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Monday, May 13, 2013

A Small Detour

"Rebs Sir! Thousands of 'em"

I was laying out a scenario for an 1860's game when I remembered that I had 2 1860's armies that could use an airing. This is an old chestnut of a scenario which lets me take scenario design out of the analysis and also just happens to be a scenario that puts me in mind of a certain ACW battle which started with a force holding a ridge against a larger force until reinforcements arrive. The similarity ends there but its enough.

The original plan was to try out the square brigadier straight up as written but after Chris's AWI game at Huzzah, I had Battlecry on the brain so decided to basically use that combat system with Pips instead of cards. The first few turns flew by despite there being in excess of 30 units on the table but it didn't take long before I called a halt and reset. For reasons that I will  avoid going into, I rearranged the originally planned Brigades of 4 regiments each of 2 stands  into Divisions of  4 or 6 two-stand "units" with Pips being rolled at Division level. This led to really ragged advances, and with so many dice having such a big effect, felt a bit "snakes & ladders" -ish. Worse, with 4 hits per unit but 2 stands, I quickly ran out of hit markers and realized that I might need close to 30 if units didn't die quick enough. The whole feel was wrong too, not enough planning and too much reaction for a Corps level action, not enough meat for a Division level one. It would have been better with an opponent but what seemed to work OK as a small, casual solo game wasn't working for a large one. Too much work to set up and play for too little reward.

I reset the game, extended moves, restored the Hearts of Tin idea of only rolling for the Division or higher general for Pips but moving a whole formed Brigade on 1 Pip and that worked fine. It was possible to form a plan and keep it more or less going if you focussed and the enemy didn't interfere. I also went for stand removal to avoid markers but as soon as we got within range it was obvious that I didn't have enough stands on the table to give the game depth. The clock had run out on my play time anyway so I let things be.

There is no really good answer to the marker/stand question when using the hexes except either live with it, make bigger hexes or reorganize the figures. I could go all Irish and add separate command figures behind the rank and file and remove one of those for each hit but the last or  given that 2 of my stands work in a hex, I could just add a command stand and skirmisher stand bringing it up to 4. However, some of the units donated last year are mounted for BOFF (Basic Old Fire & Fury) with 4 men to a 1" stand and 3 of these fit nicely, add a command stand and there you go, 14 man units instead of 8 but that means rebasing again. For now my conclusion is to keep the 20mm lads for the non-hexed Hearts of Tin games and don't worry about it until such time as I get serious about an "all day, full multi-corps battle on my table" sort of game which will need to be something like 100 yards an inch, 1 stand per regiment with Brigades as units if not divisions. (and I need a heck of a lot more 20mm scenery before I get serious about them anyway.)

So, next game will be single 40mm toy soldiers on the same terrain to try out that plan.

In the meantime, if anyone can tell me where I stashed my camera before heading off to Huzzah, I'd greatly appreciate it! Sighhh I might as well have taken it with me and not worried about losing it on the road!



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Saturday, May 11, 2013

Ours not to reason why

I barely got started on the possibilities when I remembered that I had sorted all this out in December.

However, persevering with "research",  I managed  to fit in viewings of the Charges of the Light Brigade over the last 2 days. The more I see the 1968 version, the more I dislike it as a film, I may not fundamentally disagree with many aspects of the extended diatribe against the English class system but when oversimplification mixes with selective facts and getting things wrong, crossed with one dimensional characters, minimal plot and lack of drama, well it may be a favorite movie of many but its not one of mine.

The 1936 Errol Flynn version on the other hand gets better each time I watch it. At least the factual errors stem from plot demands not socio-political agenda. I'm amazed at how well some of these 1930's films capture the feel of 19thC  military life. Presumably there were enough retired cavalry officers and the like about  to act as advisors. Of course things tend to get away during a cavalry charge but that will happen. The job on uniforms is great, especially in India. There are some minor gaffs such as the sepoys which have appropriate coatees but post-mutiny turbans and light dragoons wearing 1855 tunics in 1854 and the sentry in the pre 1842 shako but that's pretty picky. Interesting that in the combat scenes shooters are seen placing new percussion caps but only one is ever shown ramming.  I presume that was for convenience and safety.

Into the valley of dice.

Anyway, the movie confirmed that my liking for the 1850's and 60's runs deep and that was what I had originally planned for my recast Britain's (Crimea & Indian Mutiny to Fenian Raids) and settled on last December.  I also confirmed that while I like the NW Frontier and Mutiny I have lost the urge to  "do" India. The enemy in the pass or attacking  the fort could just as easily be Mexicans, Assiniboine or Atlanticans.

That still leaves the question of how to design a game involving small armies on a big space  on a 5x6 or 5x7 table. This will have to be resolved before any future attempt at a Boer War game. Something on the order of 250  yds to a 4" hex and 30 minute turns I should think.

But first, I need more Atlantican natives to fight Faraway's existing troops under existing rules and regulations.

Work to start on some more of these tonight.

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Friday, May 10, 2013

Now what?

Having returned re-invigorated, I was going to do a major review but it didn't take long to realize that the main thrust was "steady as she goes" so I'll leave that for now, maybe I'll pick it up for this year's July New Year's post.

More immediately, the 40mm War of 1812 is here for the foreseeable future but while there are things to do, I'm going to put it away. I'm NOT going to start my own F&IW collection but of course there are many Indians, Canadiens, American Militia and Highlanders from my Acadian War of Independence games  that will fit in to the currently proposed Huzzah 2014 F&IW game.   More on that later but there are 10 Sash & Saber Indians that didn't get their warpaint finished in time for Huzzah so I should take care of them before they go stale and end up rotting in the 1/2 painted queue.

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There's lots else in the queue but I want to do some more toy soldiers that look like toy soldiers so that's next. I'm just not 100% sure what I want to do with them, something I realized when I went onto the Spencer Smith site to order a 40mm sized 4.7" and friends to go with it. Do I want to do 1899? in what fashion, 1860? steady as she goes with 1842? hmmmmm   OK a little bit of thought on this one. Since 1812 -1837 is cruising smoothly, maybe this is the time to jump to breechloaders or at least Minie rifles. Should I give in to the temptation to carry on with MacDuff in a different era?


Or, should I perhaps go a different route with the later toys and build for the Square Brigadier?

Needs some thought and....and..... aha! ...Some test games!  1865: MacDuff vs the Brigadier!



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