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Fury

This blog will be my design log and a platform to gain your input as I move to final production. The game has its roots in Manoeuvre from GMT Games but it does have many new additions and fresh rules.
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Manoeuvre vs Fury: Leaders

Jeff Horger
United States
Columbus
Ohio
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Leaders, in Manoeuvre they are the lynch pin to victory. They mass units and restore them. Leaders can tip the combat values for or against you. But to me, most importantly, leaders in the game feel like the leaders they are modeled after. Some of the commanders don't aid in the big picture but instead serve only to rally the troops or lead a charge or even a glorious last stand. Other leaders have little influence on the field of battle but their strategic mind allows you to direct multiple units as one fighting force. Napoleon and Wellington, well they dominate the field of battle. In Fury, there are no historical leaders to base the leaders in the game on. I knew leaders would still be a big part of the game but the individuality and historical veracity of the leaders was able to take a back seat to some innovations in game play. Hopefully, when I am done, you will see the benefits of the revised system.

Movement: In Manoeuvre, leaders had no effect on movement. Perhaps an oversight on my part as looking back I can see how it could have been a useful tool in the design arsenal. In Fury leaders are rated for how many additional units they may command by playing the card. They can have Unit Command and move one additional unit. They can have Line Command and move two. A Wing Commander can move three units and an Army Commander can move four additional units. This movement is full movement by that unit and is in addition to the one (or more) base movements available to a player each turn. In Fury the tide can turn very quickly as a player who you thought could only move one unit plays a leader for the Wing Command ability and four units are advancing on your exposed flank.

Command: The leaders in Manoeuvre were rated individually for how many units they could combine into an attack. I still feel this distinction is important to differentiate between the various leaders in that game. In Fury this granularity is not as important. None of these leaders have historical backgrounds to emulate. So in Fury, any leader can combine up to four units into a single attack.

Combat: This ability stayed the same as in Manoeuvre with the exception that all leaders are rated for Attack and Defense. Some of the leaders are better on the offense and some are better on the defensive.

Rallying: This has generally remained the same for Fury as it did for Manoeuvre with the exception that some leaders, such as the Necromancer only rally undead units. But the concept is still the same even if the details are slightly different.

As I begin to write up the detailed histories of each army right here in the blog, I will attempt to figure out in my mind how best to differentiate these leaders and inject some life into their ratings.

Next Time: The history of the Badari, Desert Kings.
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Subscribe sub options Fri Dec 16, 2011 7:24 pm
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Michael Hopcroft
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Sounds like the leaders are intriguing. Assuming each side has the same number of leaders (or do certain sides have fewer leaders?) differentiating their quality will be important.

Has any leader ever been able to rally more than one unit at a time?
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  • Posted Fri Dec 16, 2011 10:36 pm
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Jeff Horger
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Michael Hopcroft wrote:
Sounds like the leaders are intriguing. Assuming each side has the same number of leaders (or do certain sides have fewer leaders?) differentiating their quality will be important.

Has any leader ever been able to rally more than one unit at a time?


Leaders come in differing quantity and quality throughout all the sides.

Leaders still only rally one unit.
 
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  • Posted Sat Dec 17, 2011 11:48 pm
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