Army Traits

Started by MrSki, February 07, 2023, 10:19:10 AM

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Administrator

Just for my 2p, its probably unwise to compare REG to MEG. They have different design goals. Having played MEG at the weekend, I am reminded it is a different beast. It is much slower in pace, which is little to do with wounds per base. By virtue that you have many decisions of formation/manoeuvre with each of your TUGs means it will obviously take longer. In MEG there is an equality of timeliness in resolution in combat between foot and mounted. Opposed to REG where mounted combat - by and large - resolves quickly and early in the game. This then forces imperative action in the 2nd infantry phase

again IMHO  :D , not being critical to either system.

LawrenceG

Quote from: rage13 on March 01, 2023, 12:28:49 AM

Whilst lots of things in ReG are shooty it doesn't mean they do shoot. I have plenty of troops in my ReG armies where the best option is still to just get stuck in.


The point is, in Reg lots of things are shooty with green and yellow dice so plenty of wounds are inflicted as soon as you are in range. If getting stuck in is a better option, you inflict even more wounds.

In MeG fewer things are shooty and those that are are mostly on white dice, so not many wounds get inflicted until you get into contact.

badhabum

Quote from: LawrenceG on March 01, 2023, 10:55:37 AM
Quote from: rage13 on March 01, 2023, 12:28:49 AM

Whilst lots of things in ReG are shooty it doesn't mean they do shoot. I have plenty of troops in my ReG armies where the best option is still to just get stuck in.


The point is, in Reg lots of things are shooty with green and yellow dice so plenty of wounds are inflicted as soon as you are in range. If getting stuck in is a better option, you inflict even more wounds.

In MeG fewer things are shooty and those that are are mostly on white dice, so not many wounds get inflicted until you get into contact.

What I propose is that we continue discussing here only army traits concept and I will open a discussion ( friendly ) on how to speed up the MEG game without forgetting that MEG is MEG and not REG but some ideas might be useful .

nikgaukroger

#18
How to speed up MeG 101 - don't dither over your moves  ;D

Advanced suggestions - have a plan about how you will use your army against broad opponent types; have a basic "normal" deployment approach roughed out in your mind; have a basic deployment in mind for when you are badly outscouted; don't be worried about losing units if it gets you closer to winning or increasing your score in a losing game.
"The Roman Empire was not murdered and nor did it die a natural death; it accidentally committed suicide."

badhabum

Quote from: nikgaukroger on March 01, 2023, 03:12:36 PM
How to speed up MeG 101 - don't dither over your moves  ;D

Advanced suggestions - have a plan about how you will use your army against broad opponent types; have a basic "normal" deployment approach roughed out in your mind; have a basic deployment in mind for when you are badly outscouted; don't be worried about losing units if it gets you closer to winning or increasing your score in a losing game.

I agree with you but think basic new players or continental players who do not attend monthly tournaments and play once a month, even less  . We need to attract newbies not explain to old hands how to play  :)

badhabum

Simply : project yourselves outside UK where tournaments, clubs, possibility of many games are much much more limited. Do you want MEG community growing ? speed up things in the rules .

Glactophagos

Since coming back from the weekend we had in Geneva, an idea has occurred to me:

Quite a lot of time is spent figuring out the claims of both sides during a charge, a melee or shooting.
All of a sudden I remembered the simple flowchart forms you sometimes see (Dutch inland revenue uses them, for example).
If we could develop such QRS-pages (or better still: an app) that will guide the player quickly through the process, simply by asking follow-up questions:

Are you SUG or TUG? Are you cavalry/infantry? /etc. etc.

Meanwhile indicating (either when you go to the next balloon, or if in an app, with a counter) the claims accumulated.

It would speed up the game considerably and add some sexyness (if also done in an app) that might convince more youngsters.

Your thoughts?
Let's fight on the table, not on the forum.

badhabum


LawrenceG

Quote from: DutchFromBelgium on March 01, 2023, 03:40:00 PM
Since coming back from the weekend we had in Geneva, an idea has occurred to me:

Quite a lot of time is spent figuring out the claims of both sides during a charge, a melee or shooting.
All of a sudden I remembered the simple flowchart forms you sometimes see (Dutch inland revenue uses them, for example).
If we could develop such QRS-pages (or better still: an app) that will guide the player quickly through the process, simply by asking follow-up questions:

Are you SUG or TUG? Are you cavalry/infantry? /etc. etc.

Meanwhile indicating (either when you go to the next balloon, or if in an app, with a counter) the claims accumulated.

It would speed up the game considerably and add some sexyness (if also done in an app) that might convince more youngsters.

Your thoughts?

"MeG, the game so complicated you need a tax lawyer to work out combat factors!"

I think a flow chart would slow things down.

If using an app, it would probably be quicker to have a menu (looking remarkably similar to the existing QRS) where you click on items that apply. Preprogramming both players' army lists into it would speed things up a bit as you would just pick the troop type instead of having to pick all its characteristics, but there would be pre-game overhead doing this.



If only there was someone with management consultant experience involved in the game design who could analyse the processes and figure out where all the time is going.  ;)

Glactophagos

Would you believe it: there is actually someone already working on flow-charts since I proposed it and making GREAT strides!

:P :P :P
Let's fight on the table, not on the forum.