|Waiting for the 1st shot.|
The intent with these rules has always been "for effect" but decades of habit keep trying to bring me back to focus on detail and "how" rather that accepting what seem like abstract rules which seem to have the right effect on player choices and game results almost despite everything. The actual combat and movement rules never seemed to be a serious problem. Where I have had the most problems is trying to come up with simple but effective rules to reflect issues of command control and the interaction of friendly units, especially in terms of moral and physical support and the risk of spreading panic as the battleline starts to give way.
So, in the evening I re-tweaked the rules, removing several cherished ones as well as most of the new ones. I also brought back a few rules I had tried at various times but abandoned either because the rules as a whole were getting too unwieldy or because some rules ended up working against each other rather than with each other as planned or because I mistook which rule was having which effect on my actions. This morning I played again and....it worked!
It didn't just work though, it had that mysterious "feel" which I have had such trouble identifying to myself and the result was that without any rules to explicitly mandate it, I found myself forming and maintaining my battle lines and not leaving isolated units hanging without a good reason. In addition, with both sides having been battered pretty badly and short of reserves, one side suddenly collapsed. (You'll have to wait for the report for details.)
|The 2nd Battle Rages.|
These small games took about 1 hour to play and I would expect a full game with say triple the number of units to be able to be played in an afternoon or full evening.
Here is a link to the "2 sides of a page" version.
Hopefully I'll get the battle report written before I forget what happened!