Game last Wednesday.

Started by Leslie BT, October 22, 2022, 08:05:41 PM

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Leslie BT

Comments from PITS game played last Wednesday 19 October at the Dorchester club.
1.   You will need markers for wounded, casualty, scouted, jammed and last scenery piece placed. These markers need to be different and you will need several for most.
2.   You only need 3 scouts and they can be foot or mounted.
3.   The Dervish may have one paid for flag on a separate base.
4.   Camel Corps only fight dismounted. If attacked they dismount and count as if hit in the rear. Camel Corp can fire mounted.  Page 10.
5.   Scouts that fight are lost due to the one base rule so should avoid a fight.  Page 17.
6.   If a scout has an Anglo-Egyptian within 8" he runs to behind it.  Page 18.
7.   Scenery, the first three pieces cannot be placed closer to the starting edge than 8".  Page 20.  Then there must be 8" between it and the Anglo-Egyptian units (including scouts).  Page 33.
8.   Deployment, all scouts up to 20" in from edge.  Single Anglo-Egyptian up to 12", not into scenery in a single base width column.  Page 34.
9.   Formations, the bases should be laid out in a rectangular formation.  Page 38.
10.   Manoeuvre, a formation is limited to a 3 base width change once per turn.  Page 41.
11.   Proximity, must maintain 1" gap unless fighting.  Page 43.
12.   Wheeling, about one end only, column one base wide does not pay for the first wheel.  Page 43.
13.   An ambushed unit must fight.  Page 46.
14.   Opportunity shooting is only at short range.  Page 48.  All charged units get opportunity fire, but not if they are ambushed.  Page 50.
15.   Shooting, all modifiers are on the saving throw. The shooter will always get the 3D6.  Page 51.
16.   Casualty markers should be the same size as the base they replace to maintain frontage.  Page 52.
17.   Jammed weapons, for each AP spent, only one roll 5, 6 for each unit to un-jam all the weapons in the unit.  Page 53.
18.   Fighting units will form a 4 base frontage to fight at no cost.  Page 56.
19.   Wounded bases, wounds from a fight roll a dice for each one at the end of all fights 5, 6 base lost.  Wounds from shooting remove bases after shooting no dice roll.  Page 60.

Sean Clark

All sounds good Les.

These little notes really help to remind us of some of the nuances of these games that can easily be forgotten about. Well done.


martin goddard

This will be useful.

A couple of updates needed Les.
(I include these in case players want exactitude (?))

2.  Players can choose 0,1,2,3 scouts for some forces and 0,1,2,3,4 for some others.
7. The first 3 scenery pieces are placed before any Anglo Egyptians are placed on the table. The 8" from Anglo Egyptian units and scouts  only applies to further/new scenery pieces as the game develops.

Warning.
To avoid confusion.What Les is doing is list of reminders and clarifications for players. 
It is not errata.
It is not amendments.
It is not a shopping list.



thank you  Les


martin :)

Big Mike

Thanks Les for setting these points out. It was good to see the Camel Corps in action.
Mike

Sean Clark

The Camel Corps are great because they can move quickly across the sand to get to where they are going, plus they look great.

Leslie BT

I was just commenting on the rules as published.

Martin can you put your errata in the section above for other players to find easily.

Leman (Andy)

This is a very useful list for someone who has not yet played these rules. I wonder if they might work in the autumn/winter campaign in the FPW - small German patrols up against numerous but poorly trained (and armed) Francs Tireurs.

Sean Clark

I think theyd  be adaptable to quite a few periods where asymmetrical warfare was a feature.