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The group with whom I play is currently debating the merits of TMWWBK. There are certain aspects of the game engine we like but some of us aren’t entirely happy with the pinning mechanic. We’ve adjusted leadership levels and discipline but we’re still not convinced. There also seems to be some fundamental disagreement on the use of certain free actions and then activation rolls for other things. There have been too many games in which multiple players fail turn-after-turn to pass activation tests. Although it can be explained away by many things like fog-of-war it can make for a dreary game experience.
You're absolutely right. The side with the most units usually succeeds in pinning down and mopping up the other side.Actually there's a very simple solution to this.When fighting 'natives' - who usually outnumber 'European' regulars by quite a few units leave everything as it is.However if both armies are somewhat evenly matched - especially in firepower- change the pinning or rather the Rally rule as follow.Pinned units must rally but if they succeed they can activate as normal except that they have a -1 to their firepower a -1 inch movement and obviously no 'at the double'.If they don't succeed in the Rally test they get another pin marker.This works well for Indian Mutiny and could probably do well for Boer Wars as well
I was a play tester on these rules so may be able to help out ref free actions: Each unit may take one action per turn. This is EITHER their free action (which they do not need to test for so they can always do it) OR one of the the other actions for which they must pass an activation test, e.g. my British regular infantry have 'fire' as a free action. Thus, in my turn, if I want them to fire, they just do so automatically with no test for it. If, however, I want them to move instead, I have to test for that, because it isn't their free action. That's it. It really is as simple as that.