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 Gold and pigs

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Botjer
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PostSubject: Gold and pigs   Sat 31 Mar 2012 - 5:50

Hi!

Im looking for some constructive criticism on this Work In Progress

http://www.pdf-archive.com/2012/03/30/gold-and-pigs/gold-and-pigs.pdf
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Stronzo
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PostSubject: Re: Gold and pigs   Sat 31 Mar 2012 - 8:39

Looks interresting.
I dont, however, have time to read it all right now, but once i have ill get back here with some feedback Smile
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Botjer
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PostSubject: Re: Gold and pigs   Sat 31 Mar 2012 - 8:42

Thank you, I will await response, and just to clarify, it is WIP, so if something seems odd or weird, just tell me. I tend to get a bit blind after a while when it comes to rules writing Razz

Subjects of interest

How should peasants be treated (im leaning towards a kind of unit/squad system with 2" coherrency)

how to manage the three main weapons

thrusting spear 5 points (as ordinary spear)

throwing spear 5 points (adds 1 attack first turn of combat)

Javelin (points?) 8" S as user 1 shot thrown weapon.

each faction champion armoury only has access to 1 of these in order to make the factions somewhat different.


More interesting unit choices, especially henchmen.

And Normans need an additional champion choice. The "veteran Milite" is basically a place-holder.
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Jape
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PostSubject: Re: Gold and pigs   Sat 31 Mar 2012 - 12:09

The two things a Saxon loves...

I've just read through, I quite like it, the setting/style reminds me of a tabletop Mount & Blade. I have a terrible eye for game balance and a poor grasp of dark age/early medieval history so I'm afraid I'm not much use in terms of C&C. However some neat things really caught my eye - I love the Undisciplined rule, so simple yet makes perfect sense. I can just see the Fyrdmen charging off down the hill at Hastings to their doom. I may pinch it for my Mordheim house rules. And I like the idea of shieldwalls and small unit tactics, nice compensation for what will no doubt be far more open battlefields.

I agree peasants in skirmish units makes sense, gives the sense of a rabble and makes them less inviting targets to lone champions (images of a haughty knight being surrounded and dragged to the ground by a mob of serfs - lovely!), plus it feeds into your "mid-scale" mechanics.

As for henchmen choices, as I said my background knowledge is poor but I wouldn't worry all that much, historically accurate forces are alot more likely to have samey unit choices than fictional fantasy ones that can bend to an author's will. Peasants are peasants, though (heavily influenced by Mordheim and WHFB) it might be cool to have specialised huntsmen, and even allow your band leaders to have a pack of hunting dogs with them?
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PostSubject: Re: Gold and pigs   Sat 31 Mar 2012 - 12:37

I want the rules to be simple, but sometimes... thats easier said than done Razz

On undisciplined, i really want to play scotland because of that rule, not only is EVERYTHING undisciplined, they have crappy moral to top.

And i really want to play this with several players per side, thatd be awesome.

The irish have a character that can have hunting dogs from the start, otherwise its a piece of equipment that any hero can get.

Also, on later plans.

I will be adding kingdom specific rules, I'm swedish but i think my first warband will be a Wessex army. Being swedish has made me somewhat tired of vikings Razz

Raider warband rules. for norsemen that would basically be that all characters and henchmen start with the viking rule. but get drawbacks like that they cannot have peasants...

Fey. now i dont really want rules for trolls etc but i will be adding the rules as "optional"
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PostSubject: Re: Gold and pigs   Today at 5:24

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