AWI Battle day 13th May

Started by martin goddard, May 11, 2023, 10:52:40 PM

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martin goddard

We had a good chat tonight about how we can make the battle day run smoothly.
When we were playing AWI  a lot the games went very smoothly.

With this in mind I propose some simplifications as only half of the players have played before.
There are only about 3.5 hours per game.
Hope this is OK with players?


1.  The scenery for each table is as follows. ie no choice of scenery but still choice in its layout.
6 woods
4 linear
4 farms
1 rough hill
1 gentle hill

2. Flanking cancelled due to extra tie it needs. Unless players feel strongly otherwise.
If this is done then reduce number of brigade commanders by  one.

3. Event points

Three choices
A. I like to attack.
Attacker D6 = 22
Events
1=5
2=3
3=4
4=6
5=3
6=4
7=3
8=8
9=2

B. I like to defend
Attacker D6=11
Events
1=5
2=6
3=4
4=6
5=4
6=8
7=3
8=8
9=5

C I am not too  concerned whether I attack or defend
Attacker D6=16
Events
1=5
2=3
3=7
4=6
5=4
6=4
7=6
8=7
9=2

Any comments?
martin ???

Moggy

Some good idea there for speeding things along a bit.  Couple of questions on it though:

1.   As flankers will not be happening ( I doubt it would save much time at all by it not being included but I have not played much of these rules - Less units to roll for/move/shoot for most of the game) what about the scenario events that effect flankers specifically? An example of this would be the subterfuge 3 points where one enemy flanker unit is removed from the flanker tray and put into reinforcements? Another would be Scouting 3 points where you gain 4 successes.  There are probably more but I haven't gone through the list.

2.   Are Armies that are permitted extra linear defences if defending still allowed them? For early war South that's everyone except the British Regular Army I think.

Derek

John Watson

Sorry but I don't understand most of it, and I have played it. If you are suggesting abandoning flanking, I would welcome it as it makes the game more like Civil War Battles, but it takes away an important part of the game.
Is the list of numbers to do with the number of dice allotted to events? If so I don't see how it speeds up the game. Perhaps you need to pre pick a set of results and say to players choose results A or B. I don't like the idea of dumbing down the game.
John

John Watson

I thought we were doing late war south.
John

Sean Clark

I'm not playing but like the idea of pre set terrain choice. Maybe for the second game leave the scenery as is and just roll of for sides?

You could also ask people to sort out their war chest points before the day for both games. Then on the day if playing doubles just decide between the 2 players which one to use.

Flankers is an interesting one because it's a big part if the game. But if it speeds play up without it, then maybe it's OK.

martin goddard

Good thoughts.
This is last minute of course.
Fewer than half the players have played the game before.
I think we want all players to feel they have control of their army with minimal guidance.
Experienced players will of course want to guide new players so that they do not make fundamental/tactical mistakes.

Timing
The aim (I think) is to play 2 games in the day.
10am to 5pm gives 7 hours. Take away 1 hour for lunch = 6 hours. This gives 2 games at 3 hours each.
Our game last night with 2 experienced players plus me lasted 4 hours.

Scenery
Without knowing the effects of the scenery, new players will need time to decide what to use.


Pre game
The pre game is a mini game in itself.
New players will quite rightly want to read  the outcomes before committing their  event D6.
Without pushing players along this will need 40 minutes.


Flankers
Flankers are a very important part of AWI battles. The problem might be "data overload" for new players.
Another new concept.

If all the players on a game are happy to ignore the above and play the full game then that is great and I would encourage it.
The above is an attempt to get all players involved without feeling that what they do has "let their side down".

What players can do to help.
1. Bring a pen and about 12D6.
2. Bring a ruler (preferable) or a tape measure.
3. Allow a co-player to make decisions.
4. Be lax on measuring accuracy. Declare such things as "I intend to be at short range". "The commander is close enough to 3" so he can count as within".
5.Roll for motivation before calculating what the required score is. ie. roll the 2D6 and the result is usually obvious.
6.Roll the D6 where the opponent cans see them.

martin :)



John Watson

I like Sean's idea regarding terrain and the scenario points.
I would go for limited terrain chosen for the first fight then left in place for the second fight. Ensure everyone moves table after the first game.
I would be sad to see flanking go as it is a big part of the game.
Re the events I would leave options A,B and C as available to those who do not know what they want/what to do but allow others to choose. I use 1 an 9 a lot and there is no option for this in your suggestion. Also, if both sides choose the same option you could get a very sterile result.
I suggest that players who know the system come with ready prepared army lists.

Finally, is it Southern campaign early war or late war? I thought it was late but Derek mentioned early in his post.

John

John Watson

Martin, if a game takes that long then wouldn't it be better to have one leisurely game each rather than to cram in two reduced games. I would prefer to have just one longer game myself with the full WA experience.
John

martin goddard

Other bits
1. Yes southern late war armies. Stewary and I are aech nringing two armues so that teh ganes can be American v British.
2. Extra linears are still happening.


martin :)

martin goddard

OK John.
No problem.
We can just play full standard games.

I know the rules pretty well (?)
I am OK with that.
What do others think?

martin :)

Stewart 46A

Happy to run a table and let players decide if they wish to use flankers,
All players should make their event die list Before arriving if they don't want to use Martins list

Stewart

DorchesterBede

The AWI game can be a long game, there is a danger that the first games run to the extent that there is no time for a second game, would it be worth playing a couple of shortened game tables  in the morning so those who have not played before get an idea of the basics, moving onto the full game in the afternoon - we could put on a time limit for the morning game with a view to starting the second game at 1330hrs.

I am happy to go along with whatever people want for me it just a good opportunity to get some figures out I painted sometime ago. I'll be bringing my British Southern army - full of arrogance -what could go wrong

Martin could you please send me list D - Guaranteed to Win 

Chris

martin goddard

#12
OK.
How about we drop events and replace it with a piggy chase giving different levels of attack??
I can knock one up easily. Winner chooses to defend or attack with an adjustment for being American??
This would get the games done but not use the events???

martin :)

Moggy

Yet again Martin, the events is a significant part of the game. I would go with Johns idea. My preference would be a short intro game and then have a proper full game even if it takes longer. If we are starting at 10(? thought it would be 9 as normal)then aim to finish the starter game around 12.30. Hour for lunch so starting at 1.30 and allowing 4 hours for the game would still mean finishing around 5.30.

Taking major elements out of the game may be fun for those who are aware of the significance but detracts from the experience for those with more limited time with the rules.

Derek

martin goddard

OK
I am trying to keep everyone happy with this.

I get the impression that the majority are for 2 full games with all the extras?
I will proceed on that basis.

Maybe players could prepare their event sheets?

If there is a starter game what  would be the organisation of it without leaving out the all important events and flankers?

martin ???