Myth
09-19-2013, 09:29
I think we haven't really explored the options that TATW provides. Sure it's slow to grow and slow on the MP of armies, and there are no forts allowed, but if we make some sort of rule about army engagement I think this can really turn out to be fun.
Like when you want to attack an enemy army you call it. We flip a 50/50 in invisiblecastle.com. So half the time you'd get the opportunity to lead vs. the enemy but the other half of the time you have to park your stack next to them and they get to lead vs. you on their turn. So it's risky to go all warlord on the enemy and move your armies without consideration.
Obviously if you park your stack you can then use another one to roll again and have the first one as reinforcements. We should have a rule that a player cannot attack with an army of less than 10 units to prevent a fullstack breaking up in small parts to give more chances to roll.
This will slow the game dramatically though as a player sees an enemy, calls the attack, then we roll the coin here, see the result and he proceeds to either lead the battle or leave the army there. It still has to be done only once per player (he can report how many armies he wishes to use and attack) though. But it will put no side at a disadvantage in terms of turn order and the option to lead battles.
Naturally siege asaults with siege weapons are excluded and if you have trebuchets to knock down Minas Tirith's walls you're welcome to go at it.
Like when you want to attack an enemy army you call it. We flip a 50/50 in invisiblecastle.com. So half the time you'd get the opportunity to lead vs. the enemy but the other half of the time you have to park your stack next to them and they get to lead vs. you on their turn. So it's risky to go all warlord on the enemy and move your armies without consideration.
Obviously if you park your stack you can then use another one to roll again and have the first one as reinforcements. We should have a rule that a player cannot attack with an army of less than 10 units to prevent a fullstack breaking up in small parts to give more chances to roll.
This will slow the game dramatically though as a player sees an enemy, calls the attack, then we roll the coin here, see the result and he proceeds to either lead the battle or leave the army there. It still has to be done only once per player (he can report how many armies he wishes to use and attack) though. But it will put no side at a disadvantage in terms of turn order and the option to lead battles.
Naturally siege asaults with siege weapons are excluded and if you have trebuchets to knock down Minas Tirith's walls you're welcome to go at it.