2d6 would smooth some of the swinginess in this game and would improve and/or change tactics. I also just don't like how the d10 mechanic works in practice. I can't plan around the the die type because it's too swingy, so I take a small subset of troops to mitigate and make the die irrelevant which has basically made 50% of the models I own useless. Now I do understand how the d10 does makes one-hit-one-wound mechanic work, but as I said it makes the game a little more swingy than I like.
Lesser defensive strikes is about how I loathe out of sequence activations. It rewards lazy play and makes paying attention to the game optional. Currently full strikes back makes stand and wait as viable a tactic as hunt them down, and I am no fan of encouraging people to not engage in playing a game. This is slightly less of an issue with missions, but point me to a repository of missions. It doesn't exist.
The ranged rules have a few problems. First the troops are overpriced for what they can do. At their cost I can get better melee troops who can more reliably damage my opponent. Second defensive shots make it so no one shoots at other missile troops unless they have no other targets so it's a wasted ability. Third missile troops are useful only in turn 1 and depending on the draw turn 2 thus not justifying the points cost. This is how I play against missile. Deny shooting on turn 1 and be in melee on turn 2 thus making your missile troops overpriced underpowered melee troops.
Not really. If it was plus 1 for every group of number x in b2b then yes. As it stands taking a melee beat stick that costs what 3 basic troops cost is typically far superior than the 3 warriors. The MAV that beat-stick has is better than the +1 three models in b2b would get. Yes you'll get more attacks but usually those beat-sticks have abilities that are better (read damage causing abilities not requiring a roll.)
2d6 would improve the game. CAV:SO is already playing better because of it. It makes me not feel like I was yet again screwed by the swingy nature of the d10.
One of the ways to resolve why defensive shots suck is that if anything shoots in LOS of a missile troop they can shoot back, but then that ability would be too good.
A million times this. Releasing a PDF of another company's rules when the D&D 1st ed rules it uses are free online already (OSRIC) was silly. Giving people access to the 2nd ed Warlord rules would've been the better move. But hey as you said they're not a game company. With a few hours work I could make a pretty decent Dungeon Crawl game using the Warlord rules and the D&D Tiles.
Ok, been a long time since I was on here but much hasn't changed about Warlord since then heheh.
Warlord works off of a d10 system for a reason. It may seem swingy but in actuality it's statistically very stable. I know this because a statistical fanatic helped put the system together. I may be missing the point on the 2d6 train of thought but I can tell you that working in increments of 10% is very stable and easy to modulate. Any game with dice and chance will be somewhat swingy but in Warlord each faction has the ability to negate much of the swing if you build to that purpose. Whether through massive number of attacks, massive MAV's, buffs, a combination, etc. Also I should point out I have no idea how to cut up and multi quote stuff so this is going to be alittle ramshackle approach to the message I am delivering.
On the subject of defensive strikes - During playtesting we tried a ton of different ways to do defensive strikes from allowing ALL strikes against any opponents in b2b to 0 allowed. We found that for speed of play allowing the full number of attacks to be used defensively was the best choice. The combat to me seems like a real fight where every moment people are trying to kill each other as opposed to "You tried to kill me and when I get to go next I will try and stab you back. .. if I am still alive".
Initating a charge vs receiving - There is a HUGE advantage to being the aggressor in a melee situation in Warlord. One of the very most famous instances of this is when 7 Bondslave survivors rushed Rauthoros and brought him down in one melee. This was when we tested the much dreaded Darkspawn Daisy Chain tactic.The charge plus support bonuses gave them a fighting chance against the monster to which they succeeded brilliantly, unfortunately they didn't receive those because they were under the effects of a spell that made them mindless but it did give them Martyr so they still got +2 but had to die afterwards. If they had RECEIVED a charge from Rauthoros, even all 7 of them at once, it's unlikely any would have scored a hit because they would have had only a 10% chance to hit instead of a 50%. The long and short is that the game rewards for aggressive play. 3 units charging one unit usually results in the charged unit's death and a wound or two possibly on the aggressors. Some SA's make charging a unit unpalatable (FIrst Strike/Pike) but the advantage is still to the attacker as they get to dictate who takes a spear in the eye. Setting up a good charge and maximizing support and #MA is one of the things I like best about Warlord. If you don't believe me on this I would be glad to take you on anytime and show you the difference in receiving the charges or giving them :)
Ranged units - Ranged units are pricey for a reason you are right. That was something else that was tested extensively. Since Warlord is a melee skirmish game I believe the intent was to err on underpowered archers versus over powered. That being said though, archery units are far from underpowered. Just like if you choose to make melee a focus for your list so to must you build your list to accomodate for archers particular strengths and weaknesses. There are builds for each faction that can quite effectively highlight the brutal power of ranged attacks. One of the favored is the Ivy Crown archers for the crusaders. With Lady Jehanne in command of 10 archers and an elite for bless you now have a unit that will consistently put out 10 RAV 6 shots or RAV 5 at long range. That's pretty fierce and will make short work of many soldiers. Couple them with Lady Devona and you now have access to Whirlwind to keep enemies in disarray and unable to approach. Throw in a couple of troops for a picket line (like wardogs with their Short SA) and you now have a very defensible firebase from which to black out the sky.
All in all a ton of testing went into the various ways Warlord could be configured. I won't speak to CAV or Reich as those games both have dynamics I am unfamiliar with but I can tell you that the deeper you dig into Warlord, the more elegant it seems to become. I've only found one broken list in this new edition and believe me I excel at finding the broken in game systems. . .well most systems in general. And even though it's a broken list it's still not entirely broken, it has to be played the right way or it's defeatable as easily as any other list. Even after years of playing it with no revisions or anything I am STILL finding new and interesting builds and combinations for the factions. Just wish I had more time to test my theory crafting for practicality ha!
I hope that addressed properly the points you rose. If it didn't please let me know and I am more than glad to expand upon my notions or even make them more succinct as I see I have typed a bit. . .
I haven't gotten to chat about Warlord in a long time so I'm a bit rusty as to everything and why, plus I wrote this past midnight and nothing good happens past midnight if you are over 30.