After a good session in the garden I managed to fit in a playtest I've had set
up in my wargaming room for a while. It was to try out my RCW amendments to the
WW2 Rules.
Lined up were nine units each of my Red and White army lists. Both were
beneficiaries of an armoured car. The Whites had marginally better cavalry and
were in a more favourable position, however, the Red general was better rated
which helped considerably with some of the tactical options and unit
activations. I was using my solo command and control rules to the full with some
additional enhancements I'd factored in over the past couple of playtests.
After a short time the Whites were retreating on several sectors and the Reds
followed up with a convincing win. The Whites were able to withdraw in
reasonable order but they had failed to reach any of their objectives while the
Reds were well placed to achieve complete success in the next couple of moves.
The rules like all my previous ventures into alternative periods using these
core WW2 Rules, worked very well and I was pleased with all the unit
interactions, the look of the armies and the impact of some one of my specials -
the commissar rules for example.
The rifle units were 12 figures which gave a punishing volley at short range.
The casualties were nicely balanced by the additional tactical options I
introduced with my prone and crawling rules and the greater emphasis I now have
built in for visibility, detection and cover. As this was more an open game of
movement the speed of advance and co-ordinated firepower were important
influences. The Reds had this well synochronised with good support weapon
deployment and flanking moves which constricted the Whites position.
Overall a good game.
I've spent a while away from the table to concentrate on a rush of rule, new
period and army list developments.
I've looked at:
- some alternative theatres in WWI - Eastern Front, Balkans and Italian Front.
- The Balkans War 1912-13
- The Russo-Japanese War 1904-05
- The Spanish Civil War - can't wait to try out these early war Soviet and
German tanks
- Operation Barbarosa Army lists - again some interesting early Russian tanks -
bit obsolete but fun to roll out and play with
- Korean War 1950-53
- Vietnam 1965-72 - developed some helicopter rules I'm looking forward to try
out
- Falklands War - again a pet interest - I was 16 or so when this broke out and
it left a deep impression.
- I've also done a stack of lists for the Ancient & Medieval Rules -
particularly focusing on the Medieval Eastern Europe: Teutonics etc., the early
Italian period of the Etruscan League, Carolingian Europe and some early Feudal
armies - English, French, Scottish and Welsh.
Now to find the time to get around to gaming these!
Sunday, 24 April 2011
Monday, 11 April 2011
Mexican-American War Playtest
I tried out my period rules for the Mexican-American War this evening with a
line-up of my 1846-48 lists.
The Mexicans were in the more defensive position but decided to take the fight
to the Americans with a rather rash commander dictating the pace. This strategy
seemed to work at first and put the Americans under quite a bit of pressure,
however, as the units engaged and the superior American firepower came to bear,
the Mexicans were worn down and cracks started to appear along the line.
More importantly this depleted their ability to amount an assault of any
significance. Losing their lancer units, which struggled with the colt armed
American dragoons and volunteer rifle units, the Mexicans were reduced to one
unit and conceded. The US were left with five - most a bit mauled but still
functional.
These rules worked very well. I think the colt armed dragoons were a bit
overpowered in melee so I might tone their advantage down a bit to give the
lancers a greater chance to beat them. Cuirassiers might have been a better
choice to take these horsemen out. The game also looked good with a visual
effect of Napoleonic meets American Civil War which was really quite pleasing.
I've also developed lists for the Texan War of Independence included in this
rules extension. I've been creating some very basic fortification rule
conventions, with sections of fortification equivalent to a town for firing and
defensive effect and with an extra dice to the defender, frontages shrunk to two
bases for units etc. All in aid to do an Alamo style re-fight. Mexicans should
do better here as the US don't have as many period advantages although maybe I
should inject a special Alamo factor for morale throws!
Victory to the Republic!
line-up of my 1846-48 lists.
The Mexicans were in the more defensive position but decided to take the fight
to the Americans with a rather rash commander dictating the pace. This strategy
seemed to work at first and put the Americans under quite a bit of pressure,
however, as the units engaged and the superior American firepower came to bear,
the Mexicans were worn down and cracks started to appear along the line.
