Some things have already been decided such as:
- A relatively small number of persistent units rather than a large number of short lived ones. (A greater number of persistent units would call for a longer game and probably a bigger table.)
- Player focus on the battle plan rather on micromanaging the details of unit tactics, formations etc. The assumpion is that unit officers and ncos are usually competent to do their job. Really lousy combat results in a favourable situation may indicate a failure of unit command along with other possibilities that we will never know.
- The basic premise from Hearts of Tin and the Square Brigadier will be maintained thus there will be a clear division between long ranged combat which slowly wears units down and much more decisive close combat, whether close range shooting or the threat or use of cold steel, which can quickly result in the destruction or retreat of one side.
Other things such grid or no grid remain to be resolved.
The full battle armies won't be ready till midwinter at the earliest but I'm nearly ready to give the upgraded 6 figure skirmisher units and some rules a spin this weekend.
I do think multi-basing is the way to go.
ReplyDeleteFor anything but skirmish games it is but then its where I started in the 70's. I only began getting seduced by the 'old school' singles approach in the late '90's and never completely abandoned multi-figure bases.
DeleteGotta agree, those big guys must be a b... beast to try to stand up singly on uneven ground. But they're still gonna look great.
ReplyDeleteThere are only two solutions that seem to work, putting each figure on a ridiculously HUGE bases so that they always look like they are in open order or go to flat hills which have a certain nostalgic charm of their own.
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