Well.. I'm definitely glad that I got to try the demo with an experienced player as my thoughts on several things have changed since the game. Previously, I had played with people that were relatively new to Blitz so they didn't know the ins/outs of the proper game let alone my house rules so it was nice to play against someone who knew what the proper game plays like. That said, some things ended up surprising me to say the least.
The big thing that I noticed is that the game played more statically than I expected. Part of it was due to my choice of demo armies that both included a Fire Support fire team whose job it is to just stay put waaaay back and fire but I don't think that was the only contributor to the camping we both did. Another was the rolls and choice of offensive objectives dependent on killing the enemy (which encourage taking shots over positioning) as well as a small 3x4 map that is known as a killing field apparently in playtesting circles. Finally, my opponent made an interesting observation in that my smaller combat groups tended to weed out the chaff that usually ends up running up and providing flanking shots to the upgraded gun models. Without them, the gunners tended to just hand back and shoot instead. This was also true of my upgrading the CGLs in half the fireteams to effectively gunners instead of commanders (both I and my opponent prefer to run lean CGLs in Blitz which wasn't the case here in Flash!).
I'm really not sure what to do with this frankly. I *want* to be able to play with smaller squads that still feel like the bigger ones but the only things I can see to change are to get rid of the veteran slot granting yet another option you wouldn't otherwise get. A second choice would be to give players the option of adding back in those remaining two gears that are "missing" from the squad as the second part of the fireteam before allowing a second CGL led fire team to be taken. Basically, you'd get the fireteam as is right now but wouldn't be able to take another until you took that second group of two models cut from the squad. It would effectively be a complicated version of the blitz subcombat group rule in the Field Manual.
On the game rules side (as opposed to army construction as detailed above), two changes I made had unintended side effects when combined. The removal of a bonus to shooting at models out in the open combined with an increase overall in range bonuses meant that both I and my opponent measured out some risky top speed moves that positioned us better for the next turn but ended up just staying put and taking combat or stationary shots in cover instead because there was no relative reward. Zooming up at top speed for a better next turn position that grants you an in the open shot at optimal that counteracts the top speed firing penalty does encourage more movement from that safe suboptimal range at combat/stationary speed shot. I'll likely be rolling back those changes in the blog and see how it goes instead.
One benefit to camping was that we gave the new cover/concealment and lock rules a fairly thorough go. Despite the really wacky rolls (like my Blitz Jaeger failing his 2+ active lock check two turns in a row with 1's), it did seem to work with one caveat. Some across the entire board active locks from one camping corner to another with unoptimized gears (like a simple Jaeger) made me think that the active lock check system doesn't account for cover enough. I don't want to complicate it much more (especially not with measurements) but it does need to account for active locking a target model behind a house versus a target model behind a house, a hill, and a ruined building. I think that I'll modify the rules to instead say that the TN of an active lock check is 4 +1 per piece of terrain crossed after the first (as opposed to just the flat TN4).
As always, feel free to comment about the above.
Friday, March 15, 2013
Thursday, March 14, 2013
Flash! Cheatsheet
Just a quick update and then some musings. I worked on a quick cheatsheet for use in Flash! games that highlights some of the changes in the rules that I've proposed in a (hopefully) easy to read and understand format. The sheet isn't an exhaustive tome unfortunately (there is no way of quickly listing every perk/flaw that was affected by cover/concealment and stat changes) but should be complete enough for an average starter game to try out the rules with some basic forces like the ones I created the datacards for. Let me know if there is something important that I missed or if there is a mistake that I didn't catch.
As for the musing, I was involved in two recent conversations about my blog and the question of combat group size came up in one and the overriding purpose of all this came up in the other. My goal with this blog somewhat involves both those questions in an interrelated way. I wanted to make HG easier and quicker to play as stated in the intro to this blog. Since I'm not doing an entire overhaul of the Blitz engine but rather pruning parts I find unnecessarily complex for a wargame, my results with that help the "easier" goal more than quicker.