More importantly this depleted their ability to amount an assault of any
significance. Losing their lancer units, which struggled with the colt armed
American dragoons and volunteer rifle units, the Mexicans were reduced to one
unit and conceded. The US were left with five - most a bit mauled but still
functional.
These rules worked very well. I think the colt armed dragoons were a bit
overpowered in melee so I might tone their advantage down a bit to give the
lancers a greater chance to beat them. Cuirassiers might have been a better
choice to take these horsemen out. The game also looked good with a visual
effect of Napoleonic meets American Civil War which was really quite pleasing.
I've also developed lists for the Texan War of Independence included in this
rules extension. I've been creating some very basic fortification rule
conventions, with sections of fortification equivalent to a town for firing and
defensive effect and with an extra dice to the defender, frontages shrunk to two
bases for units etc. All in aid to do an Alamo style re-fight. Mexicans should
do better here as the US don't have as many period advantages although maybe I
should inject a special Alamo factor for morale throws!
Victory to the Republic!
Friday, 8 April 2011
New World: Conquistadors vs Aztecs
Gave my modifications to the P&S Rules a road test today. They worked great
although in future Spanish v Native games I'll give the indigenous population
more units to make it a bit less one-sided.
The Spanish under their rather rash conquistador general had an impressive
line-up of four sword and buckler units, a unit of arquebusiers, one of
crossbowmen, artillery and the glamour unit of lancers.
Facing them was a massed Aztec army of four clan warriors units(hordes under my
modifications - behave much like medieval peasants in close combat), a couple of
suit wearer warrior units, some slingers and a unit of Cuachic shock troops
(warband classification).
I fully deployed my solo and command / control rules and they worked well giving
me an interesting twist to the initial confrontation which I assumed to be an
Aztec rush but instead the Spanish gained the initative and mounted their own
charge along the line.
The special rules added a lot of period colour and made things distinctly
awkward for the Aztecs.
Superior technology (iron weapons and armour), Spanish ferocity and native
dislike of horses all conspired to scythe through engaged units. The only units
that put up a credible resistance were the suit wearers and shock troops. Used
with overlaps and in volume is the way the Aztecs can tackle the Spanish. On a
one to one they are hopeless and the clan warriors melted under the sword and
buckler onslaught.
That said there were a few times that the Aztecs did eliminate some stands and
they expertly swamped the exposed arquebusier unit on their right flank but by
then it was too late and the Spanish held the field largely intact.
Overall I really enjoyed it but it was rather one-sided. Taught me plenty of
lessons for future games and native v native games might be interesting. The
lists I've drafted have a lot of variation between the combatants.
The Aztec have swordsmen, warband and hordes, the Tlaxcalan rely on archers, the
Mixtec on atlatl dart throwers, while I can also employ mass warbands with a
fair compliment of missile troops for the Mayans.
All in all a fascinating sub-period. Looked good aswell. The Spanish only
fielded four bases to their infantry units, while I allowed the Aztecs six. This
gave a realistic representation with the lean Spanish line facing a massed
native opposition. Looked big in figure terms but regarding units I think I need
to have a ratio of 1:1.5 to get a fairer fight.
although in future Spanish v Native games I'll give the indigenous population
more units to make it a bit less one-sided.
The Spanish under their rather rash conquistador general had an impressive
line-up of four sword and buckler units, a unit of arquebusiers, one of
crossbowmen, artillery and the glamour unit of lancers.
Facing them was a massed Aztec army of four clan warriors units(hordes under my
modifications - behave much like medieval peasants in close combat), a couple of
suit wearer warrior units, some slingers and a unit of Cuachic shock troops
(warband classification).
I fully deployed my solo and command / control rules and they worked well giving
me an interesting twist to the initial confrontation which I assumed to be an
Aztec rush but instead the Spanish gained the initative and mounted their own
charge along the line.
The special rules added a lot of period colour and made things distinctly
awkward for the Aztecs.
Superior technology (iron weapons and armour), Spanish ferocity and native
dislike of horses all conspired to scythe through engaged units. The only units
that put up a credible resistance were the suit wearers and shock troops. Used
with overlaps and in volume is the way the Aztecs can tackle the Spanish. On a
one to one they are hopeless and the clan warriors melted under the sword and
buckler onslaught.
