First V2 game
Posted: Thu Nov 22, 2012 9:27 am
I played my first V2 game with Rob Taylor (alias Robert241167).
I used Early Hungarians, Rob had Early Ottomans.
My list was:
FC, 3xTC
3x4 Kn (H/A, Ln/Sw, Sup)
3x4 Cv (Prot, Bw/Sw, Sup)
2x4 LH (UA, Bw/Sw, Ave)
2x4 LH (UA, Bw, Ave)
3x6 LF (UA, Bw, Poor)
Rob had a mix of Sup and Ave LH Bw/Sw (2 of each?), some Poor LF (6 Bw and 4 Firearm) and a mass of Sup Prot Cv, Bw/Sw. He had 3 generals, all FCs.
The first difference from V1 was in initiative. Rob won the roll and decided to take the initiative, which meant I got first pick of the terrain pieces and first move, he chose the terrain type (Agricultural) and got to place his bits first. The most sigificant feature was a steep hill about 18 inches in from my right flank and just on Rob's side of the centre line.
There's more to consider in deployment due to the restrictions on controlling battle lines. However, the extra 2 MU deployment for battle troops is handy and I decided to deploy 2 Cv and 2 LH interspersed with each other plus one BG of Kn on my Right (all at 12") with the LF in the centre (partly opposite the steep hill) with the other 2 Kn and Cv to their left amd the other LH on the far left. This enabled me to move 4 of the 5 BGs on my right with 2 TCs (leaving one of the LH making single moves) and my 2 other Kn and 1 Cv were controlled by the FC and the other TC took the remaining 2 LH. Rob deployed 1 LH and his LF opposite my LF, his 2 Sup LH at each end of the line and the rest was made up of his Cv, mostly in 1 rank. It turned out he had 2 Cv and 1 LH on a flank march, for which he rolled a 12 on turn 1!
During the game we encountered a number of the V2 changes. Principally these were:
1) Reduced range for Skirmishing Bow. This affected all our LF/LH bowmen plus Rob's Cv in a single rank. These troops have to take a greater risk to have any effect with their shooting which we agreed was a good change.
2) Protected Cv are definitely better. I used to use them in V1, but always in 1 rank. If I redesigned this list I would probably try to get a 4th BG of these into it. Cv in 2 ranks can move up to just over 3 MU from skirmishing Cv/LF and shoot them without reply.
3) Interpenetration. The rule that a BG can't interpenetrate another that has interpenetrated it in the current phase is good. We realised that putting LF in front of other troops who may want to evade is not clever...
4) Turn/Move changes. The most significant is the ability of skirmishing Cv to drop back does give extra options for them, but the reduced range offers some counter. The reduced move following a turn is significant but still allows Cv/LH to manouvre.
5) Restricted Areas. The ability to move straight back removes those cheesy pin options. Brilliant!
On the whole I think that the V2 changes have eliminated a number of the gripes that I had with the previous version, although it looks like taking Superior troops is still going to be the default option for mounted. But we knew the way to redress that was via points changes, for which we will have to wait.
I used Early Hungarians, Rob had Early Ottomans.
My list was:
FC, 3xTC
3x4 Kn (H/A, Ln/Sw, Sup)
3x4 Cv (Prot, Bw/Sw, Sup)
2x4 LH (UA, Bw/Sw, Ave)
2x4 LH (UA, Bw, Ave)
3x6 LF (UA, Bw, Poor)
Rob had a mix of Sup and Ave LH Bw/Sw (2 of each?), some Poor LF (6 Bw and 4 Firearm) and a mass of Sup Prot Cv, Bw/Sw. He had 3 generals, all FCs.
The first difference from V1 was in initiative. Rob won the roll and decided to take the initiative, which meant I got first pick of the terrain pieces and first move, he chose the terrain type (Agricultural) and got to place his bits first. The most sigificant feature was a steep hill about 18 inches in from my right flank and just on Rob's side of the centre line.
There's more to consider in deployment due to the restrictions on controlling battle lines. However, the extra 2 MU deployment for battle troops is handy and I decided to deploy 2 Cv and 2 LH interspersed with each other plus one BG of Kn on my Right (all at 12") with the LF in the centre (partly opposite the steep hill) with the other 2 Kn and Cv to their left amd the other LH on the far left. This enabled me to move 4 of the 5 BGs on my right with 2 TCs (leaving one of the LH making single moves) and my 2 other Kn and 1 Cv were controlled by the FC and the other TC took the remaining 2 LH. Rob deployed 1 LH and his LF opposite my LF, his 2 Sup LH at each end of the line and the rest was made up of his Cv, mostly in 1 rank. It turned out he had 2 Cv and 1 LH on a flank march, for which he rolled a 12 on turn 1!
During the game we encountered a number of the V2 changes. Principally these were:
1) Reduced range for Skirmishing Bow. This affected all our LF/LH bowmen plus Rob's Cv in a single rank. These troops have to take a greater risk to have any effect with their shooting which we agreed was a good change.
2) Protected Cv are definitely better. I used to use them in V1, but always in 1 rank. If I redesigned this list I would probably try to get a 4th BG of these into it. Cv in 2 ranks can move up to just over 3 MU from skirmishing Cv/LF and shoot them without reply.
3) Interpenetration. The rule that a BG can't interpenetrate another that has interpenetrated it in the current phase is good. We realised that putting LF in front of other troops who may want to evade is not clever...
4) Turn/Move changes. The most significant is the ability of skirmishing Cv to drop back does give extra options for them, but the reduced range offers some counter. The reduced move following a turn is significant but still allows Cv/LH to manouvre.
5) Restricted Areas. The ability to move straight back removes those cheesy pin options. Brilliant!
On the whole I think that the V2 changes have eliminated a number of the gripes that I had with the previous version, although it looks like taking Superior troops is still going to be the default option for mounted. But we knew the way to redress that was via points changes, for which we will have to wait.