Reconnaissance by Fire
Since my logical mind was having trouble figuring out exactly what my emotional mind was looking for, I decided to try laying out the soldiers and more or less pushing them around to see what developed and let the rules take shape as I went. So far it seems to be working.
Here's what I have figured out so far. None of it is really new to me but it is a slightly different mix that seems to be developing.
A. The grid stays.
B. I want the lowest level of unit to fit in a grid square and I want to keep the 4" grid so my basic 54mm "companies"/"squadrons" will be old Square Brigadier units of 4 infantry or 3 cavalry because that fits regardless of pose.
C. I want a hierarchical organization lie the original MacDuff where a group of companies plus a commander forms a larger unit which in turn is formed of a commander plus a number of mid-level units. At this point, 2-4 "companies" plus a Commander form a "Brigade" (battalions of detachments really brigaded in the old sense).
D. I miss having subordinate commanders with personalities and want to go back there, even if its just a simple Rash, Bold, Cautious sort of thing.
E. I want the player to be in control even if there are situations where things don't happen the way he wanted. So no activation rolls or card activation but commanders who are more than 3 squares away the general will take a control check each turn which might affect what they do. I have kept the turn initiative and chance card deck to shake things up a bit.
F. I want manoeuvre to be important so I have lengthened moves and kept ranges short.
G. I want the game to operate simultaneously at what are essentially different scales, like Charge! did with its 3 company battalions or The Wargame with 2 battalion Brigades and historical battles refought by a handful or battalions over a battlefield drawn up using a different scale than the rules so that the whole thing works.
Well, that's a start anyway and I'm liking the feel that is starting to emerge. Its going to need more than 2 sides of a piece of paper to describe but I expect to be able to play and post more over the weekend.
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5 turns in, this encounter battle is starting to develop nicely. |
A. The grid stays.
B. I want the lowest level of unit to fit in a grid square and I want to keep the 4" grid so my basic 54mm "companies"/"squadrons" will be old Square Brigadier units of 4 infantry or 3 cavalry because that fits regardless of pose.
C. I want a hierarchical organization lie the original MacDuff where a group of companies plus a commander forms a larger unit which in turn is formed of a commander plus a number of mid-level units. At this point, 2-4 "companies" plus a Commander form a "Brigade" (battalions of detachments really brigaded in the old sense).
D. I miss having subordinate commanders with personalities and want to go back there, even if its just a simple Rash, Bold, Cautious sort of thing.
E. I want the player to be in control even if there are situations where things don't happen the way he wanted. So no activation rolls or card activation but commanders who are more than 3 squares away the general will take a control check each turn which might affect what they do. I have kept the turn initiative and chance card deck to shake things up a bit.
F. I want manoeuvre to be important so I have lengthened moves and kept ranges short.
G. I want the game to operate simultaneously at what are essentially different scales, like Charge! did with its 3 company battalions or The Wargame with 2 battalion Brigades and historical battles refought by a handful or battalions over a battlefield drawn up using a different scale than the rules so that the whole thing works.
Well, that's a start anyway and I'm liking the feel that is starting to emerge. Its going to need more than 2 sides of a piece of paper to describe but I expect to be able to play and post more over the weekend.
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