Ogniem i Mieczem - By Fire and Sword

Historyczna Gra Strategiczna - Historical Wargame
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 Post subject: Re: Core rules (aka Small rulebook) for free
PostPosted: Mon Aug 21, 2017 10:12 am 
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Location: Sydney, Australia
I have a few comments:

"Defense" or "Defence" - This order varies between the US ("Defense") and UK ("Defence") spellings. Maybe you should use one spelling only. Alternatively, maybe the order should be "Defend" so it is a verb like the other orders ("Move" and "Charge").

There is a typo at the bottom of p.28 - "perfirm" should be "perform".

There is a paragraph at the top of p. 36 that appears to have an extra paragraph 'return'.
"… left by it for the following turn (do not remove it in
the
Reorganization Phase). In the following turn the Unit…"

The "Additional Examples" on p.66 are really useful. Could example 1 be amended to show the position of the units after the three units have completed the charge and countercharge moves (As done with example 2). Also, would it be possible to include 1-2 more examples which show how charging and countercharging units would meet at the halfway point when one or other of the units makes a wheel.

P.S. Great job by BlackLegion on reviewing the beta version so far.

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 Post subject: Re: Core rules (aka Small rulebook) for free
PostPosted: Sat Aug 26, 2017 12:41 am 
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Joined: Sun Sep 06, 2015 6:28 pm
Posts: 36
Location: Copenhagen, Denmark
Page 107: "additional" in many places should be "optional"

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 Post subject: Re: Core rules (aka Small rulebook) for free
PostPosted: Mon Sep 25, 2017 11:09 pm 
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One suggestion I would have for a new edition is to improve the layout. Right now, there are several factors which impede readability and 'lookupability'. These rules are so complex and many faceted, and the book itself is physically so huge, that it is often difficult to remember where exactly a particular rule is located in the book and to quickly find it during a dispute during a game.

A few recommendations to fix this:

- Abandon the division into standard and advanced rules. Its artificial anyway (because I've never seen anyone use just basic rules) and it creates a lot of confusion, because the same action in the game can be impacted by rules from all over the book (movement especially, but shooting and combat as well). A better solution would be to incorporate advanced rules into the main rules, but to use the blue text with the blue armour image that is used for 'optional rules' where applicable.

- Please, please, please group rules about the same topic more closely together? For instance, why is 'flanking fire' not in the main body of text? Why are rules for artillery units both in the Special Rules section AND the Artillery section? Why is the 'Shooting while charging' rule spread out over both the Close Combat and the Special Rules sections?

- Similarly, the fact that Morale Tests do not immediate follow the Close Combat section has always confused me. As has the fact that the rules for MOVING fleeing or withdrawing units is described intertwined with the effects of these results. No clear fix here, but it just confuses

- Also, why is Open Order in between? Shouldn't that be in the Movement Section? Is Charging in Open Order even necessary? Wouldn't it be easier if the whole thing was just replaced by a rule that says "Units in Open Order that Charge do so by first forming a Close Order unit, then move into Combat normally, still count as Open Order for shooting at them, simply get a -1 on their Combat Resolution, and revert back to Open Order when Withdrawing, Pursuing or Fleeing."

- Abandon the big text blocks which hide several different components into single paragraphs (for instance, the section on 'Commanders on the battlefield' is a notoriously unclear example). Please use more spaces between subparagraphs or use more intermediate headers.

- Particularly for the scenario's, please use a more detailed way of presenting the specific parameters of the scenario. Right now, everything is tucked away in three big paragraphs (Battlefield, Deployment, Objectives), but it would be so much easier if there was a more comprehensive standard list. For instance:

1. Scenario-specific terrain pieces (rivers/villages/hills)
2. Number of additional terrain pieces (how many chosen per player?)
3. Special terrain rules for scenario (ford appearing, tent encampment)
4. Deployment weaker player
5. Deployment stronger player
6. Fortifications allowed? (yes/no?)
7. Starting orders
8. Who begins?
9. Objectives weaker player
10. Objectives stronger player
11. Additional rules for scenario-specific objectives?
12. Limits on usable Additional Effects or Reconnaissance

- Specific comments and questions:

1. Its still not clear what counts as having moved for purposes of the -1 modifier for Shooting After Movement?
2. Make it explicit that Impetus carries over from the previous turn if the charging unit did not fail its 'Failed Charge' test.
3. Are you sure that the number of different types of terrain and their effects can't be simplified? The new overview tables at the back of the book demonstrate that this has gotten way out of hand.
4. The map for the Ambush scenario is incorrect, it is currently the 'Delay the Enemy' map.
5. Make the order of the special rules more logical. For instance, put 'Countermarch', 'Ranked Fire' and 'Salvo' immediately after each other, rather than spread out through the section. The same goes for Insubordinate, Rabble, Robbers and Militia. Or Good Tactical Discipline and Poor Tactical Discipline. Or Light Cavalry, Elite Cavalry and Feigned Flight. Or Marksmen and Rifled Barrels.


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 Post subject: Re: Core rules (aka Small rulebook) for free
PostPosted: Tue Sep 26, 2017 2:51 pm 
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Location: Leipzig (Germany)
All good suggestions :)

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