Painting progress has been very slow for the past few weeks but on the positive side I felt that sufficient progress had been made on reworking the Aegaeon naval rules to venture a game test with Gareth at our usual Tuesday evening session.
The first big outing with the original Aegaeon rules at the Society of Ancients Convention last year had been met with interest but also a number of recommendations. Chief among these was that the movement system allow for more variety of action, particularly through diagonal movement. This had been avoided in the original rules in order to keep down the possible circumstances under which engagements could take place and hence keep down the complexity of the combat results. Consequently, changing the movement mechanics could not be done in isolation but entailed working through the combat mechanism again.
After several abortive ideas had been kicked around, it finally dawned on me that handling movement through a quota of move points - with different costs for changes of facing or formation as well as for orthogonal and diagonal movement - would also provide a built in timer for determining the priority of any combats. Simply track how many move points had been spent at the point of contact.
Armed with this idea a few different ways of costing different actions and allocating move points to fast and normal squadrons were tried out. I soon settled on giving fast squadrons a single extra point as this allowed them to do sufficiently more than normal squadrons without giving the latter too much of a disadvantage.
More time was spent working out how to assess where contact would occur and where squadrons on different trajectories might slip past each other - this needs to be clear as under the rules movement is simultaneous - but eventually I had a set of illustrated examples that I thought provided guidance for all possibilities. Time to test things out again.
To prepare for the trial I reworked the squadron record cards to make them simpler and clearer to use. The photograph below shows the old version at the top, with lots of graphics giving information about the quality of helmsmen, crew and hulls together with a total count of the marines carried by the squadron and codes for the different moves possible. The latter only applied to the old move system, so had to be discarded. I have also decided to change the boarding mechanics, so only need to track marines on each ship via the individual ship boxes, so out goes the overall marines counts. As for the quality codings, these may be useful to track in a campaign but for battle purposes are amalgamated into the Agility rating and whether the squadron is rated as Fast or Normal. With these removed, the new version at the bottom of the photograph becomes possible.
The 'Move' box is for entering a code from a chart that shows possible combinations of manoeuvre and movement. The three letters next to 'Action' allow one to be circled to set how the squadron will act if contact is made with the enemy - Attack, Defend or Evade.
For the test, a simple game with each side having six Fast squadrons was set up. All the ships were trieres. None had extra marines. The only variations were in agility ratings and squadron strength. The Persian subjects - a mix of Egyptians and Tyrians - had two squadrons with a rating of 7 (the highest), two with 6 and two with 5 while their Ionian opponents - Chians, Samians and Lesbians - had one 7, one 5 and four 6s. Both sides had 3 squadrons with 12 ships, 3 with 10. Gareth took the Persian subjects while I took the Ionians seeking to escape becoming Persian subjects again.
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The first move. The Ionians and the Egyptians all move straight forwards to the fullest extent allowed. The Tyrian squadrons swing off to the left. What is their intention? |
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The result was 2-0 to the Ionians. Both sides had chosen to make ramming attempts and needed 5+ to succeed. |
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In the centre was a series of engagements with clash 3 being dependent on the outcome of clash 2. The Ionians rolled very badly and lost clash 2. |
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Two bad outcomes for the Ionians were offset by a spectacular result in clash 4, which the Ionians won 5-1. |
We ended the test at the end of turn 4 to have some time to discuss how we had found the rules before heading to our respective homes. Gareth, who had not tried out the original rules, found it exciting despite having trouble with the reference charts intended to show how the squadrons could move. By the end he was getting the hang of the possibilities. I had been expecting that more problems would show up with the movement mechanism but was pleased to find that it worked - including the follow through into the sequencing of combat. Clearly the reference charts for movement were confusing and cumbersome, so further thought is needed to bring clarity to setting the directions. My main concern now is with the combat mechanism. Admittedly the set up for the test excluded a lot of the possible conditions it was designed to cover, but within the limited range that did come up in the test, the mechanism as it now stands left several question marks and didn't seem to have the range of outcomes that felt right. Still, the test has served its purpose both by flagging up issues and prompting some thoughts on how to tackle them. Getting that done and running some more tests run will be the main task for the coming week. Painting can continue to play second fiddle for a while longer.
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