Help support TMP


"How Big a Game Can You Sensibly Play?" Topic


11 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

Please do not use bad language on the forums.

For more information, see the TMP FAQ.


Back to the Sharp Practice Message Board


Areas of Interest

Napoleonic
American Civil War

Featured Hobby News Article


Featured Link


Featured Ruleset


Featured Showcase Article

The Amazing Worlds of Grenadier

The fascinating history of one of the hobby's major manufacturers.


Featured Profile Article

First Look: Black Seas

Personal logo Editor in Chief Bill The Editor of TMP Fezian explores the Master & Commander starter set for Black Seas.


1,439 hits since 17 Jun 2016
©1994-2024 Bill Armintrout
Comments or corrections?


TMP logo

Membership

Please sign in to your membership account, or, if you are not yet a member, please sign up for your free membership account.
PrussianMonty17 Jun 2016 3:20 p.m. PST

I really like what I've read about these rules and will no doubt be investing but wondered about two things in particular.
The first, and most important, is how big a game can the rules sensibly handle? I've seen some army lists and watched a demo with around 60 figures per side.
Secondly, would they be easily adapted for solo games as I only get an opponent every month or so.
Thanks for your help.

Redcurrant17 Jun 2016 3:48 p.m. PST

What rules?

Pictors Studio17 Jun 2016 4:05 p.m. PST

Using my telepathic powers I'm going to guess Sharp Practice.

Wildman17 Jun 2016 4:19 p.m. PST

Or you could read what board this is on.

FusilierDan Supporting Member of TMP17 Jun 2016 5:37 p.m. PST

I haven't played a lot of games but I would say that a player can handle about 50-60 figures, the force list plus bonus points. The game will take a couple of hours. A player could handle more I would think twice as many but there will be an increase in game time.

As for solo gaming the cards or chips would provide some friction.

Schogun18 Jun 2016 4:55 a.m. PST

With Sharp Practice first edition, I ran multi-player games with as many as 12 units per side. Haven't tried that yet with SP2, but after playing a few games, I don't see why not.

PrussianMonty18 Jun 2016 6:32 a.m. PST

Thanks for the comments chaps, most helpful. It sounds very encouraging and the rules have been purchased.

bandrsntch18 Jun 2016 5:41 p.m. PST

I ran a convention game with about 102 figures per side which were in 12 groups of 8 and one group of 6. We didn't finish game before period was up, but with experienced players we would have. Starting out, I would go with a smaller game with no more than 9 Groups.

BobGrognard19 Jun 2016 3:32 a.m. PST

The army lists tend to be about 50 figures with support options for another ten to twenty. We played a game yesterday with about 150 figures on one side and a hundred on the other. It took about three hours.

Jcfrog19 Jun 2016 6:57 a.m. PST

Not in figures but in units and rhen if many end up in groups, close order even more can be easily handled as they mostly function as one.

If you have multiple figs bases like from Sally4th, it would simplify and speed up even more.

8-15 units a side, which can be up to 120 or more figs once you have got the knack of the system ( 2-3 games, solo…).

rustypaladin22 Jun 2016 9:36 a.m. PST

Back in March, four of us decided to play a large game of Sharpe Practice (old rules) with around 160 figures per side detailed here:

TMP link

We added a second Tiffin to the mix and set it so the turn would not end until the second Tiffin was drawn. Under the new rules, I would either extend the Force Morale by a few or, if you have multiple players, use separate Force Morale for each force and the game ends when any one force retreats.

Sorry - only verified members can post on the forums.