tag:blogger.com,1999:blog-3921669614910911724.post2785306322347545739..comments2024-03-08T14:32:18.493+11:00Comments on Path of an Outcast: Mortem et Gloriam - Game 32 - 2019/05/05Swordmasterhttp://www.blogger.com/profile/09735639525894232458noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-3921669614910911724.post-58739659772475224652019-05-08T23:00:05.560+10:002019-05-08T23:00:05.560+10:00Hi David,
Coming from similar games such as Kings...Hi David,<br /><br />Coming from similar games such as Kings of War into Mortem et Gloriam I definitely agree. I have not realized how that dynamics difference changes the way you perceive the situation on the table. Even when you use chess clocks (which I really like as it allows for better planning, especially of events), the pressure is different. I would not say it is easier to play when you have games with "I go - you go" approach. Just different but to a higher degree that I anticipated.<br /><br />However, that makes it all even more interesting and intriguing. I think you are spot on with the comment on the way such dynamics captures the chaos of the battle. <br /><br />It seems to me that deciding on unit blocks prior to the game, having a good plan as to which commander is assigned to which and then a general idea what enemy to fight with each one of them should result in a better organized play on my part. Not too detailed, because that will always be affected by the quickly changing circumstances. But structured enough to execute it.<br /><br />I am really happy to hear that you are enjoying the reports and that the way I present them is good. Yes, it takes time to prepare it but I like doing it and it motivates me to keep searching for even better solutions when I know I am going to the right direction. Thus I greatly appreciate your feedback!<br /><br />It would be fantastic to meet you in person on the other side of the table! I am sure we would have a great time and then we would be able to discuss the battle after the report! That is, in fact, the part I always hope for. To talk about the game with my opponent and learn from each other.<br /><br />I am looking forward to the opportunity whenever it may arise!Swordmasterhttps://www.blogger.com/profile/09735639525894232458noreply@blogger.comtag:blogger.com,1999:blog-3921669614910911724.post-2019679601231387212019-05-07T23:29:50.413+10:002019-05-07T23:29:50.413+10:00I've never really played an alternating wargam...I've never really played an alternating wargame system. I come from Warmachine, KoW, 40k and a myriad of board games and card games replicating the 'grand turn' mechanic. My guess is that the impulse to play reactively while playing in the MeG fashion must be difficult to overcome. Wargames are emotive undertakings, and it can be difficult to avoid getting lost in the noise of minor impulses. I really like Simon Hall's attempts at realistic battle design (staging, positioning, forcing the battle et al.), and I'm guessing that this niggling chaos is a happy accident: He seems to have replicated the madness of commanding an army in battle. <br /><br />It's hard to commit to a vision. It's difficult to know when to give up on a plan. You're stuck in a crumbling framework trying to work out whether to commit more units or switch tact. It's good stuff and, to my mind, it's testing on players (in a good way, of course).<br /><br />I'm going to put my (utterly unearned) 10c on this bet: Outstanding deployment and commitment to a plan must have determined the outcome of the majority of engagements. There was too much chaos innate to the horror of ancient warfare and to my mind this seems to have been the most pragmatic decision point. If you commit to a grand vision at the outset- and then stick to it regardless of the apparent cost- you'll be engaging in relatively clean, efficient, and decisive play. Ask lots of questions about your opponent's army, then maybe try a quick sketch at the outset in addition to deep thinking and try to make it happen. If you're not throwing decisions at every turn it'll hopefully lend you crisp and decisive play, and get you to the same outcome without the self-doubt and recrimination.<br /><br />Ok now I'm blowing smoke and theorising over a game system that I'm very much looking forward to playing. Well and truly out of my depth ;-)<br /><br />In earnest I can't thank you enough for the effort you've put into these posts, Swordmaster. Great writing, production and insights that I've enjoyed immensely. I've got my first batch of Visigoths in the post and I look forward to squaring off one day, if only to get a chance to thank you for the effort in person and maybe appear within these reports as 'poor player that got tabled but still managed to have a fantastic time talking shop' :)David_Machttps://www.blogger.com/profile/04503354020958543101noreply@blogger.comtag:blogger.com,1999:blog-3921669614910911724.post-87568465549426289052019-05-06T20:10:05.062+10:002019-05-06T20:10:05.062+10:00Hi David!
