greenknight4 | 09 Mar 2015 8:02 a.m. PST |
I wanted to share with you the way units are organized in Light Bobs. I will admit that it will come across a bit gamey at first but hopefully you will understand it better afterwards. To better understand the system lets first look at how a battalion (army) is created. LB is a bit of a role playing game in as such that your figure called a "leader of Worth (LOW)" has a Military Rank (MR) and 4 skills that help him in battle. As he progresses from battle to battle his skills get better and his MR grows (he is promoted). The higher his MR the larger his battalion. A new LOW start as a MR 3 – captain. His battalion has 4 companies (units). Finally the game is broken down into 4 theaters 1. Boston, 2. Saratoga, 3. The mid Atlantic staes, 4. The south. Each area has slightly different army restrictions. For example no cavalry in the Saratoga theatre and no Indians in the Southern theatre. Ok you as the LOW may choose your units from the troops allowed in the theatre you are campaigning in. After you choose your four units you choose their morale type. Here is a quick snapshot Elite – 4 figures – combat dice per figure = x 2 (deadly) Veteran – 6 figures – combat dice per figure = x 1 Average – 8 figures – combat dice per figure = x 1/2 Poor – 12 figures – combat dice per figure = x 1/2 when shooting, x 1/3 when in melee Note: militia may be Poor or Average! Now once you have your four units you can break them up and join them up. The only rules are a unit must be at least 2 figures and no more than 12. So you could choose 4 Elite units and join them into any combination you want. Maybe 2 units of 8 figures each. I find it interesting to get pushback on this because a variation of this is also used in a VERY popular dark ages set of rules written about often on TMP and everybody thinks it's the greatest thing since the d6 was invented. Finally players are of course free to modify Light Bobs anyway they want. We all do it is the nature of this amazing hobby. But you must be careful, imagine what a 12 figure elite unit will do rolling x2 dice for every figure in the unit. Thank you for reading. And fire back with any thoughts, insults or questions you have. Chris Parker dayofbattle.com wargamenews.org wargamevideos.com dayofbattle.com/light-bobs |
John the OFM | 09 Mar 2015 8:18 a.m. PST |
But you must be careful, imagine what a 12 figure elite unit will do rolling x2 dice for every figure in the unit. My thoughts exactly when someone brought this up last night. In the AWI, there were no Kaos Death Zombies of Doom with lasers. Well, maybe there were, but Cornwalis tried to make sure he had them all under his Task Force. If you really want to, you can field the Cornwalis Task Force. He had ALL the Light Infantry, ALL the Guards, ALL the Grenadiers, and his own 33rd Foot, who may as well have been grenadiers. He also usually had the Highlanders, Hessian grenadiers and all the cavalry too. So, if your idea of a "good game" is to hurl 2 huge battalions of converged grenadiers against newly raised Continentals, have at it. |
79thPA | 09 Mar 2015 8:49 a.m. PST |
By the rules, I can't hurl two huge battalions of grenadiers at anything; I can only hurl two small battalions of grenadiers at something. If I want to throw a 600 man grenadier battalion against a few hundred farmers crouched behind a stone wall, I should be able to do so. The rule mechanic should not force me to represent this by fielding 16 grenadiers figures against 36-48 militia figures when I should be fielding 48 grenadier figures against 24 militia figures.
