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Friday, 7 November 2008
Friday, 10 October 2008
Fields Of Glory - ACW Style Intro
Last night I had a game of American Civil War using 20mm Plastics. Myself and Garry Hinchliffe have played numerous sets of rules over the years from Fire and Fury to Warmaster, Civil War Battles and lots of homegrown rules.
A few weeks ago Garry mentioned he wanted to try the Fields of Glory (FoG). The previous week I had watched a couple of guys in the club play an ancient battle using FoG and liked some of the mechanisms in the game.
I said to Garry why don't we try FoG for ACW. He agreed and I said I'd knock something up over the next week and sent it to him.
My first problem is I don't play Ancients so didn't have a copy of the rules, however, there are a couple of very comprehensive playsheets on the web so off I set.
The complex move test stayed, as did both the cohesion tests and the shooting phase. All that was needed was the said tables to be adapted to ACW warfare and that included ranges, movement distances, modifiers.
A big change was made to the melee phase. Impact was thrown out as I felt it didn't fit into ACW. Instead in the move phase units would declare a charge. The testing unit basically does a morale test and has to pass to initiate the charge. If it fails it does not charge home. Secondly the receiving unit has to conduct a morale test. Ot stand it has to pass. If it does then it conducts a defensive fire (which is shooting at the attacker). The attacker must take any morale tests as it closes if required. Melee is then conducted in the melee phase later.
The main addition to the rules was the use of an activation phase which was based on Civil War Battles. We feel it gives a real good flavour and uncertainty to the period.
So last night we tried the draft rules with 8 units of infantry, 2 units of cavalry and 2 artillery units each. For simplicity each inf unit was armed with rifles and when 1st activated a D6 rolled to decide whether it was Raw (1) average (2-5) or veteran (6). Not surprisingly there was only 1 veteran unit on the table, several raw units and the rest being average. Each inf unit was 6 stands, cavalry units were 4 stands.
Several minor amendments were made to the rules as we played but overall the game worked very well and gave a good flow to the game without to much headache.
I intend to publish the rules over the next week or so for all to enjoy and welcome any feedback.
A few weeks ago Garry mentioned he wanted to try the Fields of Glory (FoG). The previous week I had watched a couple of guys in the club play an ancient battle using FoG and liked some of the mechanisms in the game.
I said to Garry why don't we try FoG for ACW. He agreed and I said I'd knock something up over the next week and sent it to him.
My first problem is I don't play Ancients so didn't have a copy of the rules, however, there are a couple of very comprehensive playsheets on the web so off I set.
The complex move test stayed, as did both the cohesion tests and the shooting phase. All that was needed was the said tables to be adapted to ACW warfare and that included ranges, movement distances, modifiers.
A big change was made to the melee phase. Impact was thrown out as I felt it didn't fit into ACW. Instead in the move phase units would declare a charge. The testing unit basically does a morale test and has to pass to initiate the charge. If it fails it does not charge home. Secondly the receiving unit has to conduct a morale test. Ot stand it has to pass. If it does then it conducts a defensive fire (which is shooting at the attacker). The attacker must take any morale tests as it closes if required. Melee is then conducted in the melee phase later.
The main addition to the rules was the use of an activation phase which was based on Civil War Battles. We feel it gives a real good flavour and uncertainty to the period.
So last night we tried the draft rules with 8 units of infantry, 2 units of cavalry and 2 artillery units each. For simplicity each inf unit was armed with rifles and when 1st activated a D6 rolled to decide whether it was Raw (1) average (2-5) or veteran (6). Not surprisingly there was only 1 veteran unit on the table, several raw units and the rest being average. Each inf unit was 6 stands, cavalry units were 4 stands.
Several minor amendments were made to the rules as we played but overall the game worked very well and gave a good flow to the game without to much headache.
I intend to publish the rules over the next week or so for all to enjoy and welcome any feedback.
Thursday, 25 September 2008
Steel and Bone, A fantasy Wargaming scenario
The following rules have been sent to me by Trevor Wiley:
You will need a 1x1 playing surface, free of obstacles.
