Hello dear reader,
For many years i am busy developing a high fantasy wargame. Since the hiring of a skilled artist I decided to make more effort in this. Right now i am on the eve of much playtesting with my son who have come also at an age where he can outsmart me :)
Check the website i started here and enjoy the artwork....
http://joskapaszli.wix.com/thewargame
A lot of work still has to be done. More units will be added, need a exciting lore, finishing rulebooks, armybooks and such. And i also consider doing a kickstarter project in late 2016.
I also like to meet people who have good ideas. And probably want to participate in proofreading the rulebook, lore or whatever.
Please feel free to add comments on everything u find could be improved.
Thanx in advance.... Joska
Good questions
It uses hexes which allows more pace.... it shows the most relevant stats on the token itself which allows pace too... I am always aware to skip complex additions if they dont benefit the depth of the game enough...
I played battlelore, i have bot boxes, also the battle of westeros. Also battlelore on the tablet. The game really disappoint me, esp the 2nd edition.
What i dislike about games like battlelore and also battlecry is this:
- i always felt tactical restricted by the commandcards where you could only move at a certain flank and even just a few units. It never felt like i was commanding an army. For me this is not how medieval-alike movement should work.I like to move the whole battleline up towards the enemy where i must think about the most relevant moves to do, what to prioritize.
The size of the hexes is a bit too big, this also restricts tactical movement.
In my game the commandcards allow flexibility across the board. Just take care of your commanders and your battleline and you will do fine. If your battleline get too scattered than you would have problems to get the most effect out of your army and probably loose.
- units dont have a flank or rear in these games, i miss the use of simple tactics of overpowering a flank to create a hole in the enemies battleline to get behind the enemy and make use of rear bonuses and break him.
Hexes are perfect to create a simple rear and a flank, I uses this in my game. You get rewarded to break the enemy line and get behind the enemy.
- i miss a zone of control around units, why can i use my whole movement allowance to move between 2 enemy units and get to its rear (where i dont get a rearbonus)? This is also the case in a pc game like elves legacy.
In "reality" if a unit moves between 2 enemy units these 2 units will bend towards the enemy and intercept it.
In my game you cant simple pass enemyunits through their combatzone.
Overall the fun-time invested ratio is so low in battlelore/battlecry. I wanted to adress this.
Did you play bloodbowl? It has tacklezones, fumbles all benefit to the game. I love the thrill of a "going for it", the epic feeling of a successful action according to plan. Or even the total failures are epic.The number of puzzles you have to solve in bloodbowl is so much higher than in battlelore or battlecry. This is what i address in my game.
2 hours of many puzzling moments with some epicness into it where your plan before the game and the execution during the game really matters....
Do you recognize my feeling about too much simplicity and restriction in battlecry and battlelore?