|The first of several gratuitous shots of Toy Soldiers in battle.|
There was only one real option then, reset and play a game with my standard organization and rules. The shorter ranges and so on of an 1870's game would have some effect on the feel but already armies were fighting primarily with firing lines and supports so the game mechanics would remain relevant.
|Game 2. Back to normal, let the game begin again!|
|Gratuitous shot from game 2 or maybe 3...|
I knew the basics of the rules were sound so it had to be the combined effect of misdirected intent and the particular implementation of various sub-rules that I have been fiddling with. Several hours later I had a revised version of the rules, sufficiently more Tin Army than Square Brigadier and for the same reason that the two both exist.
In essence the re-revised rules removed various low level tactical choices such as "go pinned or suck it up and press on" from the player and automated them, leaving the player to fight his whole force rather than focusing too much on individual units in isolation. I also followed the old Tin Army versions and again removed the old Square Brigadier rally rules while at the same time stopping the risk of a unit being quickly swept away by long range fire. (Close range fighting, say under 150 yards, is as deadly as ever.) This is enhanced by the retention of a modified support rule to reflect the stress placed on the value of support in so many low level battle accounts.
As hoped, the third game flowed better, the armies maintained battalion formations because they worked, not because they had to. As player I had fewer unit level decisions to make and this kept my eye on the over all battle while keeping me constantly scared!
|Game 3. From tied but on the cusp of a US victory on turn 12 of 15 to sudden US collapse followed by a Canadian victory on turn 14.|
Of course, whether this is all in my head or not will have to wait for the next multi-player game.