I've wasted spent too much time trying to figure out what I really want these rules to do and what it is that I'm looking for. However, the time spent has helped.
Oddly enough ("who woulda thunk") I eventually figured out that I've basically been trying to write rules for smaller, shorter games while my subconscious still wanted the feel of games from decades passed when there would be a 6'x8' table full of 15mm figures with 4-6 (or more) players and 4 to 6 hours to play.
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Skirmishers and artillery in action as the infantry on both sides deploy. |
So, having gone back over some newer, quicker, hugely simplified rules, (One Hour Wargames for example but also some older rules, such as Charge!) I started over to simplify my rules a little so as to speed up my games, a little bit at least. After all, the ultra-simple rules I took down to my last Huzzah! convention, still led to a 4 hour game that I had to call when time ran out before there was a definite victory on either side.
The armies deploy while the skirmishers and artillery engage. |
I do like the measuring stick.
ReplyDeleteAlan Tradgardland
Easy on the eyes.
DeleteI find one thing which helps with an Old School feel, in a modern, quick game is just to use very large units. I play a lot of One Hour Wargames variants, with typically only half a dozen units a side, but I pack them with stuff for the look of the thing. I also add loads of extra bits to the table (typically logistic vehicles) which may or may not actually have any game impact. They seem sufficient to keep as many as eight players entertained for a couple of hours.
ReplyDeleteAgreed!
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