To be honest, I'm still experimenting with the activation sequence now and then :-), so just to say that we haven't fully converged to a good solution yet.
My approach is to pick something that works well with the scenario we set up. We sort of have a feeling for what works and what doesn't, so we play for intended effect...
Phil
Hi Phil!
Played my second game on Saturday night with a mate of mine (he missed
the first game over Christmas).
This time we used v24 of the rules, and tried out the multiple
commander style activation. The game took quite a while to play out -
over 3 hours with approximately the same number of units as the first
game. We both really enjoyed it, and the result was even closer than
the third game, with the whole battle going right down to the last two
units of archers.
I personally felt the activation sequence was a bit slow - this could
have been because the jokers kept appearing very quickly (or maybe
that was just rotten card shuffling). After the first 4 or 5 turns we
decided to reshuffle the deck only after the second joker appeared.
As you predicted, we tended to keep units much closer together in
order to keep them within control range of the commanders.
We also added a few more terrain features: a river, a building, a
field surrounded by hedges.
Unfortunately, the batteries ran oyt on the camera pretty early, but
I'll upload the photos I did manage to take.
DaveA
--
Phil Dutre
philip.dutre@...