BattleLore: A Second Look
Nov. 14th, 2006 08:24 pmPlayed Battlelore with Kimberly tonight. I was pleased to discover that since my second game, I've indeed managed to pick up how all the units work. It was right there, now accessible in my head without having to look any of the units up. This is largely thanks to the great development work done by DoW which insured a clear consistency among all the units, while still allowing for differentiation. Today I even picked up a bit more of the consistency, discovering that all the cavalry units move exactly two times as fast as the infantry units of the same color.
Kimberly was able to play without problem. We played Agincourt, and I've decided to record that here, like I did the older ones I played. I may record one more set of games publically, when I try out some of the new systems (like mercenaries and more lore stuff), but I expect most of my reports will go private while I wait for logging facilities to appear at Days of Wonder.
Game #3
Scenario #1 (Agincourt)
Another try at this scenario. I took the British (again) and gave Kimberly the French. I think that the French have some advantage in this scenario, at least when played right, so I wanted to give Kimberly the better side for her learning experience. (We'll flip it next time we play.) Sure enough, with my coaching her not to hang back, she wallopped me 4-2. I wasn't helped by some terrible card draws along the way. (At the end of the game my hand of six included only one card that could move more than one unit.)
The French started off sending a cavalry deep into my flank near Agincourt. They successfully destroyed an archery unit with a forced retreat followed by an overrun, but then paid heavily for their transgression. Afterward the more serious battle began, with the French maintaining excellent discipline while pushing up the middle. They kept to their lines which preserved the morale of their units. I finally struck out at their troops as they advanced and paid heavily when they battled back.
The English lines took losses and broke shortly thereafter. My archers fled back to the woods for a last stand, but it wasn't sufficient. When one of my archery units was chased out of the woods, then destroyed, English morale was lost entirely.
Remember us on St. Crispin's Day, for we fought our best!
Kimberly was able to play without problem. We played Agincourt, and I've decided to record that here, like I did the older ones I played. I may record one more set of games publically, when I try out some of the new systems (like mercenaries and more lore stuff), but I expect most of my reports will go private while I wait for logging facilities to appear at Days of Wonder.
Game #3
Scenario #1 (Agincourt)
Another try at this scenario. I took the British (again) and gave Kimberly the French. I think that the French have some advantage in this scenario, at least when played right, so I wanted to give Kimberly the better side for her learning experience. (We'll flip it next time we play.) Sure enough, with my coaching her not to hang back, she wallopped me 4-2. I wasn't helped by some terrible card draws along the way. (At the end of the game my hand of six included only one card that could move more than one unit.)
The French started off sending a cavalry deep into my flank near Agincourt. They successfully destroyed an archery unit with a forced retreat followed by an overrun, but then paid heavily for their transgression. Afterward the more serious battle began, with the French maintaining excellent discipline while pushing up the middle. They kept to their lines which preserved the morale of their units. I finally struck out at their troops as they advanced and paid heavily when they battled back.
The English lines took losses and broke shortly thereafter. My archers fled back to the woods for a last stand, but it wasn't sufficient. When one of my archery units was chased out of the woods, then destroyed, English morale was lost entirely.
Remember us on St. Crispin's Day, for we fought our best!