Anyway, I've been experimenting with all the ease of design to be had from treating a unit as a unit regardless of numbers of figures or the basing scheme. It certainly makes design easier but especially for a toy soldier game lacks something in the "feel" department. So, I'm suddenly back peddling at full speed before tomorrow's test game.
. The stick is my replacement for a grid. It is marked in 3" lengths.
Musket range is 2 lengths, melee/close range combat is 1 length..
Musket range is 2 lengths, melee/close range combat is 1 length..
I'm conscious with rules that there is sometimes a tension between what I judge to be efficient and/or coherent and what I find to be enjoyable. The former process perhaps has higher status because it purports to derive from clear-headed rationality whereas the latter is suspected of being stored in a lengthy baggage-train of habit and tradition.
ReplyDeleteHowever, I don't think the baggage can be ditched - it has to feel right - but it is tricky getting the balance right.
Looking forward to hearing how it goes, fascinating as ever.
When I consider the clear headed rationality and many of my rejected drafts the expression "too clever by half" rises to mind!
ReplyDelete