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"One scenario, two very different games" Topic


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Personal logo John the OFM Supporting Member of TMP29 Aug 2011 8:26 a.m. PST

So, I dusted off my trusty Wyoming Massacre scenario for Saturday night's club game.
We had last played it about 2 or 3 years ago, and it's a local thing. Every bump on the table is argued over, as to whether it's the Burger King or a beer store. I just say it uses the Flames of War logarithmic telescoping ground scale blah blah blah.

The last two times I ran it, the settlers got caught early. The Indians had better movement dice, better hand to hand rolls, Johnson's Royal Greens had bayonets, etc.
Only a few stragglers made it back to Forty Fort, and those few had heroic escapes.

Not this time.

Most of the settlers fled real good. The token platoon of the 24th Connecticut in particular. So, the best firing unit on the Settler side did nothing but run away. Oddly, it seemed to accrete random strays and stragglers from unluckier units. I allowed this, the scenario being what it was. How many wargaming units have you ever seen that were 20% STRONGER at the end of the battle? Precious few, I would think.

Not only did the Settlers have more sense than to stick around and fight this time, but the Indians seemed to be out for a stroll more than a massacre.
They were particularly bedeviled by a scenario rule that required a Major Morale die roll to NOT stop and scalp the wounded they encountered along the way. They lost their high die roll if they stopped to scalp.

Green's Royal Johnsons, excuse me, Johnson's Royal Greens had perhaps the lousiest movement rolls of anyone. So, they formed an impressive parade column and marched to the fifes and drums, musick playing, all the way down US11, or Wyoming Avenue. They even had a nice flag. (This is where the genius of Hinchliffe figures come in. One pose per catalog number march much more prettily than shabby random posed Old Glory! grin )

Jim's settlers made it into the fort, but cowered. Tim's 24th Connecticut smartly marched into Forty Fort, and closed the gates, ignoring the 3 or 4 Settler units who had not quite made it to the clearing. His other unit was surrounded on a grassy knoll, charged fore and aft, made their morale check to react, turned about smartly and fired two devastating volleys. (He rolled a lot of 3s and 4s on D20…)
For this, Tim got the Pusillanimous Popinjay Award.

The moral of the story is that you can run a good scenario several times and get some very different results.

The only difference this time was that I drew cards to determine the CinC at the beginning of each turn. This really brought out the "It's all about me!" factor in a game in which that was very much the point. High card each turn decided who moved first and fired first.

darthfozzywig29 Aug 2011 9:17 a.m. PST

Sounds like a fun time.

One pose per catalog number march much more prettily than shabby random posed Old Glory!

This incontrovertible truth will be logged along with other confirmed Gaming Science facts like "Painted units fight better" and "I need to know the target number before I roll the dice to improve my odds."

79thPA Supporting Member of TMP29 Aug 2011 10:00 a.m. PST

"I need to know the target number before I roll the dice to improve my odds."

Yep. That's a universal truth.

Stryderg29 Aug 2011 12:02 p.m. PST

That happens routinely in my favorite rules sets (skirmish mostly). I've never understood playing a scenario three or four times when you get the same results each time.

Sloppypainter29 Aug 2011 12:25 p.m. PST

That's part of the fun of S&TF: there's enough variables to make your best plans fall apart or the other guy's plans fall apart just in time to save your butt. Love it when Zulus roll 4 ones for movement!

epturner30 Aug 2011 5:11 a.m. PST

John;
This does sound like an interesting scenario. How many units of which types did you have? I'm generally familiar with the battle, enough that I'd like to try it, but I'd like to know what you have on the table for your OOB.

Eric

Personal logo John the OFM Supporting Member of TMP30 Aug 2011 10:26 a.m. PST

I used units of 20.

Loyalkists:
Two units of Seneca, with 10 musket, 5 bow, 5 melee only, getting a +1 in hth. Morale as Zuluz.
Two of Cayuga, as above.
Two of Butler's Rangers, each with 15 musket, 5 with rifle. Morale as Egyptians.
Two of Johnson's Greens, musket. Otherwise as Egyptians.
Muskets have carbine range, bows 12".

Versus the Settlers.
6 units with muskets, as Boers.
1 unit of 16 Continentals. As Johnson's.

epturner30 Aug 2011 12:23 p.m. PST

John;
Thank you. That would make for a nice game for my group. I certainly have enough figures. How long did it take to play out?

Eric

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