Many thanks for your fantastic feedback...Hi David!<br /><br />Many thanks for your fantastic feedback! I greatly appreciate it! I will do my best to comment on your suggestions and how to implement these whenever possible.<br />i) I am afraid it is really me who is slower than majority of players. Despite the fact I play with quite a compact army that should have rather straightforward approach. <br />Yes, we played at 7,000 points too. What I noticed, however, is that the army is not necessarily that much smaller. And with lower amount of cards available I was still thinking long and hard how to use them.<br />I also think that 10,000 points or more allows for more interesting games due to a bit higher break point. As a result, one can still put up a decent fight and even win in the end, despite initial losses.<br />ii) Again, I am most likely to blame. <br />Mortem et Gloriam is a dynamic system, where actions in the frame of a single turn are performed alternately. It is harder for me to predict if players would need the same amount of time, as it all depends a lot on the army and cards. <br />iii) Pre-battle is an integrated part of the system. Yes, it was suggested to try but consensus was that it is what makes the game different from others as well. <br />My attempt to speed up this process was to prepare certain amount of terrain I would bring to every game. Then depending on how many pieces are allowed, I would have them ready with pre-defined type before the battle (more often just rough going type).<br />The part that still takes time is deciding upon deployment where I need to consider both the opponents army and terrain set up.<br />One element I tried to suggest was exchanging army lists. Sometimes the opponents keep their armies "in the box" and I found it difficult to form the plan. However, it also adds to that part of the game where scouting matters and if you force the opponent to deploy more troops first, you can have a better overview of the possibilities.<br />iv) I am happy to tell you that I got myself a set of movement trays and that is huge improvement! Movement templates may indeed be considered too, I think. <br />What I did observe about the way I move is that due to constant changes as a result of alternate movement of individual units or even blocks of units, I tend to re-calculate the options over and over again. <br />Because of that, I approach the game with very little in terms of plan and try to come up with one during pre-battle stage. This is not easy because I am trying to consider all the factors, the terrain, the army of the opponent (often not yet knowing its composition), how to protect the flanks of a more compact force and how to compensate what I may already spot as dangers. I also need to take into account not only what I want to move and where but also when<br />I think that in order to speed it all up I need to come up with a bit of a different plan. Basically, I need to start thinking in terms of groups of units under each commander and what I want to do with them. Next would be to come up with a simple plan and try to stick to it instead of reacting to every move. <br />That is why I would like to stick to the army I have, with minor shifts here and there, mainly to accommodate more cards by upgrading an army commander to talented one for example. <br />I noticed that in my games there are up to 20 actions per turn. Which means I should allocate 1 minute per action on average. I am sure with regular games it should speed up but as I mentioned before, I need something more to make it happen. <br />I think coming up with the plan for blocks of units and plans for them should help here the most. <br />Well, I think that was almost like a post itself! I simply consider it as a open discussion at the moment, kind of brainstorming the ideas where everything is possible. <br />I hope we can continue the discussion further and I am very happy to know that my reports are entertaining. And that you are interested in the system! I think it is really worth trying!<br />Thanks a lot!<br />Swordmasterhttps://www.blogger.com/profile/09735639525894232458noreply@blogger.comtag:blogger.com,1999:blog-3921669614910911724.post-8845657401571342762019-05-05T22:13:19.910+10:002019-05-05T22:13:19.910+10:00Hello I'm yet to play my first game, so explic...Hello I'm yet to play my first game, so explicitly as an outsider with experience in other games I might humbly suggest:<br /><br />i) Asking this question of your competitors on the day- if everybody's feeling the pinch, something has to change. Reduce points to 7k, or will this diminish the fun?<br />ii) Are your opponents dawdling? Some systems employ turn clocks with severe penalties for using too much time. Could this help?<br />iii) Pre-game terrain seems to be taking a lot of time. Is there any way that lists could be submitted and this terrain sequence played ahead of the event? Ie- players rock up committed to lists and with an idea of terrain. You might even consider play-by-mail or online client to work out your deployment before the event. Obviously tournament / Swiss pairings might have to be re-jigged to accommodate this approach.<br />iv) Are you using movement trays for your units? Is there anything physically slowing you down as you play? Could templates be employed for more difficult movement sequences?<br /><br />Anyhow random thoughts from an outsider- hopefully not too silly. Thanks again for these reports- have me quite hooked on the game :)David_Machttps://www.blogger.com/profile/04503354020958543101noreply@blogger.com