RFCM

Rules => Western => Topic started by: martin goddard on January 31, 2018, 09:27:48 PM

Title: Tonight game
Post by: martin goddard on January 31, 2018, 09:27:48 PM
Apaches defending (river scenario). Plains Indians attacking. Result= small win to the Apache defender.
Apaches used their 1AP rough hill movement and the plains Indians used their magic jump too.
About 6 assaults happened.
Defender ended the game with 4 jiggered groups.
Some discussion about amount of losses inflicted on defender at game start.

Areas of western that seem settled?
1. Pints costs
2. Deployment
3.force composition
4.`scenery amount
5. Shooting and fighting mechanisms.
6. AP costs fine
7.Game spread over table area



Areas for discussion
River game  victory points
Losses at game start
Fire
Weather


Nearly there. Rules development ends in feb/march?????
More work to be done on campaigns


Not done yet. Maybe not going to be included.
Trains


Title: Re: Tonight game
Post by: Leslie BT on January 31, 2018, 09:30:36 PM
What is the problem with the trains? At the moment there is not much for wagons either.
Title: Re: Tonight game
Post by: Colonel Kilgore on January 31, 2018, 11:08:34 PM
Lack of trains in the rules could be a barrier to selling more of them - can we encourage a re-think on this one... :)

If nothing else, could be mobile scenery at one square / turn or similar (I think Duncan suggested something along these lines?).

Even more fun if we had a liability (gold?) on the train that had to be defended/robbed, with the attackers having to time their charge / chase the train (I seem to have seen this kind of thing in the movies, so it must be true).
Title: Re: Tonight game
Post by: martin goddard on February 01, 2018, 06:49:36 PM
Trains really are not much of a battle object, but including them might be interesting. Plains Indians did try to stop a train by parking their ponies on the track. Result was a lot of dead ponies and the Indians got driven off by the train crew's guns.

I was thinking in terms of a parked train. Or  maybe a slow moving train that could be assaulted in some manner as an alternative/optional rule.  Thinking of putting fire, weather and rivers in as optional rules too.
Title: Re: Tonight game
Post by: Colonel Kilgore on February 01, 2018, 08:07:58 PM
A slow-moving train that has a bit-part role in the game would be nice.

And would look great in a demo game / show :)
Title: Re: Tonight game
Post by: Stewart 46A on February 01, 2018, 08:51:49 PM
Some thoughts for trains within the framework of the rules,
1 unit per carriage
Train moves 2squares per turn
Train counts as closed scenery
Units in side the train shoots as cavalry (hit on 6 only, return fire only in proximity)
Waggontrain could be treated the same but 1 unit in two wagons which have to stay in same square or proximity to each other and count as partial cover.


Title: Re: Tonight game
Post by: Colonel Kilgore on February 01, 2018, 09:03:21 PM
And factor for dynamite vs. train tracks?
Title: Re: Tonight game
Post by: Leslie BT on February 01, 2018, 09:12:27 PM
I agree we need to try and include trains and wagons.
the dynamite could work like ambushes in other rules with just a simple chance of success.
Yes I would agree with the choice to move fire, weather and rivers into the optional rules.
Title: Re: Tonight game
Post by: Leslie BT on February 14, 2018, 07:45:55 PM
Hows trains and wagons coming on?
Title: Re: Tonight game
Post by: martin goddard on February 14, 2018, 09:28:05 PM
Trains done but not tried! Soon I hope.