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"Dragon Rampant and TMMWBK AAR's" Topic


11 Posts

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1,168 hits since 22 Mar 2017
©1994-2024 Bill Armintrout
Comments or corrections?

Mike Target22 Mar 2017 6:43 p.m. PST

3 small battle reports on my blog
platoonfire.blogspot.co.uk

thanks for looking!

Mike Target22 Mar 2017 6:43 p.m. PST

3 small battle reports on my blog
platoonfire.blogspot.co.uk

thanks for looking!

Xintao22 Mar 2017 7:45 p.m. PST

Nice. I like the Volley gun

Ivan DBA22 Mar 2017 7:53 p.m. PST

Great reports, thanks for posting! Love the Games Workshop store in your space settlement too!

Mike Target23 Mar 2017 2:07 p.m. PST

Thanks guys!

Codsticker23 Mar 2017 6:26 p.m. PST

Good stuff thumbs up.

Rhingyll25 Mar 2017 10:35 a.m. PST

Mike Target – Nice AAR. I have played about 6 games now of TMWWBK. From my understanding of the rules if the natives take the risk and roll at the double, if they make contact they can attack immediately. I think although they move as a free action they have to still roll to activate to attack (unless cavalry). I have played a few times where I also allowed attack as a free move for tribal infantry and it seemed a bit more fair. I haven't yet used "go to ground" but it seems like that could be strategically used to shelter the natives at least at long range.I am thinking you could go to ground at say 13". Then rise up and try an at the double move to attack. If you passed the leadership roll, you would have to roll a 5 or 6 to make contact. Still risky but better than being shot at while waiting to make the charge.I have been playing NWF with these rules but if I had Zulus I think I would allow them attack as a free move. These rules are nice and simple and the games seem to go smoothly and quickly.

TXWargamer25 Mar 2017 9:12 p.m. PST

Well done and I enjoyed your blog.

Mike Target28 Mar 2017 3:29 a.m. PST

Thanks!

@Rhingyll.

Ineed the natives do still have to test to make their final Attack move. I just prefer the Free Move to make sure they all get into charge range together, otherwise the Redcoats chew them up and spit them out at their leisure.

I wouldn't be quick to change around the free actions to much without further testing. And I'd make sure it replaced an exiting free action.

As it stands I'm happy to leave the zulus to test for an assault- Historically they seem to struggle to actual close to melee and prefer to sit back and give fire from cover at close range. Thats how I prefer to use them too…

I would perhaps give Mahdists Attack as a free move, replacing Stand To. Which would make nicely difficult to control!

For the various types of cavalry in the AZW (irregular/native/volunteer) for example I would swap the free Attack Action with a free Move action.

Henry Martini28 Mar 2017 7:46 p.m. PST

As well as Stand To, Zapatista infantry in my Mexican Revolution variant have both move and fire (but not 'At the Double') as free actions.

If I hadn't assigned an additional free action they'd only be worth two points per unit (Firng 6; Fighting 6+; Discipline -1), which would have required too many figures for a game.

I think the resulting freedom of movement not only compensates for their poor combat stats but also realistically represents the local terrain knowledge and elusiveness of guerillas.

In practice the free move is used mainly to get them out of trouble (such as an unequal firefight) and into more advantageous combat situations; e.g. 'ganging up' on isolated federal units.

I mention this only as an example of how the rules can be massaged to better portray particular troop types.

Capt Flash04 Apr 2017 6:36 a.m. PST

Great stuff! Thanks for sharing!

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