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Author Topic: Latest AWI Game  (Read 1346 times)

Offline Ahistorian

  • Mad Scientist
  • Posts: 596
    • A-Historical Wargaming
Latest AWI Game
« on: August 10, 2016, 09:16:27 PM »

Offline FifteensAway

  • Galactic Brain
  • Posts: 4697
Re: Latest AWI Game
« Reply #1 on: August 11, 2016, 05:55:31 AM »
What a delightful relief to see a game with units rather than individual figures.  I know it is almost sacrilege these days but I just don't get the same kick from a skirmish game as from a 'battle.'  Heck if I know why but it has always been thus for me.

You must tell us more about the rules, you know?

The one at a time allows really nice painting but it just doesn't have 'the feel'.  But each to his or her own.

Offline Norm

  • Supporting Adventurer
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  • Posts: 1190
    • Blog for wargaming in small places
Re: Latest AWI Game
« Reply #2 on: August 11, 2016, 10:12:55 AM »
Better still, a 4' X 4' table is an 'honest' size for most of us gaming at home - certainly in the UK, where typical modern housing is not conducive with big tables.

Offline Ahistorian

  • Mad Scientist
  • Posts: 596
    • A-Historical Wargaming
Re: Latest AWI Game
« Reply #3 on: August 16, 2016, 10:05:24 PM »
I always write my rules to fit on my boards at home - so anywhere between 2'x2' and 6'x4' at the absolute largest! I live in a flat in the UK, so space, even temporarily, is always at a premium. In the case of Tree of Liberty, I have made the use of supporting lines quite vital, so you can put more troops on the board without sacrificing space on the wings - or should do, if you don't want your army to be too brittle  ;)  It is aimed at battles with somewhere between a brigade and a division present on each side, though you can play larger if you want with several "commands" on the table.

The game uses a hand of dice mechanic - similar to a dice pool, except you match multiples as well as target numbers. In fact, multiples are as if not more important than high rolls, although several sixes (like in the AAR) are always a good thing. It uses a PIP system with a number of guaranteed orders (based on your uninjured officers) and extra "initiative" orders that can be used in your own turn, or to react in the enemy turn - great for closing fire or fleeing before a British charge! There is a simple force morale mechanism as well, to prevent armies fighting to the death as a matter of course. It's still possible though!

Bases represent an average of 50 men, and units can be battalions, wings or even companies if you feel like penny-packets are the way forward. Officers of calibre all have their part to play from colonel upwards, and so far games seem to take about 15 minutes per battalion on each side - so in an evening, you can fight a tidy action between two brigades and their opponents.

If you've any other questions, let me know!

Cheers,
Matt @ Morningstar

 

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