3 games played in 2.5 hours. No rushing, just an easy game. Stewart shot and cutlassed everything. 1 attack win and two defender wins.
We had lost of chat about what the best tactics were. Because we dod not agree that means the game is doing well. Playing at Matt's tomorrow + Tim. land raid again.
Notes
When sitting, it's difficult to see where all the men are, because there are so many houses.
The small table is great in terms of population it with scenery. A good opportunity to make lots of scatter type items.
next we will test out the campaign and natives games.
Games tomorrow Thursday.
Going to try maximum figures for both sides to see how it goes!
Maybe ships as well if its raining.
Be nice to know Les, if any tactics ( i.e we always .....) have come up. i ask this because any tactics that are too obvious might become "must do". Which means the game too rigid.
My own observations are
1. Try to land the attackers near the docks to get access to new pirates.
2. Fall back if an officer might get slaughtered.
3. Use plenty of shooting
4.Don't get distracted
5. Try to capture/hold the barracks
6. Extend the game if you have many pirates left.
Jut thoughts. I hope others have some different ideas, else the game is non-tactical.
Those all seem very "realistic" tactics, Martin - an indication that we're not far from the right balance at this stage?
Good game this morning.
We rolled the dead mans chest for attacker / defender. Then just took the maximum number of figures for each player and made all the attackers battle hardened. We had not realized that the re-roll on upgrading is at the request of the defender.
So we both had 5 officers.
Managed to deploy the key buildings as far away from the dockside as possible.
Deployed all the bases and set the guard in the important buildings.
Deployment and the game proceeded with out problems in general.
We did at one point have 4 officers with 17 bases in a single square.
Questions:- 1. Two officers and a base in a square that is shot at, who chooses who dies on the second
hit?
Especially if one is the commander?
2. 7 Scurvy bases on their own, no officer in the square, how many can fight back if
attacked?
3. Events, the defender gets a new officer where is he placed? The only empty squares
free of troops and scenery were surrounded by opponent bases.
4. Shooting, a group 4 bases and officer, shoots at a square and get 4 casualties. The
officer saves as the second casualty, the other 2 bases are killed. A second group then
fire at the same square in the same turn and gets two hits, is the officer at risk again
or do I just roll for the other two bases.
With so much on table the attacker took several turns, 3, before he could get the number of defender bases down therefore allowing him to search. So he did decide to buy two extra turns.
The game ended as pirates 56, townsfolk 51.
But we did have a good fun game, even if the problem solving was a bit different from the games with fewer figures.