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Optical Delusions

For me at least, the look of a table including figures and terrain affects my expectations.

An overview of the first game in progress. The Zouaves, seeing action for the first time, held their post to the last man, delaying the Government forces long enough for reinforcements to arrive and secure the town.
(To my great annoyance most of 6" squares that had been clearly delineated were covered by buildings and roads or were under hills  leading to delay and frustration.)

I can come up with any sort of theoretically sound rule but if it doesn't look "right" during a game I can easily go off track in an attempt to bring the rule into line with the visuals.  The larger the grid areas the more the visuals can play with one's mind. As an example, a firefight on the diagonal never bothered me when using 4 figure units on a 4" grid but did bother me when using 16 figure units on a 6" grid. In theory there was no difference but the large units on a larger grid just didn't  look right and it took me a while to get my head around it.

Buildings that only occupy half of a square have the been the big issue this week though a pointless effort to replicate the exact terrain on the map for a CS Grant scenario without much regard to how my rules work provides an example of another trap.

The 2nd game getting under way. The Government forces have a new, more effective, battle plan and some dice with 5's and 6's on them.

The result has been some enjoyable hours of thinking up and testing some variant rules as well as flirting with a return to off grid gaming. Two solo games have now been played using different proposed variants of the Square Brigadier once again exploring ideas such as attempting to differentiate between point blank firefights and bayonet charges in traditional fashion as opposed to the Square Brigadier which rolls both into one mechanism since the details of an attack are deemed to be the business of subordinates.   Both worked but neither was as good as the original approach.

Now the successful 2016 version has had some minor tweaking such as having troops in a town be either on the road passing through the town or, if infantry, occupying the houses. With the 6" squares now back on my table, most of my buildings can hold a unit but still leave enough space for a stretch of road. For the handful of buildings I still occasionally use that cannot hold troops, some form of marker will be needed.
The Second game. Rebel reinforcements have been slow to arrive and casualties have been heavy. On the next turn the Lifeguards will charge, break the remaining enemy cavalry and seize the bridge then in town another infantry unit is destroyed bring the Rebel Army Morale to the break point on the 2nd last turn.
(Note: Most of my current buildings only hold 1 stand but that is enough to mark a unit as defending the buildings in that block.)

So, on the next day that I am free and the temperature in my games room is bearable, I'll rerun the game a third time using the updated traditional Square Brigadier. At the moment honours are even at one win each so the last one will count for the campaign.


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