Lead Adventure Forum
Miniatures Adventure => Pikes, Muskets and Flouncy Shirts => Topic started by: Lord Raglan on June 04, 2019, 08:41:52 PM
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Face Another Foe Vol 1 & 2
(http://www.caliverbooks.com/Partizan%20Press/partizan%20pics/FAF-cover-A.jpg)
(http://www.caliverbooks.com/Partizan%20Press/partizan%20pics/FAF-v2-coverA.jpg)
Does anyone have any experience with this new "Lace War" rule-set?
Cheers
Gareth
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Come on boys, there must be someone :'(
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I've never even heard of it...
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For the price, I just bought it and will give it a whirl.
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First I've heard of it too but am interested also in any possible reviews or opinions by those who might have purchased.
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First I've heard of it too but am interested also in any possible reviews or opinions by those who might have purchased.
My copy arrived yesterday, I will post a review after a couple of reads.
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Wargames Illustrated Flipthrough:
https://www.youtube.com/watch?v=H6BQTZO8jxE
Partizan Press have released a new pair of books for wargaming the so-called ‘Lace Wars’, Face Another Foe. Volume 1 is a 64-page, softback book that provides the core rules and Volume 2 is a 68-page softback full of additional army lists. Based upon Jon Sutherland’s Mad Dogs and Englishmen rules for the Indian Mutiny, these new variant rules cover a lot of ground from a diverse period.
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They were given fairly short shift on tmp. Not that means everything mind you. But reportedly there are a few flaws.
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They were given fairly short shift on tmp. Not that means everything mind you. But reportedly there are a few flaws.
As you say, I wouldn't take much notice of those reviews.
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Face Another Foe - A Wargamer's Review
Part 1 - Introduction
From the onset, I want to state that I have not played the game as yet, but I have read the rules and run through the mechanic several times. If you are looking for a set of rules which are super prescriptive in nature, these rules are not for you. They have been written in a way which presumes the reader has some previous experience of using wargaming rules and they also presume the players are approaching the game in a gentlemanly fashion.
The rules are presented in a small booklet with well bound glossy pages throughout. There is a short introduction, which provides the overall concept for the game, giving suggested base sizes for all types of infantry, cavalry and artillery types. Infantry battalions and cavalry/dragoon squadrons all have 3 bases each (so very similar to Beneath Lilly Banners). Its up to you how many miniatures you place on each base, but 6-12 infantry and 2-3 cavalry/dragoons would appear sensible. Artillery is based per cannon with approximately 4-6 artillerymen per base. Commanders are based on a suggested 40mm round base, but there is nothing preventing you from basing your commanders on larger vignette style bases which we all love.
The game asserts that armies of this period were organised with a centre formation plus two wings and sometimes a reserve. As a result, you would require a commander for the 4 components of your army.
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Part 2 - Turn Sequence
The game is not a UGIG system, instead, each commander is issued a card which represents the part of the army he is commanding. These cards are shuffled face down and when drawn from the top, the commander who's card it is, subsequently orders the troops under his command to take actions.
There is also a number of "event" cards dealt to the commanders before the game and these can be played on units at the start of the turn, before commander cards are drawn. All these cards are in the rule book and just need to be either photocopied or copied onto blank playing cards. The quality and skill of your commander, will denote how many cards are allocated to him at the start of the game. There are 6 commander ratings, with inspired commanders getting 6 cards and useless commanders only getting one card.
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Part 3 - Movement
Movement is based on a number of D6 rolls, dependent on the unit type and what type of terrain the unit is moving through. Movement is also dependent on the state of the unit, disordered units may lose one of their dice. Commanders are also important for movement, as they can only command a certain amount units dependent on their rating.
For example: Line Infantry have 2D6 when moving across country or 3D6 when moving on a road
If a unit is charging, they receive a number of additional D6 throws.
Units can also attempt to move if their commander is outside of command range, however, this requires them to take a command test. The result required for this test is dependent on the troop quality, this ranges from Poor, Inexperienced, Competent, Experienced, Veteran, Guard and Fanatics.
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Not well thought of by the participants of this thread on TMP:
http://theminiaturespage.com/boards/msg.mv?id=504103
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Not well thought of by the participants of this thread on TMP:
http://theminiaturespage.com/boards/msg.mv?id=504103
I don't take much notice of TMP opinions
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Are you trying these rules because you have gone off BLB?
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Are you trying these rules because you have gone off BLB?
BLB isn't a particularly quick system and takes a bit of time to teach others, so I need a set of rules which are more user friendly and a little quicker to play.
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I would recommend the Osprey Honours of War Rules. Although written for SYW they would work just as well for earlier periods. Simple enough to pick up quickly. I use they with the BLB basing system and they work really well.
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Thanks for the review. Not my cup of tea, though (not fond of random activation).
As armchairgeneral suggested, Honours of War can be easily adapted to earlier periods and it's fast to learn and play.
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I will finish the review in due course, just too busy in work at moment.