AARs

Thank you five so much for trying my variant. I had been trying to get it off the ground for some time, and it was glad to get a play in. I know I was not always the most prompt GM and I ask your forgiveness on that. Real life got a bit crazy for me and the adjudications were more time consuming than even I anticipated, sometimes taking up to 90 minutes from beginning to end.
I had hoped the final three would have played a little bit further as I think there was a shot at Rome victory. It really depended on how well Egypt and Greece could coordinate after what appeared to be some mutual stabbing (but maybe it was negotiated!?!). Either way, I understand why you all took the draw and I can't blame you.
What did everyone think of the game? I thought it went pretty well, but if I ran it again, I'd probably consider the following rule tweaks:
1. The provisional retreats were mostly unused and created extra overhead. I would probably ditch it for simplicity. I think the provisional builds were useful though in conserving TT points. Also, some players got hit with unexpected disbands due to civil disorder that could have been prevented with them. That prevention is a good thing I think. As a result, I'd probably retain provisional builds.
2. I would probably ditch the bonus TT points for players with 1-2 SCs. I thought it would be useful in helping them stage a comeback, but in reality I think it just makes them more of a liability and likely that others will want to eliminate them more swiftly.
3. The limit on present orders being the number of units controlled in the present is a bit constraining when you make a major TT change that will give you many more units than you had before. I think that a better limit would be the maximum of the units when the phase orders were entered or the number of units when the phase processed. That is a bit complicated to keep up with though so maybe there is a more elegant way to do it.
Again, thanks for playing everyone. I hope to see you in other games soon.
I had hoped the final three would have played a little bit further as I think there was a shot at Rome victory. It really depended on how well Egypt and Greece could coordinate after what appeared to be some mutual stabbing (but maybe it was negotiated!?!). Either way, I understand why you all took the draw and I can't blame you.
What did everyone think of the game? I thought it went pretty well, but if I ran it again, I'd probably consider the following rule tweaks:
1. The provisional retreats were mostly unused and created extra overhead. I would probably ditch it for simplicity. I think the provisional builds were useful though in conserving TT points. Also, some players got hit with unexpected disbands due to civil disorder that could have been prevented with them. That prevention is a good thing I think. As a result, I'd probably retain provisional builds.
2. I would probably ditch the bonus TT points for players with 1-2 SCs. I thought it would be useful in helping them stage a comeback, but in reality I think it just makes them more of a liability and likely that others will want to eliminate them more swiftly.
3. The limit on present orders being the number of units controlled in the present is a bit constraining when you make a major TT change that will give you many more units than you had before. I think that a better limit would be the maximum of the units when the phase orders were entered or the number of units when the phase processed. That is a bit complicated to keep up with though so maybe there is a more elegant way to do it.
Again, thanks for playing everyone. I hope to see you in other games soon.