Rule book structure comments

Started by Simon Meg-Meister, April 19, 2021, 10:11:14 AM

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pynner10

Not sure if this is rule book structure feedback per se. But I just spent the last week or so designing about 10 different armies and ultimately selecting 2 of them for a solo game. I am a complete n00b to both MeG and wargaming (play lots of board games however), so I'll give feedback on where I got tripped up/still have questions. I did get clarifications on most things without having to search the internet.

Army creation: I designed about 10 different armies from several different list books (armies that were all active around the randomly chosen year 49CE.) Lots of variation of fighting styles even if some of the lists didn't have a lot of room for creativity. The point system is very well balanced making for all kinds of agonizing decisions, and I think I could just have fun sitting around all day designing armies. The only thing I found confusing was the difference between internal and external allies, a couple of concrete examples at the beginning of the list pdfs would be perfect to clear that up.


Basing system: extraordinarily cool and straight forward, I created my own basing system to fit my office desk and created paper bases of the correct size.

PBS: fun little starter mini game, no points of confusion here the walk through with examples is great.

Charging: the book has quite a few examples which were helpful the cover most of the basic cases. I struggled with combining with moving through friends + the possibility of slowing fire. Also with the timing of moves (charges, counter charges and intercepts). Would love to see an end 2 end example of an entire charge phase like the PBS.

Movement: a fairly meaty topic I feel is well covered by the manual, I am pretty sure a messed up some of the MF movements, and it isn't clear to me if you can just bump into an enemy unit and start combat without a charge, I played it as if that weren't possible, as it seemed wrong.

Melee: this was all pretty well laid out in the manual as well with lots of good examples.

charge/melee/shooting Claims in the QRS: I am pretty sure I missed a bunch of these, largely due to the abbreviation system, which probably should be at the bottom of the QRS. I spent a bunch of the game thinking CL meant close formation instead of charging lancer.


Hopefully that is helpful. I really enjoyed playing with the system.

Laurence

#16
I am not new to wargaming but still to MeG. I repeatedly tried to study the rules, but text arrangement hinders an easy reading.

As with all other rulesets, you cannot play with the reference sheet only, you need to understand to mechanism, terms and definition behind. And these must be written and structured in an easy and clear way. MeG rulebook is by far not.
You cannot only leave the rulebook at home and play with the QRS, as you say, as long you are not an experienced player (and even those have to read details in the book).

Rule study is for rookies an huge challenge:

- Chapter structuring: for example when explaining the shooting, better describe the basics, then troop specifics, then the exceptions.
- Book text looks very overloaded, reading is tiring (in particular for non-English-mother-tongue readers), and confusing - use clear separations and more logical enumerations.
- The Errata, as part of the rulebook: The release of the rulebook was not long ago. But the errata has reached a volume that indicates to some serious problems with the rule texting and proof reading (also wrong cross-references, see topic in the forum).
I thought it was a good idea to insert somehow manually the corrections into the rulebook in order to avoid scroll back and forth - it is a nogo as there are neither chapter nor page references in the errata. To waste 5 min. in a tournament game just for rule searching?

Better to re-edit and reprint the rulebook with the aim that no multiple page errata.

Agoz

It'd be nice if each page had a footer listing which chapter you are in. To make flipping to sections easier.