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6 Posts

Attack!» Forums » Rules

Subject: Fair play house rules rss

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Regényi Mátyás
Hungary
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Győr-Moson-Sopron
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Hi!

Well, we bought Attack! It is really cool, but we discovered 2 serious rules defects.

1. After reinforcement phase in battle, you must have at least one unit committed into battle. And one unit can roll 2 dice. It is obvious that I will place only one unit into battle after reinforcement, because it will double my chances to hit. It is not fair! This will result in one-against-one matches.

Solution: every unit should roll 1 dice (except the tanks, of course!), even there is only one unit left.

2. When somebody want to make a diplomatic action and if she/he fails, then the others must roll, and if someone succeeds, then he/she will get the territory with one soldier. Okay, I will pick an adjacent territory, trying not to succeed, and if someone else succeeds, (he/she places one(!) soldier to the territory) then I will attack that soldier, and will obviously kill it at once. Hurray! Free resource card from my enemy! His/her economy is in ruins, I pulled a card from her/him which was part of his/her set!
This is not fair again!

Solution: If someone fails in diplomacy, others can decide if they want to roll for the certain territory.

Okay, that is all, if you have other things to consider, please write it down.
From Hungary
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Andy S
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Both of those solutions seem like valid fixes.

1. I'm guessing the minimum 2 die roll was to speed up combat but you could have both sides roll a handfull of dice and the one with the most hits would be the winner. I think it would be better if the player was forced to maximize reinforcement thus allowing the 2 die rule to represent an army's last stand, a little bonus for the losing side. After all there's no retreat, why drag out the battle?

2. I agree players should be allowed to decide whether they want to participate in the diplomatic blitz.

Another issue seems to be artillery serving no special purpose yet costing more than infantry and being vastly inferior to tanks. Why would you buy it? I believe it's given special rules in the Deluxe expansion.
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  • Last edited Sat Jan 29, 2011 10:52 pm (Total Number of Edits: 2)
  • Posted Sat Jan 29, 2011 9:54 pm
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David Pavao
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matzi1 wrote:

[...]
1. After reinforcement phase in battle, you must have at least one unit committed into battle. And one unit can roll 2 dice. It is obvious that I will place only one unit into battle after reinforcement, because it will double my chances to hit. It is not fair! This will result in one-against-one matches.

Solution: every unit should roll 1 dice (except the tanks, of course!), even there is only one unit left.


In the rules:
XIII. Land battles
after the step 4 it reads:
"After the defender has executed all four steps, they are repeated for the attacker, with the attacker reinforcing up to the maximum for the round (4 in round 1, 5 in round 2, and so on)...."

I agree with the number two suggestion, diplomatic blitz should be optional
 
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  • Last edited Mon Feb 28, 2011 4:31 am (Total Number of Edits: 1)
  • Posted Mon Feb 28, 2011 4:29 am
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Peet Smith
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Skullsplita wrote:
Another issue seems to be artillery serving no special purpose yet costing more than infantry and being vastly inferior to tanks. Why would you buy it? I believe it's given special rules in the Deluxe expansion.

The trick is that having a wider variety of units makes it more likely that you will roll hits on the dice.

For example, imagine you have four infantry. You roll the dice, but each die has only a 1 in 6 chance of scoring a hit, so your average hits will be less than one when rolling with four infantry.

Switch two of those to artillery and you basically have a 2 in 6 chance to hit now. It's a bit more complicated than that but essentially each different unit type you include gives you a better chance to hit something.

Even if you compare the situation with four tanks, artillery is still valuable. Four tanks gives you eight dice with a 1 in 6 chance to hit, so your average number of hits will be 1.33. Swap out two tanks for artillery and you only get six dice, but with a 2 in 6 chance to hit your average number of hits scored will be 2.0. Your best strategy is to have a wide variety of units so that more potential rolls are covered.

The special rules in the Deluxe edition give artillery pieces the chance to make a "bombardment" attack before combat starts (though it is not especially effective), but it also increases the cost of artillery so that they equal tanks.

Peet
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Lewis Goldberg
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That's more like you "have" to buy artillery, or you're missing out on some die faces. We play with the Deluxe Expansion rule that it kills 2x Inf. on each applicable artillery result. Doesn't happen a lot, but it's fun when it does.
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Lewis Goldberg
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Quote:
Solution: If someone fails in diplomacy, others can decide if they want to roll for the certain territory.


We do that too. Works well.
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