"AWI AAR " Topic
6 Posts
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bandrsntch | 17 Aug 2017 12:08 a.m. PST |
An after action report on a small action using SPv2. westsoundwarriors.blogspot.com &6 points of British vs 75 points for the Rebels Only mods to rules we used was two Tiffin Cards and 1st Movement Die always counted as a "six". |
FusilierDan | 17 Aug 2017 4:12 a.m. PST |
Great AAR. I liked the map. |
axabrax | 17 Aug 2017 6:09 a.m. PST |
Nice game and scenario map. In terms of the movement, are you forgetting the step out ability? That should allow you to get more movement without having to introduce an arbitrary movement bonus to everyone. It's a bit more strategic as well. Just a thought… |
bandrsntch | 17 Aug 2017 11:44 a.m. PST |
Aim was to move the game along which it certainly did. Step Out is rarely used as the Command Cards are more often used to remove Shock or add Sharp Practice, Crashing Volley or Thin Red Line. I liked the way it did a way with a lot of fiddly movements that slow the game down. I highly recommend you try it at least once. Its also helpful for getting troops into Fisticuffs which I like. |
Frederick | 17 Aug 2017 12:08 p.m. PST |
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Stew art | 18 Aug 2017 12:18 p.m. PST |
looked around the blog. the maps showing the whole game situation really add a lot. about Militia: in big numbers are often serious….but should be lacking in leadership; therefore unable to dress ranks, rally shock, etc… once the shock starts to pile on, their formation will break causing "bad things to happen" |
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