Showing posts with label Rules. Show all posts
Showing posts with label Rules. Show all posts

Sunday, 18 January 2015

Fletcher Pratt's Naval War Game is...

...awesome!

I finally received my very own copy of this classic last week. Am I excited? Hell yes! Mine's a very nice 1973 second edition and well worth the search. It adds to the collection (obviously) but it is also a kind of "foundation piece" as all my other books refer to it in some form. In the case of Featherstone's Naval War Games an entire chapter in fact.

Mermaids with beers? Awesome!

I now fully understand why it is hailed as the Patient Zero of naval wargame rules. Reading through I can see elements of these rules in pretty much every type of naval wargame I have ever played. Now I just need half a dozen like minded-individuals, some ships and a medium-large sized ballroom...

Cheers,
Millsy

Saturday, 27 September 2014

ECW Cavalry Skirmish at Scratchy Knob

Today I played out the third battle in our ongoing long-distance ECW campaign using Victory Without Quarter. You can download the scenario for Scratchy Knob here. This one was an all cavalry encounter between two roughly balanced forces. Parliament were outnumbered by one squadron but had one more trained squadron to compensate. If either commander could drive his opponent from the field by night they would be the victor.

The Parliamentary commander (Adam) instructed his horse to hold a line between the heavily wooded Srcatchy Knob and the copse across the road. He determined to let the Royalists come on in their usual fashion and counter charge when the opportunity presented itself. The Royalist commander (yours truly) elected for a frontal charge with 2/3 of his force and a small flanking manoeuvre with two squadrons.

Initial dispositions, Royalists on the left, Parliament on the right

Due to the vagaries of the card activation system the Royalist charge was fragmentary and less effective than it might have been. The low quality nature of troops on both sides however meant that counter-charges were few and far between.

Royalists advance

Royalists begin to charge home while Parliament do nothing?

My initial expectation that Raw horse would favour poorly vs. Trained horse was only somewhat correct. Being caught at the halt is a far greater crime. The greatest crime of all however is failing to save hits in combat!

In the thick of it!

As both Adam and I predicted this quickly descended into a slogging match. Initial early gains by the Royalists were overturned by some lucky dice rolling by Parliament. Even the arrival of the Royalist flanking force did little to effect the balance.

Flank charges galore but to little effect

A long, slow grind until night falls

The combat see-sawed back and forth with neither side able to establish a winning majority on any one part of the field. Eventually Parliament lost 3 of their 6 squadrons (all raw) and the Royalists 2 (all trained) but the quality of respective losses kept things even.

As darkness fell the Royalists clearly had the upper hand as you can see in the last photo, but the Parliament commander was able to scurry away with his tail between his legs as night closed in.
A draw then, but who would be the more happy to report the outcome to headquarters?

Once again Victory Without Quarter proved to be a robust, fast system with plenty of period flavour.
I think I will add a negative for being flank charged to make combat a little more direct. I was surprised there wasn't one in the rules to begin with to be honest. Only a minor quibble and I love the rules overall.

Stay tuned for the next instalment...

Cheers,
Millsy

Friday, 14 March 2014

Updated FREE Fast Play Wargames Rules

I've been doing some work of late on our Ne Plus Ultra + set of fast play rules for early horse and musket gaming. These are mainly intended for large battles in the 1700-1750 period but you could easily adapt them for earlier or later use.

The original rules were written by Nate from NDC Wargames and he very kindly gave me permission to take them and adapt them as I saw fit.

My own version 1.0 was good start but I was never entirely happy with them, feeling some of my language was a bit inconsistent and ambiguous. There were also a few loopholes and unaccounted for situations which I wanted to correct. With version 2.0 I've had a good stab at those issues and I'm now much happier with them.

The rules are really tightly written (thanks largely to Nate!) and cover just five pages in total, with an extra page of optional / advanced rules. Even so, they cover all of what I consider the core features of an "evolved" set or rules. That's just my opinion of course. :-)

Please feel free to download the rules from our Free Stuff for Gamers page. Don't forget to leave a comment telling us what you think and how we might improve them even more.

Cheers,
Millsy


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