Clashing Empires At The Dawn Of The Technological Age: Leviathans Discussions => General Discussion => Topic started by: First Sea Lord Randall Bills on February 28, 2014, 12:14:25 PM
If you've not already seen the blog post announcement (http://monstersinthesky.com/2014/02/28/open-beta-test-fog-of-war-initiative-pdf/), check out the Captain's Manual Excerpt Open Beta Test found on the downloads page! (http://monstersinthesky.com/download/)
Let the fun and testing begin...and thanks right from the start for your involvement!
Yesterday, a friend and I (Crash 99c from the BT forums) played a German vs. Italian game. (Pictures here: http://forums.monstersinthesky.com/index.php/topic,3450.msg15267.html#msg15267). Since we only had stats for the Italian Costellazione destroyer, German Grief destroyer, and German Kolberg light cruiser, we played with those. I played 4 German destroyers and one light cruiser to Crash's six Italian destroyers. We decided to test the rules for altitude, clouds, and fog of war initiative. We have some feedback:
Fog of war initiative:
1. We need some cards where the opposing player can't identify the ship type from across the table.
2. In the event of a tie when rolling dice, are the dice re-rolled or does the heavier ship automatically lose?
3. In games where there is only one ship type, failing the roll means that a player must move all his ships. We suggest that instead of using ship types, each player will divide his force into "divisions" with each division getting its own initiative roll.
1. The height extenders for the minis may need to be modified. Minis at high altitude with three vertical stands tend to be unstable. Maybe future versions of the game will come with shorter extentions.
2. The height extenders are too snug with the base. One was broken trying to remove it.
3. If a ship's keel is broken, do ships in the same hexes at a lower altitude run the risk of being hit by the falling hull?
4. If a ship is in the same hexes as another ship at a higher elevation, can the lower ship shoot at the higher ship? It would require that its guns be elevated 90 degrees. No ship of the period could do that.
5. The modifiers for ramming and shooting seem contradictory with regard to elevation.
Hope this helps.
I haven't had a chance to play with new rules yet, but some things jump out at me:
I really like the concept of the rules and the metagame opportunities they open up, but I worry about how they essentially remove the initiative advantage of the different ship types. I feel like the rules favor the Brits, since IMO the strength of their fleet tends to be the biggest ships in the formation. The French can do the same, but their strength tended to be in the smaller ships. The new rules let them pretty much guarantee that they move those ships last. Without playtesting it, however, it is hard to tell since moving smaller ships earlier also means not having them available as spoilers.
I also like that a higher type ship isn't always screwed in turn order.
We played with the rules this weekend and really enjoyed the initiative rules. Ships on each side were as follows, with me as the Brit player:
Brits - Leviathan, Medusa, Charger, New Zealand, Beagle, Anfield, Trafford
French - Jean Bart, Pontbriand, Ardent, Lave, Dupuy de Lome, Grenedier, La Gloire, Montcalm
My concern was that the initiative balance between classes might be really disrupted, giving BBs a disproportionate advantage but actually we found the rules didn't disrupt gameplay too much. For myself, I usually moved my DDs first and alternated the CLs and BBs depending on the turn. Charger was running down the back of the French line and NZ was running escort on the BBs, while being able to shift location and bring a new target into range. The fact that we were also using the elevation rules made the BBs more mobile and much more terrifying.
I missed another neat effect of the new rules - initiative stops feeling so all or nothing. It is entirely possible that you will move both before and after your opponent in a turn. Gone are the lost turns waiting to win initiative to pull off critical moves. Now you probably will not win it all, but you also are not screwed by trying to pull off something risky.