SaltySailor wrote:Are there only 2 entrances to each end of bridges? Aren't Seagard, Drowned Lands, and Karhold also entrances to bridges? They are land territories that touch bridges.
Pedros wrote:4. Bridges are accessed from the spaces at the end of the bridges - eg for Bridge of Fading Hope at its western end from Northern and Southern Twins but NOT from Seagard.
Pedros wrote:I must say this list makes me stop and think. The players in the first game here who raved about it - comments like "The best variant I've ever played" - were good players, who've been round the block a few times. If, despite these apparent flaws, they were so positive about it then perhaps we should let it lie there and see how it goes.
Thoughts?
Pedros wrote:Reply from Frank Bacher, but it doesn solve all the problems I'm afraid.
1. Map They aren't worried about the impregnable bits - "Up to the players to stop it happening." But they're OK if we want to change it - and clearly we will. Now I have that I'll begin looking seriously at it all, taking into account the comments made here.
SaltySailor wrote:Thanks Penguin, I have the concept of the bridge entrances straight now. I'll just explain to my boys that they are not allowed to hop the sides of bridges, nor fire over them.![]()
As for the map, I agree with you. It's probably best to go as is and see how it works. If it's like the last game, it sounds like fun. In this unranked trial game, we'll reserve the right to call anyone holed up with 2 units in a zone like that a "wuss" for years to come.
Pedros wrote:I've been short of time the last few days, so I've put this on the back burner. I now have some slack, so I'm going to work on it.
First off, I'd like some more thoughts - especially from those who've expressed interest in playing - on Penguin's suggestion about running the map as is. If we did that, though, I would introduce a rule like that in Seven Islands - "If a player is reduced to holding no SCs apart from {list of the impregnable enclaves} then he loses those centres and is out of the game" (I've played with Seven Islands rules, and the situation is a nightmare.)
And I'm going to work through the orders of the first game. There certainly were some of the players who made a rush for the enclaves; I want to see what happened (Pengu9in said it might have been the two winners, but I'm not sure - looking at the first year, the other players went rushing for the bridges, which could have been more successful.)
If anybody wants to look through that game the maps from the build phases are still at http://jdcreative.me.uk/playdip/battleisle1/ and the previous game orders and discussions are at viewforum.php?f=53 . I've started a thread there for any comments about the way that game went - I'll copy Penguin's earlier comments across there later this morning.
Any power which, after any Fall season, is reduced to controlling only groups of Supply Centres in impregnable enclaves will lose those supply centres and be eliminated from the game.
The impregnable enclaves are Northern Wilderness and West Rang Shada; Valley of Arryn and Northern Valley of Arryn; Fal Dara and Fal Moran; and the central area of battle Island itself including the three connecting centres.
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