Empires at War  | 26 May 2013 12:09 p.m. PST |
We had an ACW game at the club the other night using dice to determine which command took its turn, one dice per Brigade and one for the c-in-C. This was an idea nicked from a thread on the BP forum and amended slightly. If the C-in-C comes out early in the go he can be held back and used at the end of any subsequent command move to exploit opportunities that might arrise. It seemed to work ok but i plan to do a quick Napoleonic game tomorrow to try out a similar system but without different die for each Brigade. The c-in-c will choose which unit goes first but he will still have a separate die for himself that can again be held back. A report on the first game can be found on my sons Blog here- Link I will put a report on the Napoleonic game on this Blog in a couple of days. |
| Coelacanth | 26 May 2013 12:19 p.m. PST |
Thanks for the report; I definitely like the differently-colored dice idea. Ron P.S. The title you chose for this topic is somewhat alarming. |
| A Quinn Martin Production | 26 May 2013 1:35 p.m. PST |
Stop it and play properly! |
| SECURITY MINISTER CRITTER | 26 May 2013 2:21 p.m. PST |
P.S. The title you chose for this topic is somewhat alarming. Not to me. |
Empires at War  | 26 May 2013 2:49 p.m. PST |
Stop it and play properly! I guess we're currently lacking the moral guidance of a wise old rules Guru on club nights these days! |
| Sparker | 26 May 2013 7:16 p.m. PST |
I'm sorry I don't understand. Whats to stop the CinC intervening anyway? |
Empires at War  | 27 May 2013 3:37 a.m. PST |
Using the normal rules he can only go during his own sides phase. Here he can take a turn after an opponent has moved a brigade and before any more dice are drawn. He can therefore take advantage of any errors made by the opponent or exploit advantages gained by his own side, for example by exploiting combat won by one of his own brigades he can intervene immediately instead of hoping one of his other dice comes out of the pot next. Of course it can also be used to plug any gaps if a combat is lost. I have only tried this once so its early days yet. |
| Sparker | 27 May 2013 4:20 a.m. PST |
I see, thanks. Interesting idea, but whilst I can see that the Bolt Action idea is great for WW2 skirmish games where 'fire and manoeuvre' is important and not knowing who goes next encourages bounding overwatch, I can't see that Horse and Musket games simulating entire armies needs this
happy to be proven wrong though! |
| SFC Retired | 27 May 2013 6:16 a.m. PST |
Interesting concept
looking forward to a few more AARs using the BDE chits/die SFC REtired |
Empires at War  | 27 May 2013 4:09 p.m. PST |
Thanks for the comments. Today's Napoleonic report is now on the Blog. At a critical part of this game my c-in-c came out first and fearing a British dice might be next out and deny me the chance of a nice tempting flank attack on an exposed enemy unit i used him straight away with disastrous consequences! |
| Kaptain Kobold | 27 May 2013 11:52 p.m. PST |
" I can't see that Horse and Musket games simulating entire armies needs this
happy to be proven wrong though!" The ACW boardgame 'Across Five Aprils' used a similar system to run brigade-level battles – each division had a counter in a cup, and moved when it was drawn. It's no less artificial or illogical than one side moving (or attempting to move) all of its units and then the other. That said, how do firing and melee work with a randomised sequence? |
Empires at War  | 28 May 2013 4:55 a.m. PST |
Firing and melee are worked out for each brigade at a time, firing being the last thing before drawing the next dice. The method seems to work ok but whether or not its better than the normal rules version i'm still undecided about. There is also a thread on the Warlord games BP forum which is where i nicked this from anyway. |
| uglyfatbloke | 31 May 2013 1:57 a.m. PST |
Sounds like a great idea to me
think I'll incorporate it into our brutal home-brewed fast play rules. |