|
vtsaogames | 09 Mar 2015 9:15 a.m. PST |
You can just do it but don't expect the Whig player to be happy. He'll want wizards, or tanks, or something. |
John the OFM | 09 Mar 2015 11:33 a.m. PST |
If you enjoy clubbing baby seals, who is stopping you? You bought the rules, do what you want. Don't forget that in this set of rules, you are a battalion commander, and your units are companies. |
Supercilius Maximus | 09 Mar 2015 5:49 p.m. PST |
…and his own 33rd Foot, who may as well have been grenadiers… Under most rules I have played, I would suggest that it might be more appropriate to consider them Light Infantry, rather than Grenadiers. Same for the 23rd, the 24th under Burgoyne, and the 71st in the South (but not before). |
Winston Smith | 09 Mar 2015 6:52 p.m. PST |
Whatever….. My point is that Cornwallis was a patron saint of Wargamers, hogging all the good troops. |
greenknight4 | 10 Mar 2015 5:27 a.m. PST |
This is all good conversation though and I am enjoying it. I did write Light Bobs from the game side first and I had in mind an easy to learn, fun game that would go on game after game in a mini campaign. Though the rules have a lot of specially designed mechanisms I did my best to make them feel right. Like many of you this period is my first period followed by all others. Then I had my brother who taught military history at the Air force Academy for 19 years and a rabid reenactor as well. These rules can be played as they stand with out any of the role-play aspects and sure you can field any sized units you wish. It really is open ended that way. In closing this note I would say these rules are modeled after the book "Diary of the American War, by Johann Ewald". |
FlyXwire | 10 Mar 2015 7:10 a.m. PST |
I have a friend who won't play rules like Brother Against Brother or Muskets & Tomahawks, etc. because they don't do battles like the war(s) were fought…..(at that point I just give up on the conversation). |
greenknight4 | 10 Mar 2015 9:55 a.m. PST |
I can respect what you are saying. We all seek what is best for ourselves. |
Old Contemptibles | 10 Mar 2015 3:29 p.m. PST |
When I read the first line of the OP, I was expecting a thread about the organization of light infantry in the AWI. But no, "Light Bobs" are the name of a set of AWI miniature rules. link Now we know what we are talking about. Don't assume everyone is on the same page. |
FlyXwire | 10 Mar 2015 4:15 p.m. PST |
I've ordered Ewald's diary, and thanks for the tip Chris. One thing I don't care for are playing cards needed for gameplay in miniatures rules – don't know why, but they're just a turn-off to me. |
Supercilius Maximus | 10 Mar 2015 5:07 p.m. PST |
Yes, sorry; I was just being pernickety there. My point is that Cornwallis was a patron saint of Wargamers, hogging all the good troops. Except King Tigers (Porsche or Henschel turrets) and the SS* of course. (* Although in a way he does get the SS if you suspend all critical thought and swallow the Oradour-style church-burning scene in "The Patriot".) |
greenknight4 | 11 Mar 2015 4:48 a.m. PST |
"One thing I don't care for are playing cards needed for gameplay in miniatures rules – don't know why, but they're just a turn-off to me." To each their own of course and I respect that. My card system however is very unique, it isn't the TSATF type system where a red card moves a British un it etc. it is a very sophisticated command system developed over 15 years ago and has never been changed. frankly it is one of the best I've every seen. yes I'm a bit biased but it really works. |
historygamer | 11 Mar 2015 7:05 a.m. PST |
Obersturmbanfurher Tavington? |
John the OFM | 11 Mar 2015 10:02 a.m. PST |
I would dispute that the SS are "good" troops. |
greenknight4 | 12 Mar 2015 8:03 a.m. PST |
Err Let's please stay on subject. TY Chris |
FusilierDan | 12 Mar 2015 5:42 p.m. PST |
chris, I saw on your site that figures are individually mounted. Can figures that are based be used or does that cause problems with formations and other things? thanks |
greenknight4 | 13 Mar 2015 8:10 a.m. PST |
No I have played with troops based up on a 5" wide stand that I use for C&C Napoleonics. Let me say that because of the unit order rules you would probably need a sabot under them or a spacer. Here's why Close order troops are pretty much stands touching, I allow a small gap up to a 1/4" just to make them look nice. Loose order is the most common order and stands are 1/4" to a 1/2" between each other. Skirmish which is used by rules and Indians are at least 1" apart. so with some thought players can use any basing system. Thank you Chris |
TomTheHandyman | 13 Mar 2015 1:17 p.m. PST |
HI ALL , Had a chance to play " Light Bobs" at "Cold Wars" , enjoyed the rules , we gamed about three hours and flowed nice capturing the flavor of the AWI time period , only had a few glitches , but this was due to me not knowing the rules . This was answered very quickly by Chris Parker , who had written the rules and game master as well . All of us who gamed , plan to game again with Chris at "Fall In" this November . Tom |
GamesPoet | 14 Mar 2015 10:59 a.m. PST |
I've had the opportunity to play this rules system, it seemed to provide a sense of small unit actions in the AWI, and it was quick and fun. : ) |
FlyXwire | 22 Mar 2015 1:30 p.m. PST |
Chris, I must thank you for your excellent book recommendation of a "Diary of the American War, A Hessian Journal". I'm only into the first 100 pages of the book, but it is so insightful into the operations of the Advance Guard, and small unit actions conducted [almost daily] during the AWI. I consider this book a must-read. |