EPIC12 Hydaspes (326 BC)

More
13 years 9 months ago - 13 years 9 months ago #888 by MasterChief
Sorry - pressed submit to soon.
Last edit: 13 years 9 months ago by MasterChief. Reason: Whoops!

Please Log in or Create an account to join the conversation.

More
13 years 9 months ago - 13 years 9 months ago #889 by MasterChief
Scenario Link

Well our group finally had an EPIC struggle. We had six players. We decided the Alexander side would have two players, and the Indians four. The Overall Alexander commander got Alexander's section, and had to leave the centre/left sections to his trusted general. We also played that the commander could not talk to his field commanders unless an Army card was played (the optional "my realistic" rule).

Played this twice, and both times Alexander won. The Companions just did too much damage in both games before the Indians started to catch up. In both games, the Elephants (the "equalizer" to Alexander) fizzled too (with great rolls like 3 green, 2 blue, against heavies.... sigh).

Interesting to watch how people play, and the problems the overall commander has. In one case, poor Alexander clearly had some line command cards he wanted to play but his centre/left general was totally ignoring him (much to everyone's amusement except Alexander ;-) )

Just like real life, the field commanders might have general guidance from above, but the reality is the pressure of their section tends to dictate what they do. I also note that possibilities for exploitation BETWEEN sections at times was not noticed by field commanders, as tunnel vision takes over and they tend to (naturally) only "see" their own section. Much bigger problem for the Indian side in this scenario because of four players.

In the first game, as the Indian overall commander, I seemed to have all these "left section" cards - which is not what I really wanted to do, but decided to gamble on taking out the companions... and it was working! Until Alexander Rallied his troops - suddenly forming up a fresh new batch of troops and my poor field general was left with one and a half units to try and run away... I then tried to sweep around the right section when I had enough "right" cards but just couldn't get the momentum. Didn't get much centre stuff and wasted a few leadership cards to try and get the centre into play with the Elephants.

Next game I was the Indian right section, and told the commander pre game to try and let me set up to wheel around and try and get into the weaker flank. Didn't really work - the Elephants screwing up did not help! Alexander was killed in this game though, and I really thought the Indians could win - but just couldn't seem to get the momentum needed... sigh.

First game was something like 13 banners to 10, and the second was similar (maybe 9?).

All in all - Epic has a very different feel. The overall commander knows what cards are coming up, but the field commanders only see the cards played on a turn - and I think this causes more anxiety about what to do and causes slightly more "rash" behaviour (I know I attacked before I felt I was ready). I think the personal stress levels are a lot higher too - and for those that have played Diplomacy and seen couples split over it.... you might need to set a few "what happens in the game stays in the game" house rules. And probably need a time out corner too... (I had to walk away from the map as the Indian overall commander - I couldn't stand watching! It's only a game, it's only a game...)

Pete
Last edit: 13 years 9 months ago by MasterChief. Reason: Link Wrong

Please Log in or Create an account to join the conversation.

More
13 years 5 months ago #953 by Tuscan-Centurion
As the frustrated Alexander in the second playing I have to agree here with the pressure that is placed on generals to "perform". I did have a couple of line command cards to play but my subordinate kept using the "Order 3 units centre" or "Order 4 units left" cards I gave to rush forward and attack instead of manoeuvouring his troops into a massive line. As a consequence the line was short and fragmented and a number of units were unsupported and the only thing that kept a lot of them in the game was a lack of orders (cards) to take them out.
Highlights the need to consider movement over fire first and foremost to maximise good cards and inflict major damage to your opponent in a short time.

Still won though but frustrating!

Please Log in or Create an account to join the conversation.

Moderators: Freeloading-Phill
Time to create page: 3.260 seconds
Powered by Kunena Forum