Post by larsdangly on Feb 16, 2015 19:19:28 GMT -5
First post here, so take this as a general 'hello' in addition to my subjects!
I am a long time (~37 years and counting) devote of TFT and have played all of its incarnations and variants, but just recently discovered H&OW. I'm excited to see such a well developed and well supported form of the game back in print!
One of the first changes I've noticed while working through the rules is the approximate halving of the MV score (i.e., a typical unencumbered humanoid combatant has a MV score of ~10 in Melee, but only 5 in H&OW). This potentially has interesting consequences in play, as it may well make the game more tactical because you have to get much closer to a foe before a slow combatant can force engagement with a faster one. But it also means the scale of MV scores has gotten quite cramped. For example, nearly all charge attacks must be 2 or 3 hexes, because so few combatants will have a MV score so high that it can be halved and still let them go 4 or more hexes.
Was this change intentional? If so, what motivated? I'm sure if you are new to the game system it just seems normal, but what do the really seasoned old hands think of the impact this change has on strategy in combat?
A related change I noticed is that actions now follow the initiative roll and therefore have an essentially random order (at least with respect to the two sides in a combat), rather than going by adjusted DX order. This also leads to significant change in strategy, as a high DX combatant will be reacting to a slow DX foe half the time. What changes in strategy does this lead to?