Having a quiet Sunday and decided to try Test of Resolve, a War of the Roses-specific ruleset with some simple but innovative mechanics.
I'm trying the first scenario in the book. Each side has five units of two bases each; two archers, two retinue (billmen) and one household (men at arms, includes command base). Household are rated Superior, the others Average. Each melee unit has four Resolve Points, each archer unit three. I mark these with dice.
I kept pausing to post questions on the Test of Resolve Facebook page; luckily several members and one author lurked, ready to answer them swiftly. Great community!
I start the game with a play deck of mixed red and blue cards relating to each side. The first two cards drawn are red. The first, Move and Melee, means I can move all units D12", and fight at the end of the move if possible. Since the units are 20" apart, that won't happen. I rolled one inch. The second card is Milling Around, which means just what it says.
- Next, Blue gets a go. Another Move and Melee; one battle only, but as there is only one battle (ie division) on the board... I roll a three.
- Next, Red draws an Event card (which it turns out is only for special scenarios, so I ignore it) and a Missile Supply Card. I roll eight, and the Red archers still have plenty of arrows to shoot with. Then Red draws Flabbergasted!, which impacts the next card: Milling Around, which changes to Move and Melee. I roll six, and the Red battle surges forward. I'm now in shooting range. Then I draw Flummoxed! This normally means that the inactive side (Blue in this case) gets to use the next three Red cards, but that was actually the last one.
- Blue's next and only card is Flabbergasted, which effectively makes it "dead" as there are no more Blue cards to boost with it.
- Red draws a Fire/Strengthen Resolve card. Time to try the shooting rules. My two "wide" companies are 11" out, so roll at -1. They target the enemy archers and roll 9+ to hit, but both miss.
- Blue goes next, with Move/Melee and a roll of 8". Interpenetration is allowed, but there's not quite enough room for the melee troops behind the archers to pass through, so I nudge up to the 9" standoff line. My command base fits neatly between the archers, though this makes it a target for Red... Blue gets two more cards; the first Fire and the second Move and Melee. Both volleys miss again. I roll 8" for the move and pass the melee troops through the archers, then reform the archers into "mass" formation (losing 3" of movement, but that's okay as they're now behind the melee guys anyway.
- Red archers fire now, at close range but still -1 for targets wearing plate armor, and miss. Bugger this for a game of soldiers.
- Blue draws a Fire/Strengthen Resolve (but no targets at the moment) and a Flummoxed!.
- Red Move/Melees 4"; the archers, fed up, reform into mass formation.
- Blue draws Move/Melee, for two inches, then End Turn. Time to shuffle the deck.
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| So close! |
- Red draws Move/Melee. At an inch apart, no need to roll. Let's get stuck in.
In the first combat, two retinue units face off. The Red side gets +1 for Shock (attacking) and rolls 12 to Blue's 10, thus winning by three and causing one Resolve Point loss. OK.
In the second, the Household companies collide, but Red is attacking, Superior and Outnumbering, so rolls at +3 to Blue's +1. Blue rolls a 12, Red a 6. 13-9 is 4, so Red's Household loses one RP.
The third is retinue vs. retinue again, with Red outnumbering, so +2. Red rolls 6 and Blue 8; tied.
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| Better resolve this fight quickly! |
Losing companies take Resolve Tests. For the Superior Red Household, I need to roll a one or better, +1 for Superior, +1 for Commander present and -1 for losing one RP. Natural ones auto-fail. I pass with a five. The Blue Retinue is average, so rolls with -1, thus needing 2+. I rolled 7.
Each side loses one Morale Point for each Resolve Point lost; both are down to 10. Down to zero and you break.
If melees are not ongoing, the loser can Turn Tail or fight another round. Let's try the latter.
First combat: Blue is at -1 for having lost a Resolve Point, but rolls a 9 to Red's 8. Ongoing.
Second combat: Outnumbering and Superior Red rolls 11(+2) to Superior Blue's 6(+1). Beaten by 6, Blue loses two RP. They need a 2+ for resolve, +1 for Superior and -2 for RP loss, so 3+, and roll a 12.
Third combat: Red outnumbers Blue but lost a Resolve Point last turn - straight roll off. Blue rolls 8 to Red's 3; Red loses 1 RP. Red requires 2+ for resolve, -2 for lost resolve, so 4+, and also rolls a 12!
