
"My First Run Of Troops, Weapons And Tactics" Topic
4 Posts
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| John Thomas8 | 15 May 2013 8:16 p.m. PST |
The Lardies know how to write rules that work, and this one went well. It played fast enough we swapped out sides and had another go. An awesome rule set, makes you work and earn your win. It'll be interesting to introduce armour and off-board arty to the mix. |
| John Thomas8 | 15 May 2013 8:40 p.m. PST |
Two complete rookies to the rules got in 2 played-to-the-end games in in 4 hours. In a two hour game night, even with a tank or two a side, this should be a staple for folk's game nights. I really like the lack of IGOUGO, the tension of "is the card I REALLY REALLY need" actually going to turn up before his does is a great feature of the game. Real tension and boy does this game play fast. |
| Skipper | 17 May 2013 8:15 a.m. PST |
I like…no love….IABSM which is the company sized version of the rules and you are absolutely right about the tension building up…… One of the keys is to successfully utilize the big men to activate key units. There is nothing more important…. Skipper |
| John Thomas8 | 17 May 2013 10:48 a.m. PST |
I've run a half dozen public and countless solo games of IABSM and believe for their level (company of infantry at 1:1 plus supports) they're the best rules around. After these two games, TW&T may join them for their level, too. |
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