Yesterday afternoon, since I had largely enjoyed the game, apart from the nearly invulnerable skirmishers and how long it took to play, I set out to take one more attempt to 'fix' the original Colonial rules. It didn't take long to realize that I had skimmed them rather than carefully read them and had missed some small but important things. A Do-over seemed in order.
The Royal Scots rally and counterattack! |
The control check in the F&I rules was just another variation on the one I'd been using a decade so I had skimmed it and missed several key points. Actually, I'm not sure I ever played it quite as written! Anyway, the big things are that you only need to take a control check if you want to move, rally or hold fire. Its not a big thing since this version of the chart doesn't have a 'must retreat' or 'must charge' option, but this way, if you have time and space, anyone can halt this turn, shooting if appropriate, and then on the next turn, take a control check to rally or move in the direction of your choice without fear of a "keep doing what you did last turn" result and thus being forced to pursue or keep retreating.
Its a small thing but a time saver when playing (fewer tests) and it gives players a decision to make: risk the test if the General isn't there, or go slow. I like players being able to make choices and live with the consequences if that decision backfires rather than always being able to blame the dice.
Thirdly, I forgot all about the scouting rules during the first game! This time I used them, a frill really but with so many Indians and Rangers hiding in the woods, it made the difference occasionally between an ambusher getting in the first shot or the ambushee spotting the enemy first which added a bit more flavour.
Early in the game. I reduced the force level by 1 unit on each side to make more room, and because I just don't have enough Indians any more! The casting pot has been given notice! |
Lastly, there was the too easy rally for the regulars with colour party and drummer. The grenadiers were particularly bad, elite troops with commander, regimental colours, and drums: they rallied on a 2 or better last game. In the colonial rules, the colour party and drums together only give a +1, so I went back to that. It was still too easy but I can live with it if elites are rare.
There was one thing I did get wrong back then, allowing quarter casualties. It still sounds realistic but in practice, in any situation with lots of woods for the skirmishers to hide in, the game can deteriorate into a very realistic and BORING firefight that lasts all day with little result. Today I overruled the rule and allowed a maximum penalty of 1/2 casualties. The result was that the fighting in the woods was slow, but effective.
What was the result of the correction of my habits and one small change? The second game clicked along at an average of less than 10 minutes per turn for about 3 hours, just right for a convention or friendly game. It also had some tense turns with the advantage switching back and forth which kept me engaged right up to the end. I think these will do for my Conquest of Canada games.
Ummmmh Rob? I hate to say this but I'd like to take back all those drastic revisions.... can we call it a mid-life crisis?
>you should have seen the French dice!
ReplyDeleteThe French did that again in Calgary last Friday night.
>had missed some small but important things. A Do-over seemed in order.
(Missed rules are often annoying.) "Och, Gilligan! 'Tis toyme for a mulligan!"
>without fear of a "keep doing what you did last turn" result and thus being forced to pursue or keep retreating.
...Not to mentioned remembering what is was the unit did. That sounded dastardly.
>I like players being able to make choices
(B/c that's ultimately what wargaming's all about.)
Glad to hear things ironed out.
Are you going to treat the con participants to background strains of Celtic strings & drums?
These days, many rules seem to prefer shifting responsibility from player to activation dice. After all Sackville's refusal to charge at Minden was surely more to be commin than all those recorded gallant or futile charges. Etc
Delete>shifting responsibility from player to activation dice
Delete"Activation dice" is certainly a popular avenue. Excused under the banner of simulating "fog of war", I suppose?
What’s one more set of revisions? :D
ReplyDeleteWell, it seems that I no longer have a copy of the original set and so will have to rewrite from scratch. That's every bit as dangerous as stepping out your front door:)
DeleteThe Courier issue can be obtained from Wargames Vault …
DeleteIn an editable form? I have the original magazine and I could probably scan it and convert it but that would be more work than just retyping the couple of pages. However the format and composition could be a LOT better. I had a hard time finding some of the rules and understanding some of my language and composition. It'll be worth the work.
DeleteNo, you would need to use some sort of OCR system on it. So possibly faster to retype it at that point…
DeleteYes I wasn't planning on using magic :)
DeleteI've always found that some morale checks aren't really needed - hence my own rule that a morale or control check is only done if it is asked for. In a two player game it is usually the opposing general who asks of course.
ReplyDeleteI like follow Lawford and Young incorporate the moral effect into the rules rather than as something apart.
DeleteNice May nang luong mat troi dai thanh gold
ReplyDeleteI'd be interested in hearing more about the scouting mechanics you're using. They seem to be appearing more often in recently published games, and always add a bit of flavour.
ReplyDeleteVery basic. Units have a scouting ability of 1, 2 or 3. (higher being better)
DeleteSkirmishers starting deployed in cover and any in dead ground can be left off table and marked on a map until seen. Units within 3" can automatically see each other. (assume an officer or scout on the crest etc) o/w a unit may try to spot into cover within 6" before moving 1d6+scouting ability=6 to spot.