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Author Topic: The Men who would be Kings (TMWWBK), AAR (sort of)  (Read 1296 times)

Offline steders

  • Mad Scientist
  • Posts: 657
The Men who would be Kings (TMWWBK), AAR (sort of)
« on: February 07, 2017, 09:04:05 AM »
Played 3 games of this on Saturday. A last stand game, 24 points of attackers against 18 points of defenders.
We halved the number of figures (just for time consideration). The attackers were tribal types and the defenders British regulars.
The attackers thrashed the defenders in every game. The third game came close but only because the attackers lost a couple of units to routing.
The main issue was the ineffectiveness of the regular fire and the charge distance of tribal troops (especially the cavalry).
First game; turn 1, the attackers moved, defenders went into close order. Turn 2 the attackers charged and mullered the defenders.
Second game; the defenders start in close order, attackers move. 2nd turn defenders shoot, cause a few hits, attackers pass morale, charge the defenders and muller them again. 
Any thoughts?
Also the rules are a little ambiguous on shooting at cavalry.
3rd game we gave the defenders closing fire, same number of men but need 6s to hit. This seemed to work (sort of). If we had more time we would have tried some other things.

Offline Driscoles

  • The Dude
  • Galactic Brain
  • Posts: 4327
Re: The Men who would be Kings (TMWWBK), AAR (sort of)
« Reply #1 on: February 07, 2017, 09:44:43 AM »
I think it needs more than three games to understand a game completely.
If you think shooting is  not powerful enough increase the chance of hitting!
Decrease the charge distance!
I personally think a colonial wargame would be boring if the rules were 100%
realistic.
Also keep in mind that TMWWBK is a skirmish game where combat is mostly simulated on short distances.
Regular forces of the colonial age benefitted from long range fire.
If the field of fire was obscured or they couldnt break the enemy before the charge they could be in serious trouble!
, ,

Offline SteveBurt

  • Mastermind
  • Posts: 1286
Re: The Men who would be Kings (TMWWBK), AAR (sort of)
« Reply #2 on: February 07, 2017, 11:54:55 AM »
Why are you starting the attackers within 2 moves of the defenders?
Rifle range is 24 inches, so the defenders should get at least 3 rounds of firing (and have time to go into close order before the attackers are within range).
We've found volley fire devastating
Also, don't forget that close order troops are better in melee, too.

Offline steders

  • Mad Scientist
  • Posts: 657
Re: The Men who would be Kings (TMWWBK), AAR (sort of)
« Reply #3 on: February 07, 2017, 12:12:11 PM »
Also, don't forget that close order troops are better in melee, too.
We didn't play that, must of missed it in our play through!

Offline Lowtardog

  • Galactic Brain
  • Posts: 8262
Re: The Men who would be Kings (TMWWBK), AAR (sort of)
« Reply #4 on: February 07, 2017, 03:36:38 PM »
Its your dice rolling noting to do with the rules lol

Offline steders

  • Mad Scientist
  • Posts: 657
Re: The Men who would be Kings (TMWWBK), AAR (sort of)
« Reply #5 on: February 07, 2017, 06:56:50 PM »
No one likes you Karl

Offline sjwalker51

  • Scientist
  • Posts: 372
Re: The Men who would be Kings (TMWWBK), AAR (sort of)
« Reply #6 on: February 07, 2017, 08:24:19 PM »
If you missed the 2 significant benefits that regulars have when in Close Order, it's not surprising they got mullered! :-)

Offline guitarheroandy

  • Mad Scientist
  • Posts: 986
    • Andy's Wargaming Blog
Re: The Men who would be Kings (TMWWBK), AAR (sort of)
« Reply #7 on: February 07, 2017, 10:31:40 PM »
Yeah, sounds like you missed some key rules there. Also, speaking as one of the play testers for these fine rules and as someone who has played many games including putting on participation games at 3 shows, the scenario is king! We spend a bit of time really thinking about the scenarios if we aren't playing straight from the book, especially for multi-player club or show games, obviously. The gaming experience always benefits from that.

My advice would be to persevere with the rules. Try other scenarios. The rules honestly do work really well... We love them here in Peterborough!  :D

 

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