The other main method is to make the combat groups smaller to allow for quicker games with the same feel. I've noticed that most people seem to gravitate towards a large skirmish (10-15 models) size battle with Blitz that ends up being around 750-1000TV roughly. I suspect that this is largely due to the time it takes to play Blitz games which don't unfortunately play as fast as the lightning German nomenclature would suggest. Since adding another combat group likely increases the total playtime by 50%, I rarely see lists presented or games played that feature the less commonly used combat groups like recon squads or stealth units or paratroopers unless the entire army is built around that premise. With smaller combat groups, you can fit that third recon fireteam in the the starter set strike and fire support ones without increasing the actual fig count or play time significantly. It also encourages people to buy new figs to try out the more bite sized squads as a single blister and a left over fig from another squad gives you a taste of the full squad you'd play in Blitz without the added cost as well. HG seems to work best in the above 10-15 model/750-1000TV range and I hope that the new combat groups allow you to put more variety into that apparent sweet spot of mecha gaming.
As for the musing, I was involved in two recent conversations about my blog and the question of combat group size came up in one and the overriding purpose of all this came up in the other. My goal with this blog somewhat involves both those questions in an interrelated way. I wanted to make HG easier and quicker to play as stated in the intro to this blog. Since I'm not doing an entire overhaul of the Blitz engine but rather pruning parts I find unnecessarily complex for a wargame, my results with that help the "easier" goal more than quicker.
The other main method is to make the combat groups smaller to allow for quicker games with the same feel. I've noticed that most people seem to gravitate towards a large skirmish (10-15 models) size battle with Blitz that ends up being around 750-1000TV roughly. I suspect that this is largely due to the time it takes to play Blitz games which don't unfortunately play as fast as the lightning German nomenclature would suggest. Since adding another combat group likely increases the total playtime by 50%, I rarely see lists presented or games played that feature the less commonly used combat groups like recon squads or stealth units or paratroopers unless the entire army is built around that premise. With smaller combat groups, you can fit that third recon fireteam in the the starter set strike and fire support ones without increasing the actual fig count or play time significantly. It also encourages people to buy new figs to try out the more bite sized squads as a single blister and a left over fig from another squad gives you a taste of the full squad you'd play in Blitz without the added cost as well. HG seems to work best in the above 10-15 model/750-1000TV range and I hope that the new combat groups allow you to put more variety into that apparent sweet spot of mecha gaming.
Monday, March 11, 2013
Minor Update...
Nothing major going on here since the last main update but I do have a small announcement as well as a minor change. I've submitted my skirmish scale combat groups house rules to the Aurora fanzine for inclusion in the next issue. *fingers crossed* That part of this blog is completely compatible with the existing FM rules so I figured it would be the most appropriate part to submit initially. Also, I hope to play a game with the new rules later this week so will post a small battle report with thoughts and opinions after we're done.
As for the rules change, this one is minor and doesn't deserve it's own post or especially its own chapter. A while back, I noticed that the rules for top speed and stationary only affect attack and defense skill checks but have no effect on other things like EW. I personally believe that if you're racing across the battlefield that fast that you can't perform any other actions with your gear (due to top speed costing an action) and any command point generated shots are at a penalty, that same penalty should be applied to other actions as well that require concentration like electronic warfare and calling in precise artillery strikes.
Rules Change: Apply the following modifiers for speed to EW and LD based tests: +1 when stationary and -1 at top speed.
As for the rules change, this one is minor and doesn't deserve it's own post or especially its own chapter. A while back, I noticed that the rules for top speed and stationary only affect attack and defense skill checks but have no effect on other things like EW. I personally believe that if you're racing across the battlefield that fast that you can't perform any other actions with your gear (due to top speed costing an action) and any command point generated shots are at a penalty, that same penalty should be applied to other actions as well that require concentration like electronic warfare and calling in precise artillery strikes.
Rules Change: Apply the following modifiers for speed to EW and LD based tests: +1 when stationary and -1 at top speed.
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