The first three days of play have gone very well, and because several of our collegues were obviously paying attention, several difficinecies in the rules have been identified and corrected.
There has been a change in the ATTACK RANGE post on the RULES thread. Previously, if you started on any island, you would never have been able to get off (you need three territories to cross 1 sea zone). There is an addendum that addresses this oversight. Read this because it defines what is legal... and what aint.
There are now 9 types of military power. I have added LOGISTICAL POWER to the list. This is not really a change to the rules, but it does make the rules for SEA TRANSPORTS more consistent. The need for a sea transport used to be tucked off by itself in the rules. Now, if your review the MOCs=Power thread, it will be right there. A change will be made to the ORBAT FORMAT to reflect the addition of this 9th type of military power.
These are good additions to the rules, and they were recommended by players who were trying to figure out how to play and how to win. I commend you for your attentive review of the rules, and I thank you for your recommendations.
While I'm travelling around approving your models I'm noticing that many of you are struggling with the concept of forced perspective. Here is an example of my own work. The minifigs in the front and the micro-ships in the background trick you into thinking the ships are along ways away. Peter Jackson used the same trick to make full sized actors look like hobbits.
AW4 is fast approaching, and with that in mind your DA Staff is offering the following free advice. We have quite a few new players coming on the board and some veterans that could use some friendly help.
1. Make sure your ORBAT thread listing is accurate and up to date. When we make the battle calculations, we base everything off the links found in the ORBAT.
2. Double check the map and the entire attack thread before making your attack. Look before you leap.
3. If you're attacking another player, you should already know the outcome within a couple of points in either direction. Do the math before you attack.
4. Attacks are first come first served, if you attack the wrong country you've wasted your attack. Don't be late!
5. Read the rules, and read the Attacks thread to learn from the mistakes and victories of the last turn.
6. Make sure your PUBLIC treaty groups have the roster you want when you attack. Remember if you accidentally attack an ally you lose your attack. If you have a player in a private group and not a public...too bad, it won't count for your defense.
7. Good luck! Although we set up the game, you provide the action, the drama, the spectacle. We can't wait to see what happens... Permalink