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Report 2.2+ |
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Como opinión personal: - El campo a 75x75 me encanta, da más margen para que puedas mover tus tropas montadas y a la vez los ejércitos de infantería pesada tienen la posibilidad de moverse ya que no hay tanto terreno molestando (además de la posibilidad de moverlo si sacas la tirada en el despliegue). -El redespliegue de los elementos de terreno si sacas 1 o 2 me gusta ya que deja opción a que el atacante pueda tener alguna posibilidad de decir algo en el campo. Yo hasta le pondría un 1, 2 o 3 en la tirada (pero como gusto personal, claro) - Tropas: Los catafractos 4/4 no están mal, no matan al simple nada pero este 4 contra infantería los hace duros, a parte de no ser impetuosos y que te persigan en medio del combate muriendo irremediablemente si no los ayudas. Los elefantes, bueno, este 5/4 no está mal y la verdad es que son duros, todo y que ahora al no matar a las pikas o lanzas pierden este factor miedo que daban. Carro falcado, a mi me gusta este cambio, 4/4 que mueve 6Mu pero no puede hacerlo al doble. Lo de que no le puedan dar overlaps negativos en el combate es curioso y a mi me gusta ya que por un lado pierdes movimiento pero por otro puedes lanzarlo más a saco y hacia delante. Y en un principio es lo que pudimos ver en esta partida 
Gran report!  Mis impresiones, similares, pero algo distintas. - Campo 75: muy bien. Da más margen a abrir el campo y menos a clavar un flanco en el "borde del mundo" - Movimiento: Los elementos mueven A TODA HOSTIA. De hecho todo el mundo ha multuplicado por 1,5 su movimiento anterior. Donde antes movias 200 pasos ahora mueves 300. Donde movias 400 ahora mueves 600. Etc etc. Eso hace que parezcva que los elementos ñllevan un cohete en el culo respecto al 2.2 normal. OK si avanzas al choque, pero los movimientos de flanqwueo son BRUTALES. Creo que me parecen algo demasiado rápidos ya que si mueves un flanco montado 2 turnos (2 PIPS) y el centro lo dejas quieto, se van a Cuenca. Demasiado. Eso pasó en la colina, por ejemplo. - El falcado es tan bruto como antes. Mueve menos, pero ahora mueve 500 pasos, asi que de hecho mueve tanto como una LH en el 2.2. Cuando ya estás partiendo pana eso lo hace muy maniobrable, como se ve en los 2 movimientos de "me pongo en tu culo" que hicimos tanto yo como Balta (maldito roedor que me levantó un 3-0...). Sigue siuendo un elemento brutal. El que no tenga overlaps NO va a hacer que la gente lo suelte más a saco a no ser que sean muy valientes. Al menos no creo que más que ahora. Sigue siendo más util para dar overlaps y causar miedo. Eso sí, a diferencia de una LH puede abrirse paso a yoyas para llegar a tener posicion de flanqueo/enculada. - El catafracto y el elefante tienen menos punch. Creo que los usé mal de narices. Ha cambiado su rol, y hubieran sido mucho mejores luchando contra montados que contra las lanzas. Iba con el chip de la 2.2 normal y ahi la pifié. Son elementos que pueden dar resultado, pero cambian de papel respecto a la 2.2. Sin embargo, me sigue gustando más el Kn, ya que da más miedo a la infanteria. El resto de cosas de la 2.2+ (cambio de terreno, romper contactos....) lo vi bien. Donde tengo dudas es donde ya las tenia: en la velocidad de movimiento y en las nuevas tropas que no probamos en esta batalla (3Bd, 3Sp, 3Cm) Saludos, Xavi
bien, al menos parece que la "evolución" no es tan traumática como el 3.0 (que en su última versión está copiando cosas del 2.2+...) Si bien las tropas corren más, al aumentar el tamaño del campo se puede compensar este efecto, pero como bien decís, una vez metido en faena, esos cm extra de esta nueva versión pueden marcar la diferencia.
A ver si lo puedo probar yo.
De hecho no lo comenpsa compensa. Ya lo proBamos el viernes si quieres, pero la gente mueve a toda pastilla. Esto es lo que menos me ha gustado de momento, pero no me pongo "duro" sobre este punto.
Reports de las 2 partidas (en guiri, que son para fanaticus a continuación.
Moderador: Xavi, hijo... escribe un poco más despacio, que hay veces que cuesta leer tus post...
