7 pieces of terrain ended up on the Indo-Greek side of the table. If Brandt had been running his favorite Late Republican Romans, this would have caused havoc for him. Because he was running an army of medium foot archers with swords, it was no trouble at all. D'oh!!!
It's been months since I played FoG and it showed. V2 limit how many battlegroups a commander can command in a battle line based on the quality of the commander, making field commanders worth the extra cost in the early game. I got confused over which of my commander was commanding which troops and allowed my Scutarii on the left wing advance by themselves. That was a rookie mistake that would cost me dearly. In FoG, you just can't let a unit get isolated by itself like that.
On both flanks, I advanced into a hail of arrows, underestimating the effectiveness of the Indian medium bowmen. After impact, I found out these bowmen were packing swords. D'oh!!!
In the center, I got an early break when Brandt charged this elephants to drive off my skirmishers. Their variable charge move of 6 inches put them far ahead of the rest of his army. A battlegroup of 8 bases of African Spear took his charge, with overlaps on both sides of the ellies. I was tossing 8 dice to Brandt's 4 but to no effect. The ellies took all the hits I could muster over 2 turns until his phalanx caught up and charged home. Once they went in, my own ellies went bust when I threw a 1 for their first death row. Then my African Spear collapsed under the combined weight of the elephants and the phalanx. In a single turn, my center evaporated. I could still win on the wings, right?
On my right wing, Indian bowfire disrupted my elephants and Scutarii as they went into a charge. The Ellies had to pass a death roll. DONT THROW A 1! I threw a 1 and goodbye ellies. Two death tests for ellies, two 1s. I told Brandt I was imposing a self-ban from running any list that include elephants. Sorry Jumbos, its for your own good.
On my left wing, I had small success with my last unit of Ellies but it was not enough. Center gone, right wing gone. Chance of success...gone.
Brandt played another skillful game. He held his bowmen in terrain and let me come to him. I obliged and got shot to pieces on both wings. It's back to reworking my Carthaginian list. I found the v2 rule changes to be uniformly excellent and I'll be a day 1 purchaser when they're released. It was only a single test but my feeling is that games will be shorter and more decisive. For example:
- losing at impact is an additional -1 in the cohesion test.
- -1 to cohesion tests for each 25% original strength lost.
- broken battle groups at or below 50% strength cannot be rallied.
- additional -1 modifier for seeing the commander in chief lost.
These and other changes will shorten melees, which can grind on and on. With a combined 31 battlegroups on the table, our battle was shorter and more decisive than usual. I think that's a good thing as I find it frustrating to spend 5 hours in a match without a clear winner at the finish line.
We really liked the changes that make skirmishers less slippery. I especially like the change where a single level of armor advantage does not give a + POA if it would result in an overall ++POA. That means barbarian foot are no longer a walkover for Romans. Two very big thumbs-up to the rule changes and gameplay under v2.
P.S. I'm excited enough about v2 that I ordered up a pile of Xyston to build my first new FoG army in a year. As a hint, the army name appears in a song title on The Clash's London Calling. Between that and Xyston's limited army list, this should be easy to crack!
P.S. I'm excited enough about v2 that I ordered up a pile of Xyston to build my first new FoG army in a year. As a hint, the army name appears in a song title on The Clash's London Calling. Between that and Xyston's limited army list, this should be easy to crack!