As I mentioned in an earlier blog post, the significant changes I am making to THE GATLING'S JAMMED rules from THE PORTABLE COLONIAL WARGAME book are as follows:
- Machine guns a treated like artillery and have their own fire phase.
- The number of units a general can activate each turn is subject to a degree of randomness that depends upon their ability.
- A timescale has been introduced.
The section that deals with the second of these currently reads as follows:
Grading a general and activating units
- To determine a general’s grading, two D6 dice are rolled, and the combined dice score determines the general’s grading.
- Dice score = 10, 11, or 12: General is graded Good
- Dice score = 4, 5, 6, 7, 8, or 9: General is graded Average
- Dice score = 2 or 3: General is graded Poor
- This grading helps to determine how many units they can activate each turn.
- If used during a campaign, a general’s grading can be changed to reflect their success … or lack of it.
- Before the battle begins, each side is allocated a playing card colour (i.e. red or black).
- The number of units they command is totaled, divided by 2, and rounded up.
- This gives the median value of the playing cards that the general will be allocated.
- The median value of the playing cards is then adjusted according to the general’s competence:
- Good general: Increase the median value of the playing cards by 2.
- Average general: Increase the median value of the playing cards by 1.
- Poor general: No adjustment is made to the median value of the playing cards.
- The players extract the red and black playing cards from two packs of playing cards and place them in separate piles.
- The general who has been allocated the red playing cards removes the red playing cards that have their modified median playing card value from their pile plus the red playing cards that have their modified median playing card value plus 1 and minus 1. These form their pack of activation cards.
- The general who has been allocated the black playing cards removes the black playing cards that have their modified median playing card value from their pile plus the black playing cards that have their modified median playing card value plus 1 and minus 1. These form their pack of activation cards.
- The two piles of coloured activation cards each have a Joker added to them to form that side’s pack of activation cards.
- Each side’s pack of activation cards is then shuffled and placed face down.
- Important note regarding the activation of artillery and machine gun units
- During the turn sequence, the artillery and machine gun fire phases take place before a side activates its other units.
- Both sides can – but do not have to – activate their artillery and machine gun units each time one of their side’s activation cards is turned over.
- If they do this, these count as one of that side’s unit activations.
- Once all the units that side can activate have been activated, the playing card is discarded and placed face up next to that side’s pack of activation cards.
- This process continues until a Joker is turned over, at which point the discarded activation cards are returned to the relevant pack of activation cards and the whole pack is re-shuffled, and the process begins again.
I like this activation system Bob and will definitely try it at some stage.
ReplyDeleteMaudlin Jack Tar,
DeleteCheers! Any feedback will be gratefully received!
All the best,
Bob
I like this system as it generally levels out the luck of a pure dice activation system. It also means a player knows their maximum and minimum activations and can plan future turns accordingly.
ReplyDeleteWEK 3,
DeleteCheers! You’ve absolutely grasped the thinking behind the mechanism. It’s worked in my tests, but any feedback you can give will be very welcome.
All the best,
Bob
Hi Bob,
ReplyDeleteCracking progress on the Belle Époque rules! Tying the activation deck to a general's competence median strikes the perfect balance between strategic planning and friction. That Joker mechanic resetting the decks will certainly keep commanders on their toes!
All the best, Andy
Andrew Bruce (Andy),
DeleteThis mechanism has been under development in different formats for some time … and I think that it’s just about as good as it is going to get! It does seem to impose a degree of constraint on players that means that they have to think about what they are going to do, in the knowledge that a degree of ‘friction’ might disrupt prevent things from everything going to plan!
The addition of the Joker came about as a result of a comment made by my late father some years ago. He was an avid card player (Whist and Cribbage in particular), and closely watched the cards people played during a game. This helped him to predict what cards people had in their hands. By having a mechanism that disrupts this, players are unable to work out what cards other players have yet to turn over.
All the best,
Bob
A fantastic anecdote about your father! That Joker reshuffle is a lovely tribute to his sharp eye, and it certainly solves the old card-counting dilemma in a very elegant way. Looking forward to seeing how the rules play test further!
DeleteAll the best, Andy
Andrew Bruce (Andy),
DeleteMy father’s ability to play Whist and Cribbage got him a rather plumb job whilst he was in the army, serving in Burma after the war. (He was a member of the British Training Mission sent to help set up and train the Burmese regular army before independence.) He was his unit’s administrator (Acting Battery Sergeant Major) in the adjutant’s office when they had a visit by the local brigadier … who was a fanatical Cribbage player. My father was the only person in the camp who also played the game, and once he had exhibited his prowess - by beating the brigadier! - he was ‘seconded’ to act as the-brigadier’s driver/protection officer. He did this for several months before the brigadier returned to the UK.
By the way, did you know that Horatio Hornblower was such a good Whist player that when he was a young officer and on half pay, he earned a living in a Portsmouth gentleman’s club acting as a fourth when a group were short of a player. It helped him make acquaintances amongst some of the senior army and naval officers in the area.
All the best,
Bob