"Any Review of the rules Soldiers of God out there ?" Topic
15 Posts
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Luisito | 17 Jul 2015 1:06 p.m. PST |
Any Review of the rules Soldiers of God out there? Thanks Luis |
getback | 17 Jul 2015 2:28 p.m. PST |
Bought a copy yesterday. Almost finished reading it. A5 soft back book and a pack of cards. The battle plan and action card system looks interesting, will have to play a game or two to get a feel. Important stuff – basing is up to you, author recommends 40mm or 50mm squares with 4 foot or 2 horse for 28's. (Rules support any scale). Uses 6 sided dice – 6 is good, 1 is bad. Armies have a morale value that can go up and down during the game; when it hits zero – game over. No figure removal until a unit routs. 4 scenarios (types of game) – Small battle (150 points – looks like about 100 figures a side), large battle (300 points), raid and siege. Cards drive the turn, players draw cards and act on them alternately. Three cards are fixed as described by a battle plan chosen at the start of the game. Four more are used in addition each turn. Cards have a basic action (move, charge etc) and special events. You choose which to use on the four variable cards. Some sophistication around passing a card or trading a card. I need to read that part again to get my head around it. Movement, shooting, Combat etc is straight forward. Includes the usual army lists, nice pictures etc Seige section looks interesting; as does the simple ladder campaign system. On reading looks like a fun game. I will try to post a bit more on them once I have read the whole book and maybe had a game. |
FlyXwire | 17 Jul 2015 2:57 p.m. PST |
Getback, looking forward to more impressions when you have the chance. With the card play, a question I have is ease/suitability for multiplayer scenarios? (Luis, thanks for posting this thread too, as I've been wondering the same) |
Luisito | 17 Jul 2015 5:15 p.m. PST |
My pleasure FlyXwire… We wait till getback (thanks to him) have something for us and maybe somobody else will come up with a review too . |
agrippavips | 17 Jul 2015 8:56 p.m. PST |
Are Byzantines included in the Army Lists? |
getback | 18 Jul 2015 3:57 a.m. PST |
Hi There is a small sidebar on multi-player, could support upto three per side. No Byzantines, should be pretty easy to add them in. …. still reading. |
Ran The Cid | 18 Jul 2015 8:26 a.m. PST |
Who is selling the book in the US? |
coopman | 18 Jul 2015 8:48 a.m. PST |
On Military Matters will have it soon. |
BelgianRay | 18 Jul 2015 11:48 a.m. PST |
" No figure removal until a unit routs.", that's when I stopped reading…. |
coopman | 18 Jul 2015 5:22 p.m. PST |
There are ways to simulate a unit's diminished performance other than removing figures from it. This is probably done for aesthetics anyways. |
BelgianRay | 21 Jul 2015 11:29 a.m. PST |
I like to see the attrition (in all games)by the removal of figures. Better still is to remove a figure and replace it by by a casualty figure, but that would be very work intensive for painting, and hard to find figures…. Must be possible to try with skermish games. SAGA and Lion Rampant come to mind. |
Marshal Mark | 22 Jul 2015 6:56 a.m. PST |
" No figure removal until a unit routs.", that's when I stopped reading…. I like to see the attrition (in all games)by the removal of figures. Then you're restricting yourself to a limited set of games and cutting out a lot of good ones. Figure removal is not a particularly realistic way of representing casulaties, loss of morale / cohesion, etc in big battle games, as casualties were generally quite low until one side routed (say around 10%). So in a unit of 20 figures you should only ever be removing one or two figures before the unit routs. No figure removal game that I've seen does that in practice, so the level of casualties appears much higher in these games than it should be. |
Marshal Mark | 22 Jul 2015 6:59 a.m. PST |
Cards drive the turn, players draw cards and act on them alternately. Three cards are fixed as described by a battle plan chosen at the start of the game. Four more are used in addition each turn. Cards have a basic action (move, charge etc) and special events. You choose which to use on the four variable cards. Some sophistication around passing a card or trading a card. I'd like to hear more about the cards work and how units are activated. Are cards played to activate units ? Are there other effects on the cards also ? Movement, shooting, Combat etc is straight forward. I'd also like to find out more about the mechanics for movement and combat. Is it all by unit ? How does combat work ? |
coopman | 27 Jul 2015 4:32 p.m. PST |
Each side receives three battle plan cards. These are based on which one of the eight battle plans the commander chooses to use. For example if a commander chooses "double envelopment" as his strategy, his left and right battles will have a "Charge!" card placed face down behind them and a "March" card is placed face down behind the center battle (each army will have a left, center and right battle). Then each side also receives four randomly drawn action cards to use during their turn. So three of the seven action cards are directly determined by the commander's chosen battle plan. Each battle plan has an initiative rating associated with it, ranging from 0 to 3. On the first turn only, the side with the highest initiative value goes first and plays their first card (in case the initiative values are the same, it goes to the highest die roll). On subsequent turns, the initiative goes to the side with the highest army morale value. The army morale values will fluctuate during the game due to disordered units, routed units, units voluntarily leaving the table, scenario special rules, special events, etc. Each card has an action and a special event printed on it, so you have to state which you are activating when you lay it down on the table. The special event on one of the cards is "Choose a New Battle Plan". The two sides alternate playing their cards until they are finished with their turn (run out of cards). |
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