Darrin
Registered User
Posts: 1
(3/31/02 8:51 pm)
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Special generals in New Rules
Friends,
The Man of the People ability is largely useless, though it sounds really nice. If you are risking the death of your general to defend a city, it is more than likely that you have a large number of defenders, and that the addition of (usually) one additional militia unit is hardly going to turn the battle in your favour. Does anyone have any experience to contradict this?
I do think that militia units are good and should be incorporated into the game, to distinguish between regular and irregular forces, both of which had significant roles in this time period.
Perhaps the Man of the People should be replaced by something else, or turned into an additional opportunity to snag a rare admiral.
Quartermasters do not give the groovy +2 bonus that the Master of Terrain does. Admittedly, the army should be happy for the fortification value of the city they are in. However, I still think these guys could use some additional “raison-d’etre” , such as perhaps offering a bonus to the number of units that may be built at a colonial city.
The Statesman is useless to Tribal Nations… I’m sure someone must have noticed by now, but no mention is made in the rules of an alternative. A really interesting special general ability for Tribal Nations would be:
Shaman: ability to see, by magic, hidden forces in one adjacent territory per turn.
... just a few suggestions...
Darrin
King Boneman of Mthethwa Game 4
KING BONEMAN OF MALi Game 5
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