brelly | 28 Jan 2012 3:58 a.m. PST |
Hi Today my 2 mates Andrew and David and myself ran a modified 1st Kernstown scenario at the Cancon Gaming Convention in Canberra, Australia. Andrew devised the scenario while David Played the Confederates and I played the Union. We used the new Gordon & Hague 10mm ACW figures belonging to Andrew another mate Rob and myself. We used the Severed Union rules available for free on the Gordon and Hague site. We played in the demonstration/participation area and we had lots of lookers and admirers. Andrew, David and the table. link Toward Kernstown link Confederate attack link I have a number of other photos I will post along with those taken by Andrew when I have them. Paul |
Texas Jack | 28 Jan 2012 5:28 p.m. PST |
Nice pics, thanks very much! I like your terrain, how did you do the river? The figs look quite nice, by the way :) |
brelly | 29 Jan 2012 2:56 a.m. PST |
Hi The river pieces are sold by Glynn of Fernvale Scenics here in Australia. He does a range of flexible resin rivers and roads along with other terrain pieces. His URL is link Yeah we are happy with figures, more so with them being painted. We had a little over 150 bases with around 700 odd miniatures all received less than 3 weeks ago. Paul |
brelly | 29 Jan 2012 3:04 a.m. PST |
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Texas Jack | 29 Jan 2012 3:54 a.m. PST |
Thanks for the info on the river, what a pity Australia is a bit out of the way for me. :) How did the rules play out? From what I have read there was a rather lot of criticism about them, but I donīt think from anyone who actually tried them. I know I didnīt like the artillery rule where you drop rounds on your figs, reminds me too much of Lincoln logs back in the day. |
Lord Ashram | 29 Jan 2012 8:44 a.m. PST |
Ah, interesting! I have only read the rules, never played them; how did they work? I like that the rules are free and available
but the figures I think are the key:) |
brelly | 29 Jan 2012 12:55 p.m. PST |
Hi From our perspective the rules played well. There is a lot of dice rolling for combat but this sits well with our group but movement can be a bit fiddly. They are simple to learn and needed little reference (even though this was only our second game) except for checking the various charts. The movement rules can be a little omplicated, with anything but straight ahead movement for infantry requiring a 'Double Quick' movement rate to achieve. Ranges are long compared to the turn movement rate and may need some rethink, though our results seemed to "feel" right. However, we halved the effective range for cavalry for our game as it had a better feel. The drop dice for artillery has been replaced with a scatter dice solution in the latest version. However we dropped the range guessing totally for a pick the target then roll the scatter dice (which gives us enough random results anyway). We feel that range guessing favours people who are good at that with the potential game skewing results. There are no command and control rules (Generals only add bonuses). I believe some might be necessary to give a better feel to large scale games but would come with a corresponding reduction in the game flow. The morale rules provided a reasonable ebb and flow to the battle. But as you say the miniatures are the key and would suit a number of current rules sets. Paul |
afilter | 17 Feb 2012 7:18 a.m. PST |
I just aquired some of these minis and I am impressed. link I am working with the game designer to make some improvements to the rules with ranges, Generals, and a player aid. Now that I have some minis I will do some playtesting of some other ideas as well. Should be an updated copy available in a few weeks. |
Aksakal | 18 Feb 2012 4:25 a.m. PST |
nuts that I missed the game at cancon. I was only just behind in the DBR section! |
brelly | 19 Feb 2012 10:58 a.m. PST |
We only ran this on the Saturday afternoon and it was a busy time in the hall. We are hoping to do another one at Wintercon in June. This time with a lot more miniatures. |