Last Sunday I followed up the Square Brigadier game with several repeats using the Portable Wargame as part of my preparation for Huzzah!.
I'm not going to go over them in detail but just make a few observations about all of the games including the SB game and rules.
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The 17th Lancers have now been updated with pith helmets and 1879 uniforms. I was tempted to repaint the horses as Chestnuts but left them as is for old times sake
These, like my US cavalry, are converted from the Britain's Light Brigade that I was lucky enough to buy from Stuart Asquith around the turn of the century. They were the mainspring of my 54mm Colonial games and helped convert me to using glossy Toy Soldiers. Since my Crimean plans never got far I decided to convert them rather than let them go.
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Since I had enjoyed the Sudden Death game at Ron's but was worried that my intended 6 unit OB would not be enough for a decent game, I started there. The game took about 25 minutes to play 5 out 15 turns which was a little quick but not bad for a walk up and try it event. It wasn't terribly satisfying though and I felt that a few more units might be needed to add some depth. I couldn't shake the feeling that the Sudden Death version reduces the player's tactical options and devalues reserves.
I decided to reset and try the standard roster system now that I realized that the exhaustion point was 1/3rd SPs rather than 1/2 units as I had wrongly played it in my favourite of the Zulu games. The game lasted about 9 or 10 turns and close to 40 minutes but it ended with only 1 unit destroyed and the nearly intact Canadians (
unit wise) standing staring at the victory objective, daring the Yanks to come out from behind the hill and fight. It wasn't bad but it wasn't really satisfying either.
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With the Canadians exhausted by long range fire then forced off the hill by an American counter attack, the Americans decline to step over the crest and be shot at. Since an exhausted force cannot attack, Game Over! |
Since the best game yet had been the Zulu War game that used the standard Strength Points to determine when units got removed but
wrongly based exhaustion on 50% of
units destroyed, I reset and played again using that variation.
This time the game went 14 out of 15 turns after various turns of fortune with the Canadians hanging on desperately to a foothold on the hill which would have been a draw and the Americans only avoiding their own exhaustion point by pulling back badly damaged units until need brought them back in a risky but successful bid to clear the Canadians off the hill for a victory.
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About half way through the third game. An American flanking counter attack combined with a pinning force is proving hard to deal with as casualties mount. |
This mix of units being destroyed by Strength Point loss but Exhaustion being determined by % unit losses isn't official but it produces the most enjoyable games for me since it allows players to make more "Command decisions" such as to choose to risk trading SPs to hold ground or to conserve strength by using reserves to replace frontline units that have taken heavy losses and also allows players to engage in more than one or two stiff fights so that is how I will run the games at Huzzah after explaining the published mechanisms.
As far the Square Brigadier, it (
unsurprisingly) remains my game of choice for my small games at home. It has however taken a step back, away from Tin Army heresies and closer to its roots.
The Tin Army will continue on towards being a more convention battle game, essentially a gridded version of Hearts of Tin but the SB will remain more constrained and designed only for small stylized games, essentially my equivalent to Thomas' One Hour Wargame and doubtless often drawing on his collection of minimalist scenarios. I'm partway through updating the latest War of 1812 draft into a final 1812 to 1885 (non-European) version. Thankfully no new ideas or rules will be introduced, just a few intrusions purged and much (hopefully) clarity and completeness added in both Basic and Optional Advanced rules.
Could take awhile.
Next, time, back to the 16th Century.