Mark McG
Australia Penshurst NSW
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OK, I gave this game a bit of a run through and I have some questions;
1. Can attacks only occur within the gladiators covered arc? I guess more specifically, I mean Thrust, Slash, Throw and Bash actions.
2. When are mutual actions resolved, in particular movement? So suppose a Thrust wins over a move action, is the thrust resolved before the move takes place, or after?
3. When a Bash action is successful, the target uses strength or agility and bad things happen if they fail. Fail what? Does this mean the attribute on the beaten action card, or a saving throw versus a selected attribute? Who selects which attribute?
4. When knocked Prone or falls, how does a Gladiator get up? Probably a Move action, but can they also move a hex or change facing?
5. A trident thrust at 2 hexes from the hex directly down the hexspine of a gladiators covered arc. Is there an opposing limb?
6. When determining initiative, the lighter Gladiator gets a +1 drm. A Light Gladiator versus a Heavy Gladiator would still only get +1 drm?
I'm still getting to grips with the game, so maybe these will be obvious to others, but I couldn't figure it out.
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Yoki Erdtman
Sweden Södertälje
Handsome devil huh?
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Minedog3 wrote: OK, I gave this game a bit of a run through and I have some questions; Glad you gave the game a try Mark, I really like it myself. I will try to answer the questions as best I can, although it's been a while since I played the game. You may also want to check out my review, where I break down the rules and answer a number of questions.
Minedog3 wrote: 1. Can attacks only occur within the gladiators covered arc? I guess more specifically, I mean Thrust, Slash, Throw and Bash actions. Yes, a gladiator can only hit an opponent in your Zone of Control. You still resolve the card as normal though, without applying damage if you win. It is normal that you "waste" a couple of cards by being out positioned.
Minedog3 wrote: 2. When are mutual actions resolved, in particular movement? So suppose a Thrust wins over a move action, is the thrust resolved before the move takes place, or after? The winning Action is performed first, followed by the losing Mutual action. Remember that ties go to the Initiating Player. In your example the Thrust would be resolved first, followed by the Move; so if your opponent isn't in your ZoC when the Thrust is resolved, then you simply cannot hit, even if they later Move into your ZoC.
Minedog3 wrote: 3. When a Bash action is successful, the target uses strength or agility and bad things happen if they fail. Fail what? Does this mean the attribute on the beaten action card, or a saving throw versus a selected attribute? Who selects which attribute? I see that you've created your own Action Cards, but you might want to check out mine, which summarize the effect of each Action; Familia Gladiatoria Action Cards.
A successful Bash Action vs any ST Action knocks the loser down, while a successful Bash Action vs any AG Action pushes the loser back 1 hex (away from the basher).
Minedog3 wrote: 4. When knocked Prone or falls, how does a Gladiator get up? Probably a Move action, but can they also move a hex or change facing? This is really up to the players, as it's not specified in the rules. I use the Move Action to stand up in my game, and if they win with the -2 penalty for being Prone, they might deserve to move, but at the very least change facing (I think I only allowed the latter last I played).
Minedog3 wrote: 5. A trident thrust at 2 hexes from the hex directly down the hexspine of a gladiators covered arc. Is there an opposing limb? Well it depends on how the opponent's miniature is positioned, but if he's also dead square to you, I would count his Shield Arm as the Nearest (hit on 1-4), and the Weapon Arm as the Furthest away (hit on 5-6) (the same principle applying to the Legs). You could of course house rule such Thrusts to give them equal chance of hitting either limb.
By the weay, as noted in my review I don't play the game with two Front and two rear hexes, but with three Front hexes, i.e. your Zone of Control, and 2 Flank hexes next to that, and one Rear hex.
Minedog3 wrote: 6. When determining initiative, the lighter Gladiator gets a +1 drm. A Light Gladiator versus a Heavy Gladiator would still only get +1 drm? Not in my games; I add them up. As you can see from my Libellus Numerarius - Gladiator Character Sheets, I also grant Initiative Modifiers from -2 to +2.
Minedog3 wrote: I'm still getting to grips with the game, so maybe these will be obvious to others, but I couldn't figure it out. I also have a session report that might serve as an example of play and perhaps clarify a few things.
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