Blue now has eight Morale Points, Red nine. Let's have the Blue command company Turn Tail, D12 inches - 11! That's not good, but at least the enemy mayn't catch up. The other combats go on. Since companies that win may pivot, Red flanks the combats to either side.
First combat: Blue loses by one due to being flanked and outnumbered; ongoing. Third combat: Red wins by three thanks to the flanking and outnumbering, so Blue loses another point. They pass the 2+ Resolve roll easily. Blue is down to seven Morale Points.
This is becoming a slog, so I'm going to have both Blue units Turn Tail and try to open this game up again. They roll low and must go around the archers behind them, so settle down not far away.
- Not positive at this point what happens, I return to drawing cards. Luckily Blue gets to move and melee next. Turning around costs three inches, and I rolled a six. This enables the melee chaps to form into line, facing forward, behind the archers, who charge in to flank the Red troops who are caught flat-footed. Them's the breaks.
One archer unit tackles the enemy Superior Plate-Armoured command, so that'll be a straight roll-off. Oh, except the command company lost an RP earlier, so is actually at -1! The other Blue archers hit Red archers, at effectively +2 for flanking and Shock.
In the Archer-Archer combat, Blue rolled 10 and Red 1! That's Red eliminated AND down three Morale Points. In the Archer-Command combat, Red wins by two despite the -1. Morale Points are six-all. The Blue Archers retreat three inches.
- Red's turn to fire and Strengthen Resolve. Neither unit is in a position to fire, so let's check out the Strengthen Resolve Table:
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| There doesn't seem to be a way to flip this; sorry! |
The command base passes and gets a point back; the archers were at -2 and rolled a 9, so failed.
- Next, Blue passes a Missile Supply check, and then gets to Strengthen Resolve; Blue command gets a point back.
- Red Mills Around, then Moves and Melees. The combats are inconclusive, but Blue loses another point.
More combat. Each side loses a point. We're at four (Blue) to five (Red) Morale here. I think. Several units retreat. Red draws a Strengthen Resolve card, but the retreating archers roll a one and thus are eliminated. At this point the (second!) turn mercifully ends.
The sides are tied for morale, but Red has lost all its archers and Blue is still down four Resolve points, though Red's surviving units are all at full health.
- Red moves and melees again. It is at this point I realize archers have a -2 in combat. They still manage to beat men at arms in melee, but the outnumbered Blue side loses two points and barely passes its Resolve test, then runs. Blue, I think, is down to two Morale and Red to three. A continued combat causes Blue to lose two more points and run. Zero Morale; another check and Blue may lose the battle.
- Blue Strengthens Resolve, then Turn 3 ends.
- Red Moves, but not fast enough to Melee. Both sides fail to Strengthen Resolve, then turn ends again.
- A Blue unit rolls a 1 on Strengthen Resolve and is eliminated! Blue rolls a 2 on the Battle Morale table and disintegrates! Game over - though Red actually has taken more casualties. (They were archer-peons, so probably not important.)
Finally, my losing Blue commander rolls a 4 and then a 12 on the Fate table. He's captured ... and changes sides!
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| Messy endgame. |
While (having had the encouraging assistance of David Knight and several others on the Facebook group) I feel I could run this game through much quicker next time, it was another disillusioning mess of close combats, and the next game I may try to retreat from combat more often and keep the game more free. It does, however, seem to match the historical records of internecine combat that could go on longer than one might expect.
The rules themselves are, I think, easy enough once one gets used to them. Where I got hung up was edge cases - pivoting, whether units could flank or move past each other, and so on. Combats are slightly easier in that effectively only one company is fighting on each side, with all else providing modifiers. It felt complex while I was running it; a lot of games do for me, especially when I am doing them solo and with constant interruptions. This is not a slur on the authors of the game, but on my own stick-to-it-iveness. And I must give a shoutout to the Facebook community, who jumped to my assistance to the point that I barely had to pause the game between answers!
The complexity seems to lie in tracking the Morale and Resolve points, and I could see simplifying the table a bit to change them to either "retreat" or "break" in a more Free-Kriegspielish form. The cards, on the other hand, provided excellent solo guidance. Despite the work, I found the game fun and will try it again after a break. See you next time...



































