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"gotte my copy of Pike and Shotte" Topic


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Pages: 1 2 

barcah200114 May 2012 3:44 a.m. PST

Sounds like an interesting system--hope they go on sale here in the States soon

Sane Max14 May 2012 3:49 a.m. PST

if you want to decide if you will like them, I suggest finding someone that plays Balck Powder – they are very essentially the same game (with some important differences)

Pat

barcah200114 May 2012 5:19 a.m. PST

Thanks. I take it it will be a few weeks before anyone here has them to sell

brevior est vita15 May 2012 10:21 a.m. PST

On Military Matters has P&S for sale right now:
link

Cheers,
Scott

mashrewba15 May 2012 1:04 p.m. PST

Moomin Cage Fighter it such a great name and such a concept!!!:)

Dave Ryan16 May 2012 12:47 p.m. PST

FORLORN HOPE has the best idea for Pike/Musket interaction-

OK I'm biased as I publish the rules- but if they didn't conform to my ideas on ECW warfare then I wouldn't have published them

N doubt Pike & SHotte will conform to the view of other's – that the great thing about being a rules seller- there is no such thing as the Holy Grail of rules.!!

Eclaireur22 May 2012 9:33 a.m. PST

Dave, please give us your more general impression of P&S when you get the chance…

Based on my own first reading, and have set up a trial game but not yet played it…

1. I like the way it handles the Pike/Shotte thing, and the brigading of units generally. That seems like a well constructed system to me, and in conformity with period tracts that talk about commander forming pike blocks of so many files or musket lines ditto. The
2. The Black Powder / Warhammer system of hits and morale saving throws is one I don't particularly like, but I'll 'roll' with it ;-)
3. It will be a shame if it makes Pike blocks all powerful as some other posters suggest. They're too strong in Forlorn Hope IMHO, since we all know the way warfare was developing and the pike was destined for extinction…
4. The one thing I can't stand about the Black Powder system is the command activation that allows from 0 to 3 moves in a turn. That makes it almost impossible to 'play general', calculating whether your unit has time to perform certain actions before the cavalry are upon them or the reinforcements arrive. Unpredictability is a good thing within certain limits – but these are too large for my tastes. I think I may make a 'house rule' alteration to this aspect of the game…
EC

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