Alternate rules for Combat

By Malachij, in Battlelore

While playing a "Grand" Epic Battlelore match (6'x4' battlefield / 32+ units each) with five other gamers, a member of the opposing team had an idea about combat. It changes the basic premise of the game so the Battlelore junkie in me was against it but the intrepid gamer in me kind of liked the idea. This is what he proposed:

Use the command cards to move units only! Once a unit is in contact with an enemy unit battle occurs as normal except that at the begining of the other sides turn combat continues without a command card; then when your turn rolls around again combat happens again and etc... This is assuming the units survive or are not driven back. There will always be combat as long as units are in contact with each other. If multiple units are in contact player picks which unit to attack. Command cards are needed to withdraw (unless flags are rolled). The exception would be ranged weapons which could attack with command cards. Tactic cards would be used as they are.

I think this would make for a much faster game, especially when you play to twelve flags (like we do) or some other victory goal like a piece of real estate. I haven't actually tried this way yet but plan to in the near future. What are your thoughts on this idea?

Malachi

I like the idea, I shall certainly try it out in my next game aplauso.gif . I have not liked the 'gamey' aspect of a unit not being able to respond to an obvious threat, such as being hit over the head with a long sword , without my getting a command (card) through to them.

Just to dot i's and cross t's, when do you propose this combat to occur? Before your command phase would, potentially, allow more options during movement and logically the fight would happen faster that movement

but

Leaving the fighting to occur in its proper phase; i) I would like a flanking bonus if I pile into a unit that's already engaged and ii) the continuation fights should be resolved before any new fights.

Look forward to your next session report on BGG mayhap gui%C3%B1o.gif

I usually take two units in base contact but not rolling dice as being in a deadlock where neither side can get a telling strike in, or just simply to tired, but that's just me and my internal narrative gran_risa.gif , but for really big battles yeah I can see having the means to accelerate combat is very useful.

Have you found it changes the way you play as in get a unit where you want it to delay and attacker then just leave it there unsupported as then it'll retreat if hit hard but it would still have delayed the enemy ?

Chris

Elberon said:

I usually take two units in base contact but not rolling dice as being in a deadlock where neither side can get a telling strike in, or just simply to tired, but that's just me and my internal narrative gran_risa.gif , but for really big battles yeah I can see having the means to accelerate combat is very useful.

There certainly are logical narratives that can "explain" the game mechanics used in BattleLore - for me, it is along these same lines, Chris. I've always found the C&C system easy to accept as far as realistic vs. gamey goes, so haven't felt the need to tinker much with the basics. I've considered, but not played, a similar combat resolution as what is being suggested and think it could work just fine (though I would go all out and let the ranged units battle every turn as well ;) ), however it will have a huge impact on the role of the command deck in this game. The balance will shift heavily toward dice results and away from hand management. I could see how this would be attractive to many, but for me it would adversely impact the nuances of the game.

I don't see the proposed mechanic as any less gamey than the original - just depends on how one wants to parse the action.

I've always seen the units in contact but not attacking each other pretty much as one of three thingseither deadlocked without much of an effect on each other, waiting for orders to engage, or in some instances just lost amongst the terrain (especially with hills and forests). Look at how many actual battles were won or lost by units (or even entire armies) that didn't attack an opponent either because they lacked orders or intelligence about the opponent's strength (in the American Civil War there were entire campaigns that consisted of a smaller, weaker army continually slipping away from a much larger army that was afraid to engage a force they thought was superior). Remember, these aren't small unitsthey represent usually several hundred men, sometimes spread out over a large area and unaware of what might be happening elsewhere.