Gratuitous close up of my homecast, original, US infantry (apart from the Zinnbrigade drummer.) |
Yesterday I managed to finish fiddling with the rules (for now) and get a game on the table. Since, at this particular point, I was most interested in how it played as a game, I chose one of Thomas's One Hour scenarios, "Counter Attack". A scenario which I had previously played with other rules and enjoyed.
Since "Blue", is the attacker, approaching from the south, once again the colours matched the armies and seemed perfectly suited to the historical setting. In this case the British have one unit holding a critical bridge while the Americans have all of their 6 units gathered around a critical village on the southern table edge. On Turn 3 the other 5 British units arrive and have access to 2 secret fords across the river. Victory is achieved by holding both the village and the bridge at the end of 15 turns.
Somewhere around Turn 6 of 15. The British infantry are over the East ford and their Dragoons have switched from the West ford to the East. |
Not very intuitive at all or satisfying for a toy soldier game and waaay too quick for small games. It might work with 20-30 units a side but that's not my idea of a 'Game in a Box'. I went back a couple of steps, making constant scale subordinate to having significant, easily recognised, tactical choices. (Hopefully)
The American left flank has been driven back and turned and their General has been hit by a stray shot slowing down their response to the threat. |
The first change was that I resurrected rolling for the number of "Orders" available along with a group order capability. Apart from being a challenge for players when their nice neat battle plans come apart at the seams, risking Commanders in combat becomes a serious risk not to be taken lightly. As a bonus I found that it more or less removed the need to have a rule for units to rally or hold position after retreating and so on. There almost never seemed to be enough orders available once the formations got knocked about and it soon became obvious that stopping periodically to reform your battlelines was usually a good idea rather than pressing on helter-skelter. Can't remember now why I removed it, whether it was because it was too obviously adapted from DBA or because I was experimenting with something else. Anyway I've brought it back and I'm glad I did.
The two biggest changes though, were the elimination of separate close combat system with the loser being forced to retire, and a change to the turn system so that now there are only 3 phases rather than the 6 I have had for years. Now the 1st player moves then the 2nd then both sides resolve all combat simultaneously. (Rather like one of the rules variants in the example games in Featherstone's Battles With Model Soldiers, now that I think of it.)
The effectiveness of long range fire has been reduced to reflect both prolonged skirmishing and the occasional indecisive long range firefight. The latter was the sort of thing the generals frowned upon as it expended ammo, fouled muskets and tired the men more than killing and injuring significant numbers of the enemy but sometimes it was better than having the men stand idle under fire.
With average die rolling and a default 15 turn game length, a unit of infantry with average die rolling would need around 18 turns of long range fire to break their enemy. That means its not really a good battle winning plan but it has its uses, especially in a game like the last scenario where an impassible river crossed by a single bridge separates the armies or when you are trying to tie up and weaken the enemy while waiting for reinforcements or a turning force.
I thought this might really change, if not spoil, the "feel" of the game but in practice it was quicker, kept both of my selves engaged and somehow kept the same basic overall feel of the game, only more so. As expected, units that were getting battered were often pulled back by the player (me) from close range fire, especially if they had 2nd move that turn, or were broken before they could pull back so the lack of a forced retreat wasn't really missed. What was diminished was the temptation to focus on low level details which shouldn't be the General's concern and weren't actually in the rules but only suggested for "feel" or "flavour".
The current Square Brigadier in the War of 1812 rules are available from the "Current Rules" page link in the side bar or from this link.
Hopefully the next test will confirm my satisfaction and not turn up some huge but hidden flaw but there is only one way to tell, play another game! The next 1812 game will be an Historical refight but it won't happen till the new year.
I've pretty much decided that Prince Valiant will get the traditional "Last Game of the Year" slot, usually played on New Year's Eve but I want to get my traditional Toy Soldiers on the table as well and the Christmas break is almost upon us. 2019 is not done yet!
Looks like a great game Ross. I love how often you resurrect ideas from file 13.
ReplyDeleteFile 13?! Naah almost everything just goes in the "Parking Lot"
DeleteParking lot I like that!
DeleteMy friend and I played a simple game using your rules yesterday and thoroughly enjoyed it. It also served to arouse his interest in the War of 1812 for wargaming.
ReplyDeleteThe major amendment I propose to make is to add my own officer/officer's horse system so that when a commander has to diced for, I generate more outcomes, such as 'hat plucked off by ball', 'bullet hole in coat tails' &c., so as to add 'colour' to the player's experience and post-battle narrative, whilst the chances of being killed/wounded remain the same.
Thanks for making your rules available for us to enjoy! Wishing you a Happy Christmas and Victorious New Year.
That sort of added narrative does add to the fun of a game, I tend to just make up a story.
DeleteThanks for the good wishes and the same for you.
I was thinking that your modified long-range shooting system might make 'holding attacks' feasible. The idea is to menace the enemy at long range with the idea of pinning them in place. The threat is that if the enemy pulls units out to deal with a crisis (you have created) elsewhere on the field, then the holding attack might suddenly switch to an all-out assault.
ReplyDeleteI have long had a problem with the notion of holding attacks, on account of the attritional effects being too rapid to keep an enemy 'in place' for long enough to develop and carry through one's real attack.
That is the hope for the revision and a familiar problem.
DeleteSounds like it's coming together for you. The long-range fire issue is always tricky, I think. A number of different systems seem to struggle with it anyways.
ReplyDeleteHard to strike a balance between just skipping something or making it feel pointless and making it too deadly.
DeleteLooks great, nice pics!
ReplyDelete