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"Somewhere in the Transvaal-1880-The Men Who Would be Kings!" Topic


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445 hits since 17 Mar 2017
©1994-2017 Bill Armintrout
Comments or corrections?

pilum40 Supporting Member of TMP17 Mar 2017 5:54 p.m. PST

Played a great solo game of The Men Who Would Be Kings over the past week-part time. The Capture of Piet Petronius-1880-Somewhere in the Transvaal. These rules are FAST PLAY, single brain cell mechanics and allow for some fun playing rather than no fun arguing about the rules. Highly recommended for those colonials that are sitting in the box gathering dust!
All the miniatures are classic Charles Stadden, Falcon, and Foundry.

I've put the full after action report on my blog: Steve's Fieldworks.

stevesfieldworks.blogspot.com

Louie N17 Mar 2017 6:47 p.m. PST

a fun read and a nice looking game.

clifblkskull Supporting Member of TMP17 Mar 2017 9:03 p.m. PST

Good fun
Thanks for posting
Clif

Rhingyll Supporting Member of TMP18 Mar 2017 8:00 a.m. PST

Pilum40 – In read in your blog where the Boers charged the pinned British and were soundly defeated in the ensuing melee. Did you use the rule that limits pinned units to only being able to melee with half their number rounded down which would give the Brits a disadvantage if the Boer force was significantly larger? You also mention that the Brits were pinned and could only fire with half their number. I think the rules state that pinned units cannot fire and can only retreat or defend if attacked. Looks like it was a fun game.The melees are quite fast and bloody but I still like the long drawn out, more individualized hand to hand combat of TSATF. I do think however that TMWWBK can work well for a larger battle as the rules as you have stated cause little brain strain and are very staightforward.Thanks for sharing the AAR in your blog.

pilum40 Supporting Member of TMP18 Mar 2017 6:53 p.m. PST

No I didn't use that rule because frankly I forgot to do it. DOH! The Boer force was not significantly larger. The only thing that kept them in the game was Mr. Babbage's recycling "machine". I just concentrated on the fun aspect. I'm one of those guys in a game club that likes to paint and build stuff and let others check the rules. I'd much rather drink beer and roll dice. LOLZ. I put Sword and the Flame away because of the lining up of guys and then squaring them off for melee. These rules are definitely superior in that regard. Depends on your ultimate objective of course. Mine is to get a game going and done so I can play more! Guess I'm weird but hey…someone has to be right?
I'll keep playing and sending in AARs.
Steve Miller
DFW Irregulars-Southern Front

Rhingyll Supporting Member of TMP18 Mar 2017 9:42 p.m. PST

I guess what I like the most about TMWWBK is the simplicity and speed of the games also. It is fun playing against Mr Babbage when he is the natives (or Boers in your case) because you just really don't know the size of the force you are facing and where and when they will strike next.I have played about 5 games now and realize (probably as it would have actually been) that you just have to shoot up the natives as much as possible before they can get into melee, where it becomes a fairly close to even match-up.I haven't use the go-to-ground action at all for some reason and keep forgetting that some moves are free and don't require an activation roll. Mr Babbage makes for an excellent solo opponent. If there is any rule set that allows lots of rolling and action without pouring over the rules it is TMWWBK.

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