Wednesday, January 27, 2010

ARGGHH!

That's the sound of me suddenly realizing that I had forgotten the Immortals are "stubborn" and automatically pass their 1st break test of the game. That is one of the strengths and the weaknesses of WAB. The myriad of special rules allow granularity and flavour to be added in a simple yet effective manner but there are alot of them, only some of which apply to any given army so you have to REALLY know your own guys (or have a sharp memory). Luckily the rules provide for forgetting a special rule, it basically goes: "Too bad, if you're silly enough to forget, suck it up, no going back". Any way they could easily have broken on the Greek turn and the effect would have been much the same , maybe, .... ARRGGHHHH!

5 comments:

  1. One, I know what it's like to be reviewing the game afterwards and realize that forgetting a key rule at a key moment really changed the chances!
    Frustrating, but fun ... and probably stimulates the inevitable confusion of battle, LOL
    BTW, that opposing general in your header picture is real intimidating!
    :)
    A

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  2. He's a mean die roller! (Has trouble keeping them on the table though)

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  3. I know what it's like to be reviewing the game afterwards and realize that forgetting a key rule at a key moment really changed the chances.

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  4. I know what it's like to be reviewing the game afterwards and realize that forgetting a key rule at a key moment really changed the chances.

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  5. That's why I like very simple rules. ha ha
    Another option is to have unit cards with the special rules, if they're not too extensive, or "cheat sheets" stuck to the wall or close at hand.
    I like the rule of forgetting - just move on and call it "fog of war". :)

    I like that general, too. Looks a lot like mine. He likes to roll the dice, too. :)

    (looks like you might have a spammer) :(

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