Thank goodness November is upon us. The winterizing, repairs and renovations are almost done or at least it'll soon be too late if they're not, and that means more Toy Soldier time is coming. Feels like ages since I added any new figures or equipment, of course some desk time has also been spent touching up old 54mm figures ready for sale or disposal in some form.
Oberhilse Staff officers examine their new secret weapon, a Heavy Howitzer, fresh off the boat from Hong Kong |
I had to call the last game before it was officially done as I needed to use my table as a painting surfaces for bits of trim shelves etc for renovations in the none toy soldier world. To be honest though, it was already over really, all the reserves had been committed, no one had been helplessly over run, it was just a question of grinding till one side had finally had enough.
That bothered me a bit. Don't get me wrong, faced with an opponent I tend to be one of the "rally 2 men and a dog for a last stand" type (See Barker's Purple Primer aka Airfix Guide to Ancient Wargaming) but left to myself, well, it helps if there's some sort of limit. One you can actually reach. Its even better if its something you don't have to track continuously since I often forget to do so.
The only mechanism at present is a default one in the absence of scenario specific conditions, 50% unit loss, way too high but is 30% or 25% really better when there are 24 units per side? Of course part of the problem is that I've made it damned hard to destroy units because I don't like seeing them blown away by a few stray dice so a prudent general will pull back damaged units to save them from being destroyed. Ah. I think I detect an internal conflict of interest.
So I revisited all the rejected morale rules, end of game rules, drastic kill quick rules and so on and then looked at the 1/2 empty table and thought about this being the equivalent of an average to large Grant Teaser and about 1/2 what the table could hold and about the small games I want to play. Then I stopped everything.
Sometimes the problem is just the scenario or timing. In this case I didn't have time to focus on the game but had been sneaking in turns once or twice a day for a week and had not set hard and fast victory conditions. Would a 50%+1 victory suffice for the either or both sides? For the defender? Probably since they could dig in and hold if even a few reinforcements arrived. For the attacker? .No, unless they have big reserves close at hand to exploit. Do they? I don't know, I didn't get that far. It was an impromptu affair to see how things ran.
I was bothered by the small amount of the table used though. I had played with longer moves or with larger but fewer squares which made each move feel longer and I can see that with things as they are, I would probably end up always fighting in a corner. I had already noted in August that going to company units would effectively mean a scale change but I was dragging my feet so as to fit the big guns on table for that Divisional game I'm not going to play. Time to bump up movement and ranges and play a smaller scenario again, one with clear victory conditions other than casualties. Sunday is supposed to be cold and rainy, maybe even a flurry. I think I've earned a day off.