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avatar_blacksmith

[ANTIQUITY] Nuevo reglamento de batallas de la antigüedad.

Iniciado por blacksmith, 28 Dic 2011, 12:11

0 Miembros y 1 Visitante están viendo este tema.

blacksmith

No estaba seguro de ponerlo aquí o en el hilo de Fantasy ya que por lo visto es una mezcla de WHF y DBA y tiene héroes y magia  :D
En cualquier caso el pdf sale por 5$, así que si alguien se lo compra que diga aquí lo que le parece (probablemente me lo termine comprando yo por pura curiosidad).
http://aryiki.com/antiquity/

Elmoth

Viendo las listas de ejercito que has puesto, no parece gran cosa. En Farsalia precisamente los seguidores de Pompeio tenian UN COJON de caballeria más que Cesar. de ahi el plan de atacar por ahi y la respuesta de cesar (que se lo veia venir) de meter legionarios a repartir estopa a lanzazos. No veo que eso esté muy reflejado en las listas....

Pero si dices que tiene magia el hecho de que las listas no sean muy exactas ya da un poco igual :P Como si montan a Cesar en un dragon, vamos.

Xavi

blacksmith

Esto es lo única review que he podido encontrar respecto a las reglas hasta ahora:

"There are 9 scenarios. Sadly they are specific to the game and probably would not be of much help. There is no historical write-up for them either which is a bit disappointing.

The game itself is a little like a rigid DBA where a heavy infantry unit for example is 4 stands. They can form in any formation but need to stay together. Individual stands get pushed back and multiple hits can cause a stand to be destroyed. If the required amount of hits are not scored after one round, the excess hits are forgiven similar to Warmaster. No casualty markers required. I have not gotten to the heroic rules yet but they appear to be something of a "Hollywood" take on things. Good fun really but this is pretty much a beer and pretzels rules set with a veneer of ancient combat.2

Como decía otro, a lo mejor están muy bien para Troya, con sus héroes y tal...

blacksmith

Algo de información aportada por el autor:
To add some extra info:

1. magic: an editing mistake from the previous pure fantasy ruleset. :( Although it can be brought in, in two forms

1.1 as greek myth style. i deliberately left battles of this age out for the rules, perferring to stick with the better known (and most people have) armies. Individual Heroes of Hercules and Achilles stature are easy to bring in though, with more powerful Hero profiles (higher Renown) and special items.

1.2 as 'magic/favour of the gods as it was thought to be'. There were plenty of oracles, seers, augeries, sacrifices, druids, etc. etc. that, as light as it sounds, reminds me of Asterix in Britian where the magic potion was lost, but a fake brew of tea created that gave the britons the melee and morale bonuses of 'the real thing'.

Heroic magic is for the Heroes, Religion/Cultural Magic is for the army (buffs or debuffs). Plenty of scope for players there... and stuff I could put on the website.

Alexander's army could benefit from both. He certainly fit the bill as a from the front guy as supersition was believed (and still is all over the world).

2. Scenarios

I picked nine known battles that everyone should have an army for ;) they are greco-roman centric. Each side as a sample army of 100AP (3-5 units, generally 4) that would be played on a small table (2x2, or smaller for 15mm) in quick time. Following them are point costed/limitations army lists so a different list can be built, or larger one for a more 'accurate battle' (which of course would take longer and require a bigger surface – which we all have).

3. Combat

acarhj gave a good summary of how combat (melee and shooting) work. Melee has an additional element that a pushed back unit (1 base depth per hit) can be followed up. each successful follow up causes another hit. Some Units are better at following up (like Gauls or charging Cavalry) and need the luck there to destroy Romans. Hits overflow to rear ranks so an entire Phalanx (up to 4 deep) can be destroyed in one go.

Movement, morale etc is by Unit, but combat is by Stand so you can get the confusion of battle where one Stand goes forward and the other back. Unit coherency then requires time fidling about reforming. Stands in a Unit don't need to maintain side/front edge contact like FoG, its more Warmaster so a Unit can flank attack or surround an enemy.

4. Duels

The duelling rules have evolved a lot over the years and have turned into 'the trojan' style – i can still picture a very old movie of troy where the two first went at it with javelins before closing in. Duels in Antiquity try to reflect that with 3 phases: a phase of shooting (if both sides have one, bad form if only side does...), a phase of melee, then a bout of wrestling! It might be hard to see Julius Caeser in the circle but not Russell Crowe's Maximus.

It's all fun.

5. Renown

In other rules, Fear/Terror would be the closest to how Renown works. All Heroes have it, and some Units can have it. It is the reputation of victory (or savagry) bearing down directly on your part of the line... Renown is also used to buff/debuff during Duels.

6. In General

This game is not meant to take 5 hours to play. It is an inbetweener, or maybe, what you take to a fancy restaurant to keep yourself occupied at the table while the WAGs chit chat after the meal. The small army size should fit perfectly in her hand bag.