As part of the future development of MeG we are looking to develop MeG Pacto with its own specific ruleset in PDF. This will include diagrams and examples that are specific to Pacto as well as removing text that isn't relevant to Pacto.
While the aim is to still align Pacto to Maximus, we will make Pacto specific rule changes where appropriate to develop the game further.
The following are rule changes that we are currently considering and testing:
1. Kill a Base tests being reduced in effect, so Poor would roll GREEN, Average would roll WHITE, Superior & Exceptionals would roll BLACK, Troops that normally roll white (Elephants, Battlewagons) will roll BLACK. Clearly this makes the KaB test less devastating, more in line with the effect in Maximus (where UGs are much bigger).
2. Shooting. A skull result from shooting will only cause a Wound. Skilled shooters against Superiors will upgrade a dice colour but only <= 1. Foot crossbows standing to receive will upgrade.
3. Reintroduce slowing effects and press through fire. To balance this up, UGs must shoot at the target most directly ahead (if there is one). Skirmisher and mounted will slow enemy UGs by 1BW (as long as they get a non-blank hit). Foot shooters will slow enemy by 2BW (as long as they get a non-blank hit).
4. Make flank marches an optional rule, but encourage using 10BW flank deployment zones instead. (As Pacto is generally a smaller scale, the table can be wider).
5. Make ambushes an optional rule.
6. SuGs can only combat TuGs if they are a Wound off breaking (unlike a base off breaking in Maximus).
7. The aligning rules need clarifying for Pacto. Probably won't allow aligning pre-charge combat.
8. Clarify the flank/rear combat rules for Pacto, essentially allowing no more than one enemy UG to combat on each face (front, 2 flanks, rear).
9. Change to shatter/shove so an S result for troops with Shatter in charge combat will = a Skull, and an S result for troops with Shove result in melee combat will = a Wound instead of effects for neighbouring files. No uplift if you roll a Skull (you don't have anything to complain about anyway!).
10. Allowing TuGs that can be 9's in Maximus, to be 3 deep in Pacto.
11. Changing the number of UGs that can be moved in a block move so that it depends upon the training level of the troops, rather than the commander ability. 3 UGs if the block contains any tribal troops, 4 UGs if the block contains any formed troops and 5 UGs if the block contains only drilled troops or skirmishers. (TuGs can still tug SuGs).
These are being tested, no firm decisions have been made. Will be happy to receive comments or suggestions for other rule changes but I stress that MeG is NOT a democracy and we reserve the right to make our own choices.... If you haven't played Pacto, don't give your views/opinions until you have...
Richard