Hi there! 2 reports from Friday using 2.2+ rules. FIRST BATTLE: Seleucids (c) vs LAP (Xavi vs Baltasor) The game started with the seleucids (me) defending. We really liked the new movement rules for terrain. The brown bad going hill was displaced to the right to make way and the forest was displaced somewhat to the centre to create a good advance advenue for the LAP LH that could not be blocked easily by a few elements. The die rolling favoured the LAP player and he did deploy in hios chosen part of the battlefield.  Troops at deployment from the LAP point of view. He placed the Sch and the LH on the right of the forest , and the rest on the left, with the Sp covering the right extreme of the line. A trio of Ax/Ps headed for the hills.  The Seleucid deployment was contrained by terrain. An Ax, ps and Wb took positions in the extreme to go for the BGo hill, then the SCh, the Pk, the ellie and the Cat(G). Behind the Cat(G) there was a single Pk, Ps and Kn. Later we noticed that the Cat(G) was NOT an option, so we exchanged his position with the Kn in the back to be fair. So, when you see both mounted swapping positions is when we noticed that. That screwed somewhat my deployment, but not worse than I had done before. I still had the mentality of “ellies and Seleucid mounted kill spears” of normal 2.2 kicking in, so I did chose the wrong original deployment for my battle line. Early movements. The LAP advance and the Seleucids do likewise. The selecids take the hill sionce the LAP was rolling abysmally for PIPs and could not move his battle line well. The selecids stopped right by the side of the BGo hill and deployed their left flank to send the KnG (remember that he suddenly found himself being the reserve element!) a Ps and the Pk to face the SCh, and the 2 LH.   Then the Seleucid player said “let’s try the QK rules for the SCh” and launched the hellish machine forward. We ran the combat 4 times. He lost the chariot 3 times and killed my general once (4-5 combat). We both agree that if you are losing it is a fair gamble, but that is was as stupid as before to throw it at the opponent when the battle lines are intact since that would have left HIS flank open to my troops, and I would have massacred him rolling through the Sp. So, we decided to move back his SCh as if nothing had happened and continued with thew battle. The Hour of Truth.    In those 3 pictures you can see both battle lines smashing one against the other. It was the Seleucids that charged and did chose the combat order. The first blood was for the Seleucids since they took down an Ax in the hill. The important bit was that the Seleucid SCh did beat the Cv in the extreme of the LAP line, making it flee. In its next bound, the SCh, turned around the enemy flank and placed itself behind the second Cv and the LAP Cv(G). That meant a QK for the selecids in both combats.    However, the LAP reaction was swift and brutal, and in the other flank the LAP SCh did likewise, dispatching the lone Pk and moving on his own turn behind the Cat and Ellie as well!!! The selecuids were doing well, and killed a second Ax and a Cv thanks to the Sch. 3-0!  But then disaster struck, and the enemy general refused to die on a 2-4 combat with no recoil against the Seleucid Pk. The LAP SCh swiftly moved around the Seleucid line and played his own trick. The Spears charged in again and both the ellie and 4Kn went down due to no recoil! 3-3!! The Seleucids rolled a 1 PIP, and tried to make the general die charging it in the flank to make it turn: recoil imeded by his own spears. But he refused to die.  In his own turn, the LAP general charged in again with the support of the Sch and killed another Pk for a hard fought 3-4 victory. 
