Oberhilse and Faraway clash yet again, this time in the late 1850's.
My interest in using my 40mm 19thC toy soldiers in a more Morschauser-ly fashion does not seem to be waning with practice. When I get a chance I intend to try it on the existing 4" hex grid upstairs but for now, the ease of fitting 1/72nd terrain on the card table does not seem to balance the enjoyment I get from the bigger toy soldiers, even if the units are smaller and the whole look much more abstract and toyish. I also want to try the game grid free using my measuring stick marked with 3" bands without any smaller gradation.
Rather than maintain two gridded games, I am in the process of taking what I like best from the improvised Toy Soldier Game and the Square Brigadier crossed with the test games of the SB and will just update the SB. I haven't updated the SB and all of its period charts yet but the rules as played tonight are posted below in Back of a Postcard fashion.
There are three main differences from the Square Brigadier as last played.
Command Control/ Sequence of Play.
Rather than a fixed turn sequence and PIPS I am reverting to the Initiative roll to see who goes first each turn crossed with a die roll for units beyond command control. The PIPs work fairly well when the number of units is strictly controlled but works less well when games end up with too high or too low a ratio of Generals to units. The other system has served me well for years and adds a nice bit of uncertainty and at times tension as well as a decision point.
Attrition vs Degradation.
While the results of the OK/Disordered/Destroyed progression were fine over all, it just didn't feel satisfying to me and the resultant seesaw didn't feel right either. I've gone back to the system used in the original Hearts of Tin where units take hits until removed. The twist is that I have beat my self down and removed the rally roll so that the attrition is one way which drastically shortens games or allows more units. Rather than rallying, players will need to pull out battered units before they break and keep a reserve to plug the gaps.Generals can still risk themselves to try to cancel hits as they come in.
Die Modifiers vs Hit/Dice adjustment
There is a lot to be said for a system that limits the absolute number of hits on units in cover etc rather than just the average number but there are issues as well, especially when the number of dice are low. Since the hit number is easier to adjust I've gone back to that and kept the number of dice low. Given the lack of rallying, the low number of dice should help prevent a too frequent occurrence of units being swept away in a single turn by lucky rolls.
A closer though not clearer shot of the new experimental Faraway Service uniform with the 1856 tunic and sun helmet being worn by the Royal Fusiliers along side the old shell jacket and forage caps or shakos of the other units.
________________________________________________________________________________
A Game of Toy
Soldiers v2
aka short form of The Square Brigadier v3.
4 Apr 2013
*** Please Note that this is only a partial draft with new ideas
for play testing**
Game Units: General, Reg Infantry: 4 SP, Irregular Inf, Militia, Arty, Cav 3 SP, Skirmishers, Machine Guns: 2SP (SP may equal figures or be tracked)
Measuring. Diagonal counts as 2 squares. Front is an arc 45
degrees either side. (60 if hexes)
Sequence
Toss for initiative each turn. Winner
chooses to move first or second. Ties repeat.
1st player moves or shoots any and all
of his units, If not within 3 squares of general roll to move: 1,2, no move 3-6
obey orders. Fight Melees.
Repeat reversing roles.
Moves.
Infantry/Militia/Artillery 2, Irregular/Skirmisher 3, Cavalry 4
+1 in column on road but may not move
adjacent to enemy. Inf in square move 1.
Artillery may not enter woods or town
except on road. Cavalry, Infantry and
Militia may only move 1
square into or out of woods. Lose 1 square to cross stream. Turns are free when moving.
Passage
of lines: to move through a friendly unit, the moving unit must begin adjacent
and must stop adjacent to the other unit.
Must stop when moving into a square adjacent
to enemy.
Shooting:
Target must be in front but if adjacent to direct front then fight
melee.
1 die per unit if small arms or shot/shell, 2 dice if MG or canister
6 hits: Fortification or bow/jav vs heavy
armour,
5,6 hits Cover or skirmisher
or arty or cavalry or bow/jav vs armour,
4,5,6 vs Other
+1 per die if arty vs
dense or if sharpshooter or if superior firepower.
ACW Weapons: Ranges: Musket, carbine:2, Rifled Musket:3, Sharpshooter 4, Mixed battery: Cannister: 3, Shot/Shell: 6 Breechloading small arms are superior.
Melee:
If adjacent to enemy to direct front. 2
dice per unit except 1 die for militia or skirmisher,
+1 die each supporting unit to flank or
rear
+1 die if cavalry attcking
-1 die if attacking over an obstacle or any but irregular or skirmisher attacking through difficult terrain.
The inactive player rolls 1st and
hits are applied then active player rolls.
6 hits: vs Fortification
or vs heavy armour, or cavalry vs square
5,6 hits vs Cover or skirmisher
or arty or cavalry or vs armour
4,5,6 vs Other
Elite + 1 per die
Morale.
When a unit takes hits = SP it is
removed. Units which are elite, fanatic, stubborn etc get 1 extra SP. Units which are demoralized, disaffected etc get 1 less SP than normal.
General with unit must try to steady
troops if hit by shooting or melee. Decision to join may be taken after hits
inflicted. 1=General hit, 4,5,6 = cancel
1 hit.
General in melee may roll. 1=General
hit, 4,5,6 = 1 hit inflicted.
If general hit all units are out of
command next turn. Replacement cannot join units.
(For things not covered, check Square Brigadier at left, most of it applies and all will once updated to V3.)