Edgcote playtest
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As part of the Northamptonshire Battlefields Society commemoration of
Edgcote's 550th anniversary Phil is working on a model/game to go on our
stand at the...
1 hour ago
The random thoughts of an ancient wargamer. Featuring rules, battle reports, and all sorts of miscellaneous wargaming (and other) topics.
Although some of it will be re-usable in the book, a lot of it will not be ... but anything that I think might be of interest to my regular blog readers will hopefully re-appear on this blog in some form or another.The opening webpage of my old COLONIAL WARGAMING website.
If the opportunity arises, I will share some more information about these imagi-nations.All the maps shown above can be enlarged by clicking on them.
The above depicted melee was what broke it for me. The way modifiers work, the Russian flanking unit is less susceptible to lose men when flanking. So far so good. But is the French unit in dire straights for being flanked and in combat against two enemies? No, it isn’t. In fact the rather slim chances of losing men are further reduced to a 1 in 6 by the general supporting the French. They can literally fight for a dozen turns without effect while on other parts of the battlefield a unit can be shot to pieces quickly. Not to say that the artillery and musketry modifiers are more to my liking.I like good, honest criticism, especially when – as in this case – the person making the criticism has spent time looking at the way the rules operate and the mathematics behind the mechanisms used. I have answered the points he has raised in my comments on his blog, but I suspect that we are never going to agree. However, looking at the points he raised has made me re-examine the thinking behind the way I designed my rules, and I am still happy with the way that they work.
Adding to that, I can pretty much play many rules systems with a 1-2 page rules overview (QRS) but the rules layout of this book is standing in the way of clarity in my opinion. Said modifiers are formulated in lists of whole sentences which have to re-read quite a few times to find the ones that apply. A QRS is not included. There are good parts though. The decisions to suffer casualties vs push back tied to unit experience is a clever mechanic forcing the players to make though choices. In the end, though, I will rather move on to other rules that work in my opinion.