EXCERPT FROM APPENDIX 1 from Don Featherstone's Battles With Model Soldiers
(The book that got me started.)

"Nothing in these pages is a dictate, no word says you must or you shall do it this way. On the contrary, the book sets out from the very beginning to stimulate the reader to think for himself, and to use what he has read merely as a foundation for efforts and ideas which reflect his own temperament and character. Only in this way will he obtain maximum satisfaction from the hobby of battling with model soldiers."

-Don Featherstone 1918 - 2013

Saturday, April 13, 2019

What to do on a Sunday?

It occurred to me this week that one possible reason that several of my recent games have seemed a little dull is that I had again allowed my suppressed suspicion of randomness to coax me into limiting the range of possible combat results.


I suspect its a byproduct of having  played too much WRG Ancients at too young an age. At least I'm not rolling average dice and consulting charts but I have been making rules decisions that limit extreme results and encourage average ones. No wonder the  games have been more average and less exciting than those I imagined. It was me!  Its been a frequent seesaw battle for years, usually taking place in my subconscious where it is fairly safe but its out now and I've gone back and tweaked my 54mm rules to increase the possible range of combat and rallying results.

It needs testing though, a little game perhaps. Just the thing for a quiet Sunday.

12 comments:

  1. Were WRG Ancients notorious for this, limiting the fluctuations in combat results?

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    1. In the early days. You crossed referenced a factor, applied modifiers then applied the difference between 2 dice both average dice for regulars so very little spread,(high morale troops could not score worse than -1 on the die roll) the result crossed referenced on a chart gave how many 1/20ths of a figure you had killed.

      The morale charts used 3 dice crossed referenced with a chart. Again average dice for regulars. Not total predictability but very narrow limits in most cases.

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  2. I look forward to seeing your little game and hope it works well for you.

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    1. Game postponed by an unusually warm sunny day. Too good to waste inside!

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  3. I’ll be daydreaming of your game as I cleanup the garage on Sunday. Looking forward to the report.

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  4. I's think that, especially if you're playing solo, randomness becomes even more important. It would be one of the major tools by which you could surprise yourself in-game.

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    1. Depends on one's tastes and preferences. A little uncertainty is good, especially in combat but I don't enjoy the sort of the wargame which makes takes away too much of a player's command decision power but that's a long discussion.

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  5. This comment has been removed by the author.

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    1. WRG 6th edition ancients are still played at my gaming club (not by me I would add)!

      We played 'A Gentleman's War' last week - plenty of randomness there!

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    2. I did play some 6th but I cut my teeth on 3rd ed and played often up to the 5th.

      Yes AGW has plenty of randomness and makes a good game against an opponent and could do so for some styles of solo game but not quite what I am looking for here. Its also not the only thing that I am missing so the revised set will once again have a bit more of the spirit of Featherstone or Lawford and Young about it.

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  6. Testing ... testing ... testing

    then test some more

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