Post by blackfly on Dec 19, 2007 15:59:05 GMT -5
Pulled this out of the Rules Feedback thread for more visibility.:
A random question- I may be the idiot here, but even so that might be worth considering for making things idiot proof
My question is regarding shooting
In the Turn Phase Section there is:
Initiative Phase
Command Phase
Melee
Morale
End Turn
In those commentarties, shooting is not mentioned, and it doesn't have its own phase.
In the Command Phase section we see 'Shoot' as a possible command.
While still in the Command Phase section, we go through the command options, until we find 'Shoot'. Where it mentions splitting your archers off into their own unit, and then 'See Archery'.
Then we get the Combat section, which is all melee.
Then comes the Archery Section.
Is this when Archery happens ordinally as well? After Melee? If so, it should get a note in the Melee section, or its own phase listed after Melee on the Turn Phases list, as appropriate.
My other question may represent an problem understanding the chain of command rule, or it may be due to reading it too literally:
The initiative phase says that commanders get an inititiative dice, and all initiative dice are activated ordinally. Then units with no die are activated- the Command Phase section says: "Any remaining units that are led by heroes or captains that did not have initiative dice move with the two sides taking turns to move one unit at a time untill all units have finished"
This only says "move". Does a unit of archers fire now as well when it is their captain's turn? Or is only movement resolved in this back and forth manner right now.
So, back to the question of when you shoot- what order do you shoot in?
And this is more a suggestion than a rule problem, but since only major hero's get a banner, and with out it a captain's Command radius is only 3", might you consider making a figure for one of the named charachters that is gesturing with his sword or otherwise indicating 'loose arrows!'. I can't see being able to take very many archers if they have to stay within 3" of a captain, especially since instead of rolling to rally if they end up out of radius, they desert!
Oh. I just re-read that. . . heroes can't lead archers anyway!
Well then. Maybe an 'Archer Captain' figure down the line.
Hope all that makes sense.
No one around here plays rebellion yet so I'm trying to get this stuff sorted out in my own mind so I can lead the charge and teach it to a few people. . . .we'll see how that goes.
I finally got some figures in the mail, so now I've got more impetus.
Thanks!
-nathan
Oh yeah, down the line a 'starter set' might be a good idea too. The 3-unit battles are good for building up one side or another, but how about a deal including roughly equal points for both sides all together? just a thought.
A random question- I may be the idiot here, but even so that might be worth considering for making things idiot proof
My question is regarding shooting
In the Turn Phase Section there is:
Initiative Phase
Command Phase
Melee
Morale
End Turn
In those commentarties, shooting is not mentioned, and it doesn't have its own phase.
In the Command Phase section we see 'Shoot' as a possible command.
While still in the Command Phase section, we go through the command options, until we find 'Shoot'. Where it mentions splitting your archers off into their own unit, and then 'See Archery'.
Then we get the Combat section, which is all melee.
Then comes the Archery Section.
Is this when Archery happens ordinally as well? After Melee? If so, it should get a note in the Melee section, or its own phase listed after Melee on the Turn Phases list, as appropriate.
My other question may represent an problem understanding the chain of command rule, or it may be due to reading it too literally:
The initiative phase says that commanders get an inititiative dice, and all initiative dice are activated ordinally. Then units with no die are activated- the Command Phase section says: "Any remaining units that are led by heroes or captains that did not have initiative dice move with the two sides taking turns to move one unit at a time untill all units have finished"
This only says "move". Does a unit of archers fire now as well when it is their captain's turn? Or is only movement resolved in this back and forth manner right now.
So, back to the question of when you shoot- what order do you shoot in?
And this is more a suggestion than a rule problem, but since only major hero's get a banner, and with out it a captain's Command radius is only 3", might you consider making a figure for one of the named charachters that is gesturing with his sword or otherwise indicating 'loose arrows!'. I can't see being able to take very many archers if they have to stay within 3" of a captain, especially since instead of rolling to rally if they end up out of radius, they desert!
Oh. I just re-read that. . . heroes can't lead archers anyway!
Well then. Maybe an 'Archer Captain' figure down the line.
Hope all that makes sense.
No one around here plays rebellion yet so I'm trying to get this stuff sorted out in my own mind so I can lead the charge and teach it to a few people. . . .we'll see how that goes.
I finally got some figures in the mail, so now I've got more impetus.
Thanks!
-nathan
Oh yeah, down the line a 'starter set' might be a good idea too. The 3-unit battles are good for building up one side or another, but how about a deal including roughly equal points for both sides all together? just a thought.