tag:blogger.com,1999:blog-1194255716971534690.post2672540069221673294..comments2024-03-27T20:12:05.513-04:00Comments on SOUND OFFICERS CALL!: "Muskets & Mayhem" Old School Rules AAR: 15mm AWI GameDisgruntled Fusilierhttp://www.blogger.com/profile/10995610821904415726noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-1194255716971534690.post-43044020611353734002015-03-12T20:11:12.549-04:002015-03-12T20:11:12.549-04:00I will read over all your points and comment on th...I will read over all your points and comment on them tomorrow over coffee!<br /><br />Also I'm glad you mentioned the Corps level rules as well. I'm starting to think about a sequence of play for Corps level rules where a stand is a Battalion.<br /><br />Command and Control are very important and there must be penalties associated with falling outside of it. Your idea of allowing unit disintegration if outside is fascinating and worth play-testing. <br /><br />I think alternate movement is a great way to go as it is the only way to allow "simultaneous" movement. I'd like to keep it in the game as it adds an exciting element to game play.<br /><br />I think anything and everything are on the table for playtesting now - so no idea is too crazy. <br /><br />Okay, more thoughts on this in the morning. I would like to play another game, perhaps a SYW game with my whopping 4 Austrian Battalions and 3 Prussian ones! <br />Disgruntled Fusilierhttps://www.blogger.com/profile/10995610821904415726noreply@blogger.comtag:blogger.com,1999:blog-1194255716971534690.post-73739062554269863432015-03-12T20:03:08.394-04:002015-03-12T20:03:08.394-04:00Darren,
The game you played of Muskets & Mayhe...Darren,<br />The game you played of Muskets & Mayhem looked wonderful with those figures you used. I can only imagine what the AWI game will look like with 28s! If these rules work out, I could be convinced to build a 28mm force...even though that's the last thing I need right now - a new scale!Disgruntled Fusilierhttps://www.blogger.com/profile/10995610821904415726noreply@blogger.comtag:blogger.com,1999:blog-1194255716971534690.post-30958041557964519622015-03-12T19:01:04.669-04:002015-03-12T19:01:04.669-04:00Oh yes - and I'm now inspired to finish by 28m...Oh yes - and I'm now inspired to finish by 28mm AWI.<br />I won't tell you my speed painting technique for them yet. It's embarrassing...but there's a lot of inkwashing involved.Duc de Gobinhttps://www.blogger.com/profile/10668407600014604176noreply@blogger.comtag:blogger.com,1999:blog-1194255716971534690.post-37300630865626779812015-03-12T18:58:23.443-04:002015-03-12T18:58:23.443-04:00Wow - excellent analysis. I'll try to hit each...Wow - excellent analysis. I'll try to hit each of your observations with some initial thoughts. (My points are WAY out of sequence - it's late here lol)<br /><br />It struck me that leaders could actually help make a difference here:<br />If the unit is inside the command radius it:<br />1) falls back instead of disintegrating<br />2) rolls its initial morale when losing a stand (4+ rather than 5+)<br /><br />This may add a little complexity though...in that we have to note that units 'out of command' will disintegrate more easily (are lost rather than fall back) and are more difficult to have pass morale checks (hit 5+ sooner).<br /><br />As the battle intensifies, units get more spread out and fall back/advance etc. and commanders find it more difficult to coordinate them (I'm thinking Cowpens again actually).<br /><br />This could easily change the nature and relative importance of the commanders - and certainly for the corps level rules you are considering, could be a nice mechanic too.<br /><br /><br />Alternate movement is definitely easier with two players, but could be an alternate rule of course. We found that the move - countermove activity really got quite exciting - though of course we had an attack defence game, so there was a greater propensity for the defender to 'pass'. This also meant that it was easier to gauge who had moved - so take your point about markers for more dynamic games.<br /><br />I use little cottonballs for indicators - and used red for casualties, though green/amber could be used for morale checks/movement etc.<br /><br />Of course, the alternate movement could be used by 'brigade' instead, which would give a similar dynamic - or, tying in with the command ideas above, by 'command', where the units are moved alternately by those who are within the commander's radius (obviously need multiple brigade leaders here).<br /><br />So those units in command move as per command radius - player 1 then player 2. FInally, units which are out of command can make their moves alternately. This will most likely be to try and move back into command radius - before they fail a morale check and disintegrate.<br /><br />(Tell me if this idea is mad)<br />This would of course explain the disintegration of the two units simultaneously that you had - in that if the commander was elsewhere, focusing on another battalion, the two units would have been saving their own skins after taking a battering, and their effectiveness would 'melt' - thus removing them from the fight.<br /><br />Duc de Gobinhttps://www.blogger.com/profile/10668407600014604176noreply@blogger.com