You will need Six Stands of Elves (1/72 Scale) and Six Stands of Humans (1/72 Scale)
You can start both sides on opposite sides of the table. They may array their figures in any formation, though they cannot pass 2 inches from the edge.
The order of Battle is This:
1. Elves Move
2. Elves Shoot
3. Humans Move
4. Humans Shoot
5. Charge into Melee
6. Melee
7. Back to number one
Both sides may move four inches per turn. All figures move four individually. You cannot share moves.
When shooting, you must be within three inches of the unit you wish to shoot at to shoot.
You then roll a six sided die for each stand attacking. For each roll of a 5 or 6, destroy an enemy stand.
When engaging in melee, you must first charge. If it matters, Elves charge first. You select one enemy stand as your focal point, and then declare a charge. Move four inches, right up next to the enemy unit, and then both of you roll a six sided die. Add these modifiers: +1 if Outnumbering opponent +1 if flanking or on rear. The lowest die roll loses one stand and retreats to edge of space.
Victory Conditions: You must make the enemy team surrender or destroy all their forces.
Use a 1x1 Grass mat, With a road with a fork in it, to play this version:
The only difference is you must hold the fork at the end of the battle.
You will need a 1x1 playing surface, free of obstacles.
You will need Six Stands of Elves (1/72 Scale) and Six Stands of Humans (1/72 Scale)
You can start both sides on opposite sides of the table. They may array their figures in any formation, though they cannot pass 2 inches from the edge.
The order of Battle is This:
1. Elves Move
2. Elves Shoot
3. Humans Move
4. Humans Shoot
5. Charge into Melee
6. Melee
7. Back to number one
Both sides may move four inches per turn. All figures move four individually. You cannot share moves.
When shooting, you must be within three inches of the unit you wish to shoot at to shoot.
You then roll a six sided die for each stand attacking. For each roll of a 5 or 6, destroy an enemy stand.
When engaging in melee, you must first charge. If it matters, Elves charge first. You select one enemy stand as your focal point, and then declare a charge. Move four inches, right up next to the enemy unit, and then both of you roll a six sided die. Add these modifiers: +1 if Outnumbering opponent +1 if flanking or on rear. The lowest die roll loses one stand and retreats to edge of space.
Victory Conditions: You must make the enemy team surrender or destroy all their forces.
Use a 1x1 Grass mat, With a road with a fork in it, to play this version:
The only difference is you must hold the fork at the end of the battle.
Monday, 15 September 2008
Saturday, 30 August 2008
Website Update
I have now given the site a facelift. It has a much cleaner look.
Whilst doing this I have also:
Upgraded Guestbook (and transferred the old book)
Changed the forums. They are now hosted by me and not held by a third party. They are also embedded into the site. (I have transferred the old historical boards contents too).
Facelifted Site
Whilst doing this I have also:
Upgraded Guestbook (and transferred the old book)
Changed the forums. They are now hosted by me and not held by a third party. They are also embedded into the site. (I have transferred the old historical boards contents too).
Facelifted Site
Sunday, 10 August 2008
Website Woes
At present 10th August, I have been locked out of my website.
Although I can view it it will not let me update it.
I'm trying to resolve the issue and have a back up plan if it cannot be edited.
Update: The webhost has obviously been the problem as everything is back to normal.
One good thing is I've now updated the Guestbook to a much better one.
Although I can view it it will not let me update it.
I'm trying to resolve the issue and have a back up plan if it cannot be edited.
Update: The webhost has obviously been the problem as everything is back to normal.
One good thing is I've now updated the Guestbook to a much better one.
Monday, 14 July 2008
The author hard at work
Here I am moving some of my troops in our SOTCW wargames Andrevian Tales (shortly after the unit was decimated by some good shooting by Will).

Here's the rest of the team on the day from Left to Right:
Will McNally, me, Rob Connelly and Rich Baber.

Finally Rich Crawley (on left) the instigator of the game:

Photos of the actual game can be found here:
http://www.flickr.com/photos/26252304@N08/

Here's the rest of the team on the day from Left to Right:
Will McNally, me, Rob Connelly and Rich Baber.

Finally Rich Crawley (on left) the instigator of the game:

Photos of the actual game can be found here:
http://www.flickr.com/photos/26252304@N08/
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