I know this review is 5 years old, so you might not remember, but is there a chance gmt games could reprint this? I recently got arquebus, and I'm hoping to collect historical wargames from every time period, from ancient times, to medieval Europe, to the world wars, and the present day.
Awesome review! One question, in a scenario when the attacker has archer superiority, what stops them from firing at the defenders formation for as long as they want without engaging in melee? Thanks!
First activation each turn is automatic i presume. The second one you wish to activate you need to roll. Faq makes it that each extra activation after the 2nd gets a -1 (moving up 1 with each extra activation?). If you take away activation from the opponent you get to use the commander you picked of your army. If you fail the opponent gets free choice who to activate (same he chose previously or one he already used). In turn failing to activate a successive commander instantly moves the turn
to the opponent. Who gets a free activation as his first commander. The successive ones once more each requiring a more and more difficult roll. (see faq) which once more might fail or be interrupted. Did i get it right? I'm going to try the game saturday but i've got very little experience with GMT games and the rulebook is not very intuïtive. (I also have Ran and Samurai stashed away somewhere and the rule book of that was even more painful to work through)
found that out later. The manual does say movement points, not hexes.
I know this review is 5 years old, so you might not remember, but is there a chance gmt games could reprint this? I recently got arquebus, and I'm hoping to collect historical wargames from every time period, from ancient times, to medieval Europe, to the world wars, and the present day.
reading the rulebook right now, but to play all battles and take some breaks between them it will take me, uhm, 10-15 days?
Marco,
Are you planning a review of Infidel soon? Currently evaluating that one for purchase...
Marco, great review again! One of my favorite games because it is so solitaire friendly.
Awesome review! One question, in a scenario when the attacker has archer superiority, what stops them from firing at the defenders formation for as long as they want without engaging in melee? Thanks!
First activation each turn is automatic i presume. The second one you wish to activate you need to roll. Faq makes it that each extra activation after the 2nd gets a -1 (moving up 1 with each extra activation?). If you take away activation from the opponent you get to use the commander you picked of your army. If you fail the opponent gets free choice who to activate (same he chose previously or one he already used). In turn failing to activate a successive commander instantly moves the turn
to the opponent. Who gets a free activation as his first commander. The successive ones once more each requiring a more and more difficult roll. (see faq) which once more might fail or be interrupted.
Did i get it right? I'm going to try the game saturday but i've got very little experience with GMT games and the rulebook is not very intuïtive. (I also have Ran and Samurai stashed away somewhere and the rule book of that was even more painful to work through)
Marco, command range is hexes not movement points. How far the leader can shout :)
Oh I only read the later version , they must have updated it. I think the infidel rules changes have been applied to the whole series.
like the tripack
thank yuou again