Trying on 12 man units for size. |
To save repetion I would like to refer readers to 2 posts from 2010.
The first is what I look for in a wargame.
http://gameofmonth.blogspot.com/2010/04/of-horses-and-courses.html
The second gives my thoughts on friction in a wargame
http://gameofmonth.blogspot.com/2010/08/control-vs-friction.html
Does that mean that I will abandon all other rules? Don't be silly. I have new requirements dealing with convenience and a potential break through on efforts on the gridded game front!
Now we see the units beefed up to 16. |
Ok some longer comments. A couple of key decisions have answered all of the concerns I had with the original variable moves from a practical POV. By stripping out most of the fiddly bits and unclenching enough to just live with the occasional extreme moments and by looking at the base roll as the restricted or basic move that can be doubled in some instances rather than a maximum to be reduced by almost everything, the game had a faster pace and a more free flowing feel which allows players to occasionally suprise the enemy or to have a clever combination foiled by a subordinate. All done in a quick and integrated one step method.
I was uneasy about not having the double hit in melee but it works. Infantry is best relying on firepower until the enemy is shaken unless he is defending cover in which case closing is best.
The cavalry may seem weak vs infantry but the pursuit move should normally help especially if the enemy is in the open and unsupported. Still, its best to wait until the infantry has been shot up a bit.
The revised shaken rule is having the right result. Units do not automatically flee the table but they become so vulnerable and ineffective that not pulling them back is a desperate act.
The chance cards are still fun. The last game was almost reversed when the Americans pulled a card allowing them to stop one enemy unit from moving. There were the Elite Highlanders, general at their head, about to charge into a continental unit that they had just decimated with return fire.
Saved!
Saved by a chance card but on the next turn the American general errs and finally succeeds in turning a clear victory into a bloody draw in the King's favour. |
Now, if the American general had just considered that a bunch of indians that had been sniping at him from the woods might charge into his rear when he led the Blues against the Jagers who could only either stand at 1:2 without bayonets or flee the table, or remembered that more dice with a better chance to hit doesn't guarantee success or that you can't really retreat when surrounded.....
Next post its back to well almost the present with Mk3 Hats of Tin.
It has been a long way Ross! It good to know you now have what what you were looking for.
ReplyDelete"Of Horses and Courses" is one of my favourite posts and now that I have played several games with different rules, I could say I agree with you about Control vs Friction in wargames. So I think I will like this new version of McDuff rules. I am anxious to test them.
Hope to see more McDuff games in the near future.
Regards, Cesar.