This was the third attempt at the same scenario using different rulesets in order to best compare and select a preferred one. The scenario, as before, involves two perfectly balanced forces converging on a crossroads with seperated columns (4 columns all arriving at semi random times). The strategies of the combatants had been diced in the original attempt and keep consistent since.
This go around uses Osprey's Honours of War. It was very helpfully suggested by Jonathan Freitag of Palouse Wargaming Journal who has a number of battles written up using it as well. We both liked the rules and are planning another go around (with a different scenario). We did have some concerns about time to close, but we think if we change to the 20mm distances (from the 15mm) and possibly add some road benefit it may alleviate those problems for us. On to the writeup and more thoughts...
Showing posts with label Imagi-Nation. Show all posts
Showing posts with label Imagi-Nation. Show all posts
Saturday, December 15, 2018
Friday, November 23, 2018
Black Powder AAR - The crossroads (redux)
In the quest for a most preferred ruleset (thereby sidestepping the 'best' discussion trap) Tommy and myself replayed the crossroads game . A quick recap: we are hunting for a lacewars era ruleset to use with an imagi-nations type campaign/dabbling.
The scenario has been taken out of the excellent 'programmed wargame scenarios' and sees a closing engagement between two enemies of two brigades each marching down 4 roads that intersect in the middle (hence the crossroads designation). Tommy has instructions to form a north-south battle line centered on the town, while my own orders are to take the commanding heights past the town.
The scenario has been taken out of the excellent 'programmed wargame scenarios' and sees a closing engagement between two enemies of two brigades each marching down 4 roads that intersect in the middle (hence the crossroads designation). Tommy has instructions to form a north-south battle line centered on the town, while my own orders are to take the commanding heights past the town.
Sunday, October 21, 2018
Age Of Reason AAR - The crossroads
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| My forces marching towards the distant hills |
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| Very quickly the cavalry is setting up to clash at the crossroads |
I find it interesting when rules do cause 'historical' engagements. We had lots of failure of nerves to actually close into melee. Our cavalry clashed early/first and each side had a unit run off the table (dragoons beating hussars in both cases). It was actually more effective for grenadiers to advance to musketry range and blaze away at a lesser unit than (fail to) charge in. ![]() |
| Failure of will means the cav swaps insults at close range |
Some mistakes were made. The artillery was overly effective for the first couple salvos (1/2 of an infantry unit disappeared in a pink mist at one point).
The cavalry also tested their ability to close to combat incorrectly early, so there probably would have been even fast clashes at the beginning.
We played for 3 hours before running out of time. I suspect we were pretty close to a decision. Tests to withdraw were being made (although currently at a 12 on 2 dice). More importantly a lot of units were worn and likely to leave with a few more casualties.
I'd be willing to give these rules another go, having gotten up to speed on them. Our plan is to try the same forces/scenario with a different ruleset next month for comparison.
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| My infantry blindly marches past the screening cavalry into the teeth of the guns. A pink mist ensues.... |
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