Eurasian forces massed in a corner of the table. The armies will be getting some paint when reinforcements arrive from GZG. |
As expected, the Rampant engine proved sound and we both enjoyed the game. There were, however, some issues we need to address.
Firstly, we mistakenly overlooked some unit characteristics which would have made certain units more effective.
Secondly, there were some flaws in army design within the context of this game. My side lacked anti-armour power and my Heavy Infantry hit only on a 6. Upgrading to 10 strength points would make them to hit on 5+ which would give them a much better chance against heavy armour.
Thirdly, we should have kept the table to the standard 4' x 4'. I increased the size because we were using 36 point forces but it wasn't really justified as the units were expensive rather than numerous.
Fourthly, and most importantly, it got very shooty. Once enjoying a target, even at extreme range, there was little incentive to move. I put this down to the unlimited ranges. Now, unlimited ranges are quite realistic for a modern/futuristic skirmish game and I actually like that aspect, but it seems to me to put the game in the same territory as Crossfire which would be unthinkable (and not worth playing) without closing down the ranges with close terrain.
Current events indicate that modern war is all about concealment and detection (not to forget artillery). Forces should only expose themselves and attack when they have local superiority. You can't capture that type of battle on an open table where everything can be seen, so our next game is going to have lots of woods for more of a hide-and-seek approach.
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