under_score
Legendary Pubber
- Joined
- Aug 15, 2017
- Messages
- 1,101
- Reaction score
- 3,227
It's been a long time, but Oathmark finally made it to the table again.
We pretty much played a repeat of our last game, 1800 point armies, with some minor adjustments to the composition. With a half year between battles, we were basically relearning it, so it took us a while to get into it, but the rules came back quickly and by the third turn we were calculating all our battle results without referencing much.
Brother's all human army won the day. We essentially fought a wheeling, right-flank attacking battle, with my mix of human and skeletal soldiers crumbling his archers, but once his cavalry took out mine he was able to get quick follow-up attacks that cascading along my line. It was over pretty abruptly once the blood started spilling.
Couple things I really like... After the battle, I could recognize major mistakes I made with my troops and think of better ways to use them in the future. Always a good sign to me when a game gets the strategic wheels spinning that way. The initiative system is really excellent. The game is filled with really tough decisions where you can never quite get everything done you want to. In one round in order to get off a crucial cavalry charge, Brother delayed rallying a disordered unit of soldiers. I was able to fire another volley at them, causing more casualties and another morale check, and they broke and fled the field. It was a big moment, and even though his cavalry charge gamble paid off, it definitely wasn't a sure thing.
Biggest complaint though is cavalry. I just can't see how they aren't too powerful. And there's no limit really on how many you could field. If someone wanted to cheese it, you could make an 1800 point army with just 8 units of 5 cavalry and probably steamroll every battle.
We need more terrain. Obviously, cavalry should dominate on an open field, and the terrain rules do have some decent rules, so it's not a big complaint, but informally we are putting limits on how much cavalry can be included in our armies.
We pretty much played a repeat of our last game, 1800 point armies, with some minor adjustments to the composition. With a half year between battles, we were basically relearning it, so it took us a while to get into it, but the rules came back quickly and by the third turn we were calculating all our battle results without referencing much.
Brother's all human army won the day. We essentially fought a wheeling, right-flank attacking battle, with my mix of human and skeletal soldiers crumbling his archers, but once his cavalry took out mine he was able to get quick follow-up attacks that cascading along my line. It was over pretty abruptly once the blood started spilling.
Couple things I really like... After the battle, I could recognize major mistakes I made with my troops and think of better ways to use them in the future. Always a good sign to me when a game gets the strategic wheels spinning that way. The initiative system is really excellent. The game is filled with really tough decisions where you can never quite get everything done you want to. In one round in order to get off a crucial cavalry charge, Brother delayed rallying a disordered unit of soldiers. I was able to fire another volley at them, causing more casualties and another morale check, and they broke and fled the field. It was a big moment, and even though his cavalry charge gamble paid off, it definitely wasn't a sure thing.
Biggest complaint though is cavalry. I just can't see how they aren't too powerful. And there's no limit really on how many you could field. If someone wanted to cheese it, you could make an 1800 point army with just 8 units of 5 cavalry and probably steamroll every battle.
We need more terrain. Obviously, cavalry should dominate on an open field, and the terrain rules do have some decent rules, so it's not a big complaint, but informally we are putting limits on how much cavalry can be included in our armies.