The tactical factors for naval combat are command rank plus fleet morale plus relations plus tactic vs tactic divide by four. This IS in the rule book, but is scattered about and not in one paragraph. There was a pretty fair article on the subject in the old "Whispers". On the rule book question I am on board for an online listing of the best articles from "Mouth", "Whispers", "Facade" and GSI. The mystery of the game is one of it's attractions.
···
Another example:
There is no sample naval combat, although there is one for armies and
personal challenge. I have been playing MEPBM for over ten years and I
recently asked a question of teammates in preparation for a new game: "Does
morale and/or terrain/climate play a role in combat calc for naval battles
or is it just command rank? Is command rank the full modifier or is it given
just 25% or 33% weight?"
The answer to this question has a rather large impact on naval battles and
strategy of those using fleets. The rulebook does not mention anything
beyond command rank and there is no sample combat.Nobody knew the answer and
we probably have well over 200 games under our belts as a group.Several concepts which are needed for successful and rewarding play are
either missing from or just glossed over in the rulebook. If a new player
gets pasted early in a game, he is unlikely to play again. Things like camp
limits, attention to one's economy and season changes, looking two or three
turns ahead, and teamwork should be stressed for the new players especially.So, Harly could just try and rewrite the rules for clarity and then try a
separate "strategy guide & FAQ" or they could try an all-in-one deal.
Another possiblity could be to include limited strategy discussion on key
orders or game processes, with a separate more lenthy book or series of
articles.I think a key factor is the ease with which a player can find required info
(ie index or table of contents). Poorly motivated players won't pursue a
topic if it takes too long to find it. Also, length or too much detail will
discourage some players, so brevity AND clarity are both important.
Personally, I find information in tabular form to be both concise and
informative and I think this should be used as often as possible. It is
underemployed at present and could be better organized.As a final comment I would like to mention that the original game designers
DELIBERATELY made the rulebook vague in places so that the players would
have to try to explore the nuances of the game. This is in spirit with the
encounters and riddles. Originally, maps of all known pops and specific info
on riddles, arties, and dragons were not available. In my first game (#22),
I blundered around for several turns before teammates started sending me
info. If I hadn't gotten this info, I doubt I would have played another
game. I believe it makes for a much better gaming experience if all the
players in the game start with equal knowledge. Knowledge of how to USE the
rules strategically is gained by playing, but the rules themselves should be
clear and fair to everyone.Tom MacCabe
_________________________________________________________________
Get a speedy connection with MSN Broadband.� Join now! http://resourcecenter.msn.com/access/plans/freeactivation.asp