That said there were a few times that the Aztecs did eliminate some stands and
they expertly swamped the exposed arquebusier unit on their right flank but by
then it was too late and the Spanish held the field largely intact.
Overall I really enjoyed it but it was rather one-sided. Taught me plenty of
lessons for future games and native v native games might be interesting. The
lists I've drafted have a lot of variation between the combatants.
The Aztec have swordsmen, warband and hordes, the Tlaxcalan rely on archers, the
Mixtec on atlatl dart throwers, while I can also employ mass warbands with a
fair compliment of missile troops for the Mayans.
All in all a fascinating sub-period. Looked good aswell. The Spanish only
fielded four bases to their infantry units, while I allowed the Aztecs six. This
gave a realistic representation with the lean Spanish line facing a massed
native opposition. Looked big in figure terms but regarding units I think I need
to have a ratio of 1:1.5 to get a fairer fight.
Some More Alternative Periods
I've been doing a lot of work recently in exploring some alternative periods I
hadn't looked at in detail the first time I tried to go through all the period
adaptations I was interested in at that stage.
This has thrown up quite a number of interesting sub-periods that I've created
alternative rulsets based on AMW, NPW and Introduction or additional army lists
with Special Rules.
Great Northern war, American-Mexican War, Jacobite Rebellion, Dutch Wars / Nine
Years War, War of the Austrian Succession, War of 1812, American Plains Wars.
One that I'm particularly involved with now and am trying to organise some
figures to play a few test games is the New World / Conquest of Mexico time
period. I've created a number of period specific rules which I'm quite pleased
with and Army Lists for all the Mexican area combatants in the Renaissance
Period adaptation in Introduction, including Conquistadors, Spanish Colonial
etc.
I was wondering if anyone in the Group has experience of this period and could
recommend some good sources, resource sites on the net, blogs etc.
I already have Ian Heath's book dealing with these armies on my Amazon wishlist.
hadn't looked at in detail the first time I tried to go through all the period
adaptations I was interested in at that stage.
This has thrown up quite a number of interesting sub-periods that I've created
alternative rulsets based on AMW, NPW and Introduction or additional army lists
with Special Rules.
Great Northern war, American-Mexican War, Jacobite Rebellion, Dutch Wars / Nine
Years War, War of the Austrian Succession, War of 1812, American Plains Wars.
One that I'm particularly involved with now and am trying to organise some
figures to play a few test games is the New World / Conquest of Mexico time
period. I've created a number of period specific rules which I'm quite pleased
with and Army Lists for all the Mexican area combatants in the Renaissance
Period adaptation in Introduction, including Conquistadors, Spanish Colonial
etc.
I was wondering if anyone in the Group has experience of this period and could
recommend some good sources, resource sites on the net, blogs etc.
I already have Ian Heath's book dealing with these armies on my Amazon wishlist.
Sunday, 3 April 2011
Sci-Fi Game: WW2 Adaptation
I managed to put my Future Wars forces to the test yesterday with a classic
lineup (for me at least) of the old enemies the Terran Union v the
expansionistic and aggressive Azuriach Imperium.
Set on a semi-arid world with a climate similar to Northern Africa, the two
armies were deployed on roughly equal terms. Both had the services of some very
useful heavy infantry units and a fair compliment of AFVs and Personnel
Carriers.
The Terrans had a slight terrain advantage having occupied a small settlement
and thrown up some hasty field defences. The Azzies by contrast had to advance
across open plains, only occassionaly interspersed with low dunes and rocky
outcrops.
As the sun glinted off the black powered armoured Imperials, the Terrans were
able to get in a quick first strike with a Guard's unit hidden in a local form
of hardy desert tree / cactus field.
The Azzies, however, were moving forwards quickly and were able to engage the
Terrans on a wide front, pulling in their reserves and forcing them to adjust
the defensive line to their right flank which was under the most pressure.
