"Muskets and Tomahawks 2 AAR" Topic
12 Posts
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gbowen | 28 Mar 2020 9:11 a.m. PST |
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codiver | 28 Mar 2020 11:33 a.m. PST |
Interesting AAR. Don't have my copy of the rules yet, but the following has me worried: "The deck of cards depends on the troops fielded and is shuffled when the 3rd clock card is drawn. This means that some cards will never be drawn between shuffling." This sounds like the "Tea Break" (or similar) card mechanic from TFL games – a mechanic I despise. I guess I'll see… "A force that wanted the game to last as long as possible might field more troops types, increasing the deck size and decreasing the chance of the clock cards being drawn." Sounds like one can do very "gamey" things WRT the card decks… |
gbowen | 28 Mar 2020 11:49 a.m. PST |
One possibly could, hence my suggestion to set up the forces before picking the scenario. The more different troop types you have the bigger shared deck. It will be harder to coordinate but turns will be longer. The deck make could be tweaked but I would rather play with it as it stands for a few more games. |
Old Peculiar | 28 Mar 2020 12:28 p.m. PST |
I have to admit that I was not a particular fan of the rules, but even so I bought the new edition hoping that things I did not like may have changed. Unfortunately not. The lists though are useful and interesting. I do find the Black Powder/Saga approach of core rules with stacks of additional volumes to be a pain in the backside, and basically a rip off, but that is a very personal opinion. |
codiver | 30 Mar 2020 5:44 a.m. PST |
A side-effect of all card->unit driven games is the bigger the game, and thus the more cards in the deck, the longer it takes to play, and you get to a point where it just becomes too slow to be enjoyable (to me at least). M&T's system where a card applied to a unit TYPE was an inspired way to combat that trend. I hope the new mechanics don't detract from that. Old Peculiar, I agree with you completely, but a friend of mine pointed out we're really only interested in the FIW and AWI, so we won't care about the other supplements, so… All we can do is hope games like ADLG and Bataille Empire, that have everything in one book, are good, and then purchase them, play them, and promote them so more people might take that approach. I doubt it, but we can try… |
FlyXwire | 30 Mar 2020 6:26 a.m. PST |
"This sounds like the "Tea Break" (or similar) card mechanic from TFL games – a mechanic I despise. I guess I'll see…" A mechanic I despise also. My impressions of M&T II, which I've had a week now and have just read through a few times, but have not played yet – I think I like the 1st version better. Reason – what I've always liked about M&T was its elegance, and now it seems to have gone gimmicky with command pts. & clock cards (and borrowed gimmicks at that). Of course you can ignore the command points and clock cards, and just play the 3-card hand straight-up, as our group has done for a few years now. Still, I think there was room to have added the new mechanics as optional rules, but now, gamers will act as if they're written in stone. Btw, you can get image files of the cards online, so can replace your worn out v.1 decks (or play the v.1 edition if you've never been able to find the cards for it) - link |
codiver | 30 Mar 2020 8:48 a.m. PST |
I agree M&T1 was elegant, e.g. my comment on their card mechanic. We also had incorporated very few house rules, the main one being that units in Flight could continue movement away each action until reaching cover, out of musket range (24"), or the end of the deck is reached (it seemed dumb to us the unit would just sit there for most of a turn, if it was unlucky to go into Flight early in the turn). Thanks for the link FlyXwire. It appears to me those are M&T2 files, not M&T1 (but perhaps I misunderstood what you meant by "v.1"). |
FlyXwire | 30 Mar 2020 9:32 a.m. PST |
Codiver, we adopted the same rules on Flight (are you in the Midwest by chance)? Yes, those are the v.2 downloads, and the previous card sets had multiple actions per card for some certain troop classes (it was an important advantage for Regulars to be able to string their 2 actions together when activated). Now all the v.2 cards look to be 1-Action cards only, so that would be an inherent change if using the v.1 rules with the v.2 cards. However, having more single-action cards to distribute into the draw deck might actually help balance the card-pull mechanics more (over the v.1 distributions). As an example, instead of only contributing 2 Regulars cards before to the draw deck (ea. of 2 Actions), there's going to be 4 of them per side now – this will help keep the draw decks better 'populated', when a scenario might have fewer troop-types involved. |
codiver | 31 Mar 2020 11:33 a.m. PST |
FlyXwire, I'm in Colo. Springs. My package with the rules etc. arrived last evening. Haven't had much of a chance to look through it yet. With the CHICOM Flu, who knows when I might get a chance to play. |
dantheman | 15 Apr 2020 9:05 a.m. PST |
I am currently painting up my Indians and want to know if version 2 still has 4 to 6 figure war bands. |
FlyXwire | 15 Apr 2020 1:31 p.m. PST |
DantheMan, the Indian units keep the same range of figs as in v.I. |
Pan Marek | 30 Apr 2020 11:24 a.m. PST |
Even in the first edition, one had to be careful about how many troop types each side had. I first realized this when I wanted to do a Mohawk Valley scenario for the AWI. I thought a crown mix of indians, rangers and loyalists would reflect the period, but the settlers would be what? Just militia? The crown forces would have multiple times the cards of the settlers. Even if the militia had greater numbers, such would prove a problem. Its all in how you build a scenario. |
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