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1 square Diagonal Movement: Reaction from Players
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<blockquote data-quote="Elder-Basilisk" data-source="post: 4049885" data-attributes="member: 3146"><p>My thoughts exactly. Players immediately see the simplification. The dramatic changes that it makes in tactics will wait until demonstrated. </p><p></p><p>For my part, I didn't notice the tactical possibilities when I read the DDM 2.0 rules. I realized them in my first DDM 2.0 game. I'm counting out movment, thinking, based on common sense and prior DDM experience that having been forced to set my pieces up behind four squares of staggered difficult terrain, they will arrive at the battlefield slowly. I start counting out the movement and suddenly realize that none of it slows my pieces down at all. They dodge the terrain on the Y axis and get the exact same movement on the X axis that they would have gotten anyway. Then the next round, when I'm looking for charges, I realize first that, I can charge to pretty much any square I feel like (move first to make the square I want one of the three nearest squares then charge in a zig-zag line to avoid AoOs). Play a few games and in which you take advantage of the tactical possibilities and see how the players realize it when you show them that it is next to impossible not just to protect an ally from attack but even to prevent multiple enemies from charging into flanks on that ally.</p><p></p><p>The simplification is obvious and will generate immediate response. The dramatic tactical changes will have to be demonstrated in play before most players notice them.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 4049885, member: 3146"] My thoughts exactly. Players immediately see the simplification. The dramatic changes that it makes in tactics will wait until demonstrated. For my part, I didn't notice the tactical possibilities when I read the DDM 2.0 rules. I realized them in my first DDM 2.0 game. I'm counting out movment, thinking, based on common sense and prior DDM experience that having been forced to set my pieces up behind four squares of staggered difficult terrain, they will arrive at the battlefield slowly. I start counting out the movement and suddenly realize that none of it slows my pieces down at all. They dodge the terrain on the Y axis and get the exact same movement on the X axis that they would have gotten anyway. Then the next round, when I'm looking for charges, I realize first that, I can charge to pretty much any square I feel like (move first to make the square I want one of the three nearest squares then charge in a zig-zag line to avoid AoOs). Play a few games and in which you take advantage of the tactical possibilities and see how the players realize it when you show them that it is next to impossible not just to protect an ally from attack but even to prevent multiple enemies from charging into flanks on that ally. The simplification is obvious and will generate immediate response. The dramatic tactical changes will have to be demonstrated in play before most players notice them. [/QUOTE]
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1 square Diagonal Movement: Reaction from Players
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