Well how did the Age of Eagles game go? When I left the Prussians were stuck on a bridge. Was this Mike H's finest hour?
Full Thrust went well, 5 players of whom only Matthew had played before, (and even then that was Full Thrust Light and only twice). I seemed to forget a few rules details but no one noticed ... phew! That said, I know where I was having difficulty and I was really impressed with the rules as they worked much better than I expected.
The simultaneous orders and movement stops anyone getting too bored and the combat, although dice heavy sometimes, does keep the players glued on the results.
We had 16 ships on the table, started at about 18:20 and finished by 21:00. I think that with players that know the system better we could easily put 24 ships on the table and finish the game, (which is typically 9 turns), in an evening.
If I ran it in the future I think I would:
a) Use clipboards. There was too much gaming area used by players ditching their playsheets on it.
b) Introduce tokens for initiative. With 5 players and initiative being rolled each round it was easy to lose track. if after initiative was rolled you got handed a token with your combat order, 1,2,3,4 or 5 on, it would be easier. Was never a big problem though.
c) Control Sheet. Would have been good to keep a check on which ships had fired in a round. Like b), this was never a big problem.
d) Use some template so players could check the course/heading of their ships. This is probably the biggest thing as the exact course was sometimes a bit unclear and I had to verify it.
One thing we did learn is that Missile Salvo Systems are deadly if they strike home!
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