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Mortem et Gloriam Players forum => Player Discussion => Topic started by: lionheartrjc on February 05, 2025, 04:28:12 PM

Title: Adding an automatic wound to a KaB test
Post by: lionheartrjc on February 05, 2025, 04:28:12 PM
Raised with me...
I stress this is not my idea.  I am neutral about it, perhaps slightly against the idea as I am not keen on things automatically happening... 
It would change the game balance possibly.  Could speed up the game...
Skirmishers (because of their greater numbers) often seem to get off lightly from KaB tests.  Perhaps apply it to skirmishers?  Alternatively - roll two dice for skirmishers taking a KaB test instead of one!

I will emphasise again that these are just ideas.  There are no formal plans for testing or for a new edition - they may never happen - so please don't get stressed out.
Title: Re: Adding an automatic wound to a KaB test
Post by: nikgaukroger on February 05, 2025, 05:07:18 PM
I'm definitely against this idea. KaBs pretty much work at present IMO. I do think some players expect too much of them, especially early in the game when UGs are basically undamaged; I think they see them as an "old fashioned" morale test and forget that base losses include morale as well as actual casualties (in fact, probably are mostly morale). Later in the game with damaged UGs the current KaBs can be a significant effect which feels right IMO.
Title: Re: Adding an automatic wound to a KaB test
Post by: tarnowski1 on February 05, 2025, 05:57:04 PM
Also against, agreeing with Nik for the reasons.
Title: Re: Adding an automatic wound to a KaB test
Post by: martymagnificent on February 05, 2025, 08:28:07 PM
The only issue I have with the current KAB test system is that it doesn't 'scale' with unit size. In a way a KAB test is three times as dangerous for a 4 base unit as a 12 base one. You could argue larger units should roll at least 2 dice for a KAB test.

Martin
Title: Re: Adding an automatic wound to a KaB test
Post by: nikgaukroger on February 05, 2025, 09:00:05 PM
Quote from: martymagnificent on February 05, 2025, 08:28:07 PM
The only issue I have with the current KAB test system is that it doesn't 'scale' with unit size. In a way a KAB test is three times as dangerous for a 4 base unit as a 12 base one. You could argue larger units should roll at least 2 dice for a KAB test.

Martin

Like with the KaB for a sacked camp if 9 bases or more strong.
Title: Re: Adding an automatic wound to a KaB test
Post by: LawrenceG on February 06, 2025, 04:36:26 AM
Quote from: lionheartrjc on February 05, 2025, 04:28:12 PM
Raised with me...
I stress this is not my idea.  I am neutral about it, perhaps slightly against the idea as I am not keen on things automatically happening... 
It would change the game balance possibly.  Could speed up the game...
Skirmishers (because of their greater numbers) often seem to get off lightly from KaB tests.  Perhaps apply it to skirmishers?  Alternatively - roll two dice for skirmishers taking a KaB test instead of one!

I will emphasise again that these are just ideas.  There are no formal plans for testing or for a new edition - they may never happen - so please don't get stressed out.

I'm not convinced skirmishers get off lightly. They can't afford many losses (only 1/3 instead of 1/2) and even 1 base loss downgrades their shooting. 
Title: Re: Adding an automatic wound to a KaB test
Post by: Hayung_is on February 10, 2025, 02:35:35 AM
my only vote would extra KAB (maybe a colour downgrade on the 2nd dice) on larger TuGs.
Title: Re: Adding an automatic wound to a KaB test
Post by: badhabum on February 14, 2025, 03:19:47 PM
I would agree with the idea  :)