The defence of the settlement and wooded region saw some real heroics from the
units involved. The Guards unit managed to rush an Imperial recon vehicle which
had strayed a little too close to their position and forced their crew to fight
hand-to-hand. A fanatical Azzie Heavy unit also advanced through a withering
fire to close assault the Terran defenders of the settlement and were poised to
complete a local victory, however, the rest of the force was faring less well.
The Azzie armour and vehicle stock had been largely eliminated while the Terrans
retained a couple of immobilised AFVs which could still exert some local
superiority. That backed up with a couple of fresh light infantry units, allowed
them to mop up the remaining resistance on their left flank and force the Azzies
to retire on their recently advanced centre - right sector.
This was a great game. It looked really cool with lots of units dashing around
the table, plenty of fire-fight action and heroics and some interesting and
deadly armour exchanges.
The WW2 Rules are a great way for me to play out all my "Modern" and Sci-Fi
ideas using the core concepts. That's all of my adaptations, apart from the RCW,
that I've now playtested.
I might extend this to some more Sci-Fi genres such as Victorian Sci-Fi, War of
the Worlds Martian Invasion, Modern Alien Invasion (very much in vogue just
now), English Civil War (1938), Dr Who Cyberman Invasion!
I've got figures that I can use for all of these and the rules are flexible
enough to use the core and inject the chrome through the period specific
amendments. It works for me on the Colonial Rules where I've three periods
represented: Zulu War, Boer War and Plains Wars - all use the core set but the
local variations still give a distinctively unique period game for me.
I think I might be reaching my wargaming Nirvannah: right rules, right scale and
access to all periods and genres.
Hurrah the Union!
lineup (for me at least) of the old enemies the Terran Union v the
expansionistic and aggressive Azuriach Imperium.
Set on a semi-arid world with a climate similar to Northern Africa, the two
armies were deployed on roughly equal terms. Both had the services of some very
useful heavy infantry units and a fair compliment of AFVs and Personnel
Carriers.
The Terrans had a slight terrain advantage having occupied a small settlement
and thrown up some hasty field defences. The Azzies by contrast had to advance
across open plains, only occassionaly interspersed with low dunes and rocky
outcrops.
As the sun glinted off the black powered armoured Imperials, the Terrans were
able to get in a quick first strike with a Guard's unit hidden in a local form
of hardy desert tree / cactus field.
The Azzies, however, were moving forwards quickly and were able to engage the
Terrans on a wide front, pulling in their reserves and forcing them to adjust
the defensive line to their right flank which was under the most pressure.
The defence of the settlement and wooded region saw some real heroics from the
units involved. The Guards unit managed to rush an Imperial recon vehicle which
had strayed a little too close to their position and forced their crew to fight
hand-to-hand. A fanatical Azzie Heavy unit also advanced through a withering
fire to close assault the Terran defenders of the settlement and were poised to
complete a local victory, however, the rest of the force was faring less well.
The Azzie armour and vehicle stock had been largely eliminated while the Terrans
retained a couple of immobilised AFVs which could still exert some local
superiority. That backed up with a couple of fresh light infantry units, allowed
them to mop up the remaining resistance on their left flank and force the Azzies
to retire on their recently advanced centre - right sector.
This was a great game. It looked really cool with lots of units dashing around
the table, plenty of fire-fight action and heroics and some interesting and
deadly armour exchanges.
The WW2 Rules are a great way for me to play out all my "Modern" and Sci-Fi
ideas using the core concepts. That's all of my adaptations, apart from the RCW,
that I've now playtested.
I might extend this to some more Sci-Fi genres such as Victorian Sci-Fi, War of
the Worlds Martian Invasion, Modern Alien Invasion (very much in vogue just
now), English Civil War (1938), Dr Who Cyberman Invasion!
I've got figures that I can use for all of these and the rules are flexible
enough to use the core and inject the chrome through the period specific
amendments. It works for me on the Colonial Rules where I've three periods
represented: Zulu War, Boer War and Plains Wars - all use the core set but the
local variations still give a distinctively unique period game for me.
I think I might be reaching my wargaming Nirvannah: right rules, right scale and
access to all periods and genres.
Hurrah the Union!
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