhammer Fantasy rulebook, the newest version of which could kill a man in trained hands and costs more than a year's food supply in certain countries!  And joking aside, Battleground is still a real wargame; any game with maneuvering and similar considerations has a pretty reasonable minimum complexity unless you add a grid.

Anyway, I certainly hope I'll have the chance to revise the rulebook again for the next release, and when I do one of my big targets for improvement is the introductory stuff.  I think it is better than it was before, but still could ease newer players in a bit more.  That said, the vast majority of people I've showed how to play Battleground (and I definitely have a statistically significant sample size by now  Grin ) want to learn how to play the "real" game on their first run, not go for some watered-down version.  So I'm pretty sure I don't want something like the starter game to come back in that form.  But of course suggestions are always welcome Smiley
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bodhi
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« Reply #103 on: September 28, 2010, 04:21:36 pm »

thanksfor the advice. im thinking about setting up a demo at my local gaming store. now that you mention it yea its as complicated as say warhammer which i pray for the poor soul that sits down and reads that sucker cover to cover. not to mention half that complicated stuff is, like you said, is historical
 but im still a little fuzzy aboutmfirst and second turn it sounds like who ever gets turn one dosnt get turn one if he dosnt have spellcasters. could you explain?  its a good thing i didnt say a complaint about a rule in the second rulebook on a public thing... wait.
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Niko White
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« Reply #104 on: September 28, 2010, 06:59:45 pm »

thanksfor the advice. im thinking about setting up a demo at my local gaming store. now that you mention it yea its as complicated as say warhammer which i pray for the poor soul that sits down and reads that sucker cover to cover. not to mention half that complicated stuff is, like you said, is historical
 but im still a little fuzzy aboutmfirst and second turn it sounds like who ever gets turn one dosnt get turn one if he dosnt have spellcasters. could you explain?  its a good thing i didnt say a complaint about a rule in the second rulebook on a public thing... wait.


Haha, nah, no problem, I just like accuracy.  You're allowed to not like old rules just as much as new ones  Wink

But yeah, that's one of the stranger rules - it does tend to better balance if there's artillery involved, but seems strange to lots of people.  It is as you say; if no one has a long-range shooter or a spellcaster, then the "first" turn is usually just skipped and you go right to the half command action turn.
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