Hi,
Played a game tonight using some of the new rules located in the FAQ. Modified some too. Has anyone else tried these out and what do they think?
1. Directional retreats: This worked well as we found that it is less often advantageous to retreat. We modified it slightly as the new rules say something like 'units can only retreat in one direction (and must check to see if they retreat in primary first)'. Our change allowed the 2nd retreat (if there was one) to become secondary if there was no primary hex, (new rules say that this should be a hit). New rule is a little unclear about secondary retreats, as the diagram only shows one hex retreats. So for example, if forced to retreat twice and first retreat happens to be secondary (as there are no primary hexes) then the second one has to be in same direction, correct? Is this the same direction as the first retreat i.e. as its seconadry it must be towards owners edge of board in same direction as first retreat?
2. Co-ordinated attacks: This was ok but it became a bit too easy to capture commanders, especially with Greatjon's 'plus 1 die to attacks' ability. A red rank Greatjon being the lead (5 dice) plus a red rank cavalry (3 dice) in support is great and even better if these two combined are flanking (rerolls). This is then devastating when you use Greatjons commit ability, allowing all adjacent enemy units to get slapped silly with the 8 die attack!! Now, I have been told I have been capturing commanders wrongly. I once thought that you had to eliminate all units in a commander hex first and then attack the commander in a seperate attack (e.g you can only capture commanders in an attack after which the last of their units have been removed). I have been corrected and was told that if an attack creates hits to remove units you can also capture the commander if there are any hits remaining (e.g. Getting 4 blue shields in one attack will remove 2 blue cavalry plus Adam Marbrand). Red rank Greatjon took out Adam and many adjacent units using this technique (whilst flanking) and can potentially capture 2 commanders if he uses his commit ability (and a bit of luck). A question also came up where if you had a card that said 'order 3 units' can you move all three next to the same enemy unit, attack with one (engaged) and then flank with the other 2 in a co-ordinated attack?
3.An y card to order 1 unit: Didn't come up.
4. Reduced units strength ; I didn't like this from the first time reading it. Although it seems more realistic I thought it a little drastic. Again we modified this to units loosing half their strength ROUNDING DOWN . I chose this as pikemen, kennel masters and cavalry would be at a disadvantage after just 1 hit if we hadn't. I also though that it may prevent us from wanting to commit these units for fear of being weakend so easily. Our change worked really well!
5 . Withdrawls: I thought this may cause some problems, especially during the last round of a game when you are looking to get a morale boost from eliminating an enemy unit, or using this rule to withdraw to control an objective marker that was just out of reach in a previous round (or just plant yourself on it), or using it to prevent your unit carrying Edmure Tully to become eliminated etc. I thought maybe that this one rule may prevent a good ending to a game. However, it was only used once or twice and could really make you change the tactics you had in mind (even if you are the one who withdrew). E.g. The enemy withdrew to prevent my cavalry unit potentially eliminating and following up the attack with pursue, but actually blocked off some of his units from moving forawrd that turn!!
Has anyone else tried the new rules or come up with new problems?