Last night
sammywol and I tried the Agincourt scenario from Battlelore again, this time swapping the sides so that I played the English and she played the French.
I'm beginning to think that the English have the worst of it in this scenario. I had my ass handed to me this time, with a final result of 4/1 banners in favour of the French. To be fair I think I made it easier for the French by advancing some of my infantry rather than concentrating on laying down fire from my archers as early as possible. The stand out piece of bad luck was a round where I did get it together in the centre and manage 8 dice worth of attacks against one of the English infantry units and didn't score a single hit or retreat flag. Clearly the gods of war were with the French.
It was still fun, and quicker to play than our first try. I have sorted the pieces out by type and it makes the setting up much quicker.
Next, I think we should move onto the more fantasy elements, like the goblin and dwarven mercenaries, or the lore masters.
I'm beginning to think that the English have the worst of it in this scenario. I had my ass handed to me this time, with a final result of 4/1 banners in favour of the French. To be fair I think I made it easier for the French by advancing some of my infantry rather than concentrating on laying down fire from my archers as early as possible. The stand out piece of bad luck was a round where I did get it together in the centre and manage 8 dice worth of attacks against one of the English infantry units and didn't score a single hit or retreat flag. Clearly the gods of war were with the French.
It was still fun, and quicker to play than our first try. I have sorted the pieces out by type and it makes the setting up much quicker.
Next, I think we should move onto the more fantasy elements, like the goblin and dwarven mercenaries, or the lore masters.
Battlelore
Peter Hildreth
Re: Battlelore
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I am really keen to use the Hill Giant to drive off a heavy cavalry unit too. Others have said that some of the lore effects are mixed into the command deck in the game Memoir '44, and that it made for a more random game. Separating out the command and lore decks seems like it should go some way towards balancing the effects of magic, as you'll be less likely to have just the one good card to play at any one point.
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On Saturday, our local FLGS was having a BattleLore Demo Day. They were also giving away the Earth Elemental if you participated, so I went down.
We played a slightly truncated version of the second scenario. The guy running the demos felt it was a less lopsided scenario to start with.
I gotta say it really went down to the wire. I pulled out the win at the end, but it was very close. I'm also very curious to see how the Lore factors in -- especially seeing how gaining Lore when you lose in combat helps even things out.
later
Tom
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I must sign up online too, once the online editor is up. I'm quite keen on the possibility of online games too. Maybe I'll see you there.
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It's a little different to Conor's Crusades game. There are times I wish I had a couple of Hill Giants at Antioch, alright.
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Clearly Charles d'Albret had my luck with the dice on the actual day though.
Part of the appeal of the recreations is exactly what you say though. Showing that you're better than any old French army commander and squashing the English is part of the appeal.
In the particular case of Battlelore the scenarios quickly diverge from actual battles anyway so this becomes less of a problem.