Well, one week ago we have run our first FOG V2.0 tournament in Germany.
I have done a (german) presentation upfront to show the major differences in V2 to everybody.
Then we played 4 rounds, in total 40 games on a weekend.
I felt like FOG, some changes are really minimal, but some are really changing the game.
This includes the powerful impact of elephants, in conjunction with the changes in the cohesion test.
It's really likely that you have to test after loosing impact against elephants (also against lancers and impact foot) on a 10 to survive.
The automatic -1 for loosing impact together with the -1 for getting 1HP2B is reducing your cohesion quickly, and the -1 for loosing vs. some troops makes it even harder to survive.
The melee is much more relaxed, we often had fights, where you got nearly no Minus, as the 1HP2B is not that easy to get.
I expect bigger BG's in the future
The changes in movement is interesting and not only affecting skirmishers, as several players expected.
But we also encountered a very strange situation.
We have cavalry evading against heavy foot, so they have been finally about 3 MU away from the enemy, having their back turned to the enemy.
In V1 the only option for them was to turn 180°next turn.
In V2 I have the funny option to do a CMT and then moving 2 MU backwards towards the enemy!
Its even more strange as I cannot turn 180° and move with this BG.
It looks strange and it feels incorrect, but I think this is covered by the rules, correct?
BTW, the errata to be found in another thread here, when will this be included in an updated iPAD or PC-version?
The problem with the wrong game setup (who can have a river, coast or village) was giving us lots of discussions on nearly every game setup.
I assume that the player without initiative never can choose river, coast or village, is this correct (page 21-4)?
This also means that the player without initiative on a developed terrain cannot select the compulsory village, but this is not stated.