BATTLE II: SELEUCIDS (C) VS 100 YEAR WAR TEA DRINKERS (Xavi vs Alejo LBM) In the second battle of the afternoon, the Seleucids teleported in time and space and invaded Aquitaine. They found the English waiting for them. The Seleucids forgot to re-position the terrain, but that did not matter much in the end. Here you can see the early phases of the battle, with ther seleucids pushing with the SCh, Cataphract and the Ps to attack across and around the marshland in their left flank taking advantage of the Ps group move in BGo and the road to advance with the mounted troops. The heavy Seleucid line advanced slowl forward, but wary of so many shooters facing them.    The seleucid attack in the left flan was faced by 2 Bows and a Kn. Their numbers superiority was somewhat negated by die rolling, that caused the attack to stall. The Sch was killed by the Kn on a tie and the Bw resisted the Cataphract attack. Since the attack was stalling, the centre advanced to give support while the English repositioned to face this new threat.    Here you can see the scrum in the left flank. The SCh goes down and the Bw resists valiantly while the Ps get repelled by the second Bow (those Englishment stink). The Selecuiod line advances.    The battle rages on the left flank while the Englishmen decided to advance to deal with the Seleucid centre. The Kn charged the Seleucid Cataphract, and after 1 turn of pushback, the Cat killed the Kn!! The Bow – Psiloi battle was becoming bring for both sides!! It eas “one die rolling” galore!. After dealing with the Kn, the Cataphracts felt well with themselves and proceeded to run down the damned bows and get rid of them once and for all! Just in time since the bows had just shot to death one of the Ps and the other one was quite worried!  In the centre things started to look rather ugly, since the Artillery had started shooting with glee at the ellie. However, it seems that it had been raining or something, since the Art could not roll above a 2. And so the ellie took the sweat out of its forefront with its trunk and thundered forward. The Damned English bows took advantage of the disappeared Ps to go and achieve a rear shot on the Seleucid general, but they did not roll high enough. The nearby Ps proceeded to charge the cursed Bow, and got rid of it with the flank support of the general.    Having achieved local superiority, the Ps proceeded to “clean” the swamp of the las tremaining bow with a pincer miovement with the Cataphract and the battle was finished  
BATTLE III: Gauls vs EIR using niormal 2.2 rules
After that, we played a normal DBA battle of Gauls (me) vs EIR (minavand). Suddenly the battlefield felt constrained being 60x60 (24”). I did not like that. However, the movement rates of the troops felt somewhat more in synchrony with the scale of the battle, with less “zooming” elements around. The gauls went for a 4-1 hard fought victory.
Impressions:
- DEPLOYMENT AND TERRAIN PLACEMENT. Very good. We really liked the “terraforming” by the attacker. We also liked the larger board “to play butterfly” with the light troops. - NEW TROOP TYPES AND MODIFIED TROOP TYPES (ellie, Sch and cataphract). They have changed roles somewhat but the changes look OK-ish. We still think that SCh will be used as hard hitting (and brittle) light horses more than as madmen on wheels regardless of the change on overlap. They will simply hit even harder than they used to hit. Their effective 500 pace movement in the new rules means that they are like LH in the old rules, so they are even better than before at doing light horse stuff (getting in the rear to prevent recoils). They are too big of a tactical asset to waste in suicide charges.
- BREAK FROM COMBAT AND ALIGN TO GROUP. We messed it up somewhat, but found it to be OK. We also liked the align to face group thing, even if it did not come into play. Generally it was discussed to be OK.
- OTHER TROOP TYPES (discussed at dinner time): Almost nobody (there were 6 of us at the club) likes the new camel rules, though, and it is generally felt that making them “cavalry that are OK in dunes” would have been better. The 3Bd concept was not liked either and there was quite a chuckle about the short spears having pike support and Ps support while the normal spears are just lame losers in that area.
- MOVEMENT RATES: Here is where I have more reservations. The troops have all multiplied their 2.2 movement by 1.25 or so on average, with the high-movement troops increasing their movement rates by aroiund 100 paces, while heavy infantry only rises to 235 paces or so. That makes the fast troops MUCH FASTER than before. I would prefer 2.2 movement rates on the larger boards, really. This opinion is not definitive (only 2 games played) but it is quite strong. The normal game after the other 2 made me feel much better when moving the troops, since no HUGE gaps were created when I advanced one flank but not the centre, something that is not true in 2.2+.
Hopefully a pair of more games will be played next week.
Cheers, Xavi
Yo no he probado la 2.2+... pero creo que lo que más me atrae de DBA es que sea tan a lo "mini" no me gusta que ahora las tropas muevan más y el campo sea más grande... Encima, soy completamente novatillo en 2.2 y no me ha dado ni tiempo a "aprender a jugar" .Pero bueno, si la comunidad DBAera se pasa a la 2.2+ no quedará otro remedio.
Yo siempre he pensado que el campo de 75x75 es la solución a que mucho ejércitos que no se pueden llevar ahora porqué se planta un patatal en medio del campo ahora pueden intentarlo. Lo del movimiento extra...cuestión de acostumbrarse, todo ha subido de movimiento luego simplemente hay que adaptarse a estos movimientos. Pero a mi me es igual, la verdad 
Una pregunta, ¿El carro falcado de Balta no tendría que haber muerto cuando el elefante recoileó encima de él?
No. No es un "If it is elephants, friends met are destroyed"
Buen report, por fín alguien que opina despúes de probarlo. Como ya han dicho, no parece tan traumatico, será acostumbrarse.
Un saludo.
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