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Square Bashing / Re: Squarebashing Day 2017
« Last post by Sean Clark on June 22, 2017, 08:45:33 PM »
I'll be having a supper of leberknödel sauerkraut and Schnapps to get me in the mood tomorrow night.
Bayonet and Ideology / Re: Gammming at Dorchester
« Last post by Leslie BT on June 22, 2017, 08:40:05 PM »
1.5 hours seems about right when you will often have all the extra bits at the start of the game, selection of your platoons and the extras.

Vehicles are not what the games are about and so should not occupe too much time so fragile would seem about correct.
General discussion / Re: Game mechanisms ( matchbox campaign)
« Last post by Leman on June 22, 2017, 08:33:54 PM »
My two outings with order chits. Firstly was Johnny Reb 2 and 3. The chits were simple and very specific and worked well. What didn't work so well was the sheer minutiae of the rules and the strange, and sometimes overly long, melee system. My second outing was 1870. Simple order chits, but in some areas the rules were very fuzzy and difficult to interpret. Great source book for the FPW though. Went on to buy 1859 and 1866 for the resources alone. BBB handles the battles much more smoothly and cleanly without chits.
The Men of Company B / Re: First go at the new rules.
« Last post by Leslie BT on June 22, 2017, 08:29:00 PM »
Great that you have been able to transpose these rules to a different war.

Good luck with the article, it all helps spread the word!!
After Action Reports / Re: Venturing into Vietnam with the Men of Company B
« Last post by Leslie BT on June 22, 2017, 08:16:13 PM »
Great to see that you are enjoying the game, Martins visits to the outposts of war gaming are worthwhile in spreading the knowledge about the RCFM rules.

Well done Stewart in providing some inspiration in drawing in a new player.
Square Bashing / Re: Squarebashing Day 2017
« Last post by DorchesterBede on June 22, 2017, 01:14:21 PM »

Now that Robert Nivelle is commander in chief, the French army is destined for more glory. With a new policy of futile frontal assaults and the reinforcement of failure the German army is bound to be in full retreat by sunset. Fix bayonets and as Martin says 'what could go wrong'.

Just getting into the spirit with red wine infused with garlic.

General discussion / Re: Game mechanisms ( matchbox campaign)
« Last post by Colonel Kilgore on June 22, 2017, 10:10:37 AM »
But these "order chits" could be standardised rather than totally free form, and I think are in some rules? Not a panacea but does provide some limitation on freedom of action. Even more fun / frustrating if such orders come from "on high" and you have to follow them (e.g. "III Corps hold ground" rather limits the opportunity for some marauding on the opposite flank).

Also, you could have (and again, this probably already exists) some kind of continuum along which you may only make perhaps one or two steps per go. For example: cavalry receive charge => stand => advance => trot => charge => loot and pillage => rally?
Bayonet and Ideology / Gammming at Dorchester
« Last post by martin goddard on June 22, 2017, 09:04:11 AM »
Players two SCW games at Dorchester on Weds night.  2 players per side.
game 1. Assault guards defending against moors. Both sides average quality.
I have made some game observations, rather than a full battle report.

1. Vehicles can be fragile in terms of life /death. This seems about right.
2. New morale system working well.  My right hand defending platoon got beaten to death by Stewart rather than disappearing after one bad stroke.  Seems good.
3.Assets fairly unpredictable. I rolled 2D6 for air support and got it. Rob rolled 9D6 for gifted leader and did not get it. This is right.
4.Return and opportunity shooting worked well in that it often caused some damage on only a few dice.
5.Game lasted about 1.5 hours. maybe too quick, but players were well seasoned(!).

General discussion / Re: Game mechanisms ( matchbox campaign)
« Last post by martin goddard on June 22, 2017, 08:55:02 AM »
Mechanism number 5
Order chits.
Issue orders at the start of ecah turn.
There are problems however.
The order might be open to interpretation abuse.
The order might not be an evolution from the previous. Goes from "dig in" to "launch assault".
Time used to make the "big decision" each turn.
Good things include getting players to "commit".

General discussion / Re: Strong and stable
« Last post by martin goddard on June 22, 2017, 08:50:53 AM »
My game table is strong and stable. Liked your comments.
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