Just a little update to this thread before I hit the sack...
I have finished writing the new movement rules and put it into the main rulebook now, but I have not as yet had a chance to integrate them properly throughout the main rule system as yet, but there and running now.
We had game tested them last week for the first time on Saturday and for the most part they worked fine. Though Trish had his objections to them, as he couldn’t control how his pieces squared-up to the enemy (Tom) pieces. A driving philosophy to the new Movement Rules is ‘everyone into combat’
, unless it’s a unit which has to keep its general formation. So this means, loose moving pieces (all pieces which are not units) could spill into combat with other pieces, which Trish didn’t want to happen. However, from my point of view the battle with these new rules in play looked far more realistic with gaming pieces lapping round the enemy, as they would in real life, rather than staying in a rigid shape all the time. In spite of this though, it was clear that these new rules still need far more work on. This is fine though, as we have an entire year to get them right before Three Plains V3 comes out.
Lastly, in my last video I made I mentioned I wanted to make the Battle Stress Rules more leaner too. Well without giving too much away we have found a new system which uses the old one’s gaming mechanics. This means it won’t affect gaming pieces points, nor will it affect the rest of game’s mechanics either, some rules though will need tweaking, but not totally rewriting
I have drawn up some mock combat scenarios on paper and the new Battle Stress System seems be easier to use and work out, faster and more fun too, as it involves the both players to use the system.
Hopefully I should have time tomorrow to make another blog video for YouTube, where I will talk more that this new Battle Stress system and the new Movement Rules, both in more detail.
Good night all =O)