I spent Day Two of my storm leave finishing Beyond the Reach of Empire. The intent was to try playing a game, but I procrastinated.
Facebook friend Howard Whitehouse kindly sent me a playtest version of his gridded War of Spanish Succession rules, titled Beef and Beer. Then I procrastinated again.
I'm using my green Melee Mat, which I had to strip of the tape I used to run The Portable Wargame. The sides are composed from the Wofun WSS starter set - three infantry and two cavalry regiments a side, plus one gun and one general.
Units receive a Combat Value (CV) of four apiece, while the generals have D6 Leadership Points (LP) per turn, to be used for moves, rerolls and rally tests.
Unit frontages are the three squares ahead and to either side.
A 1 is always a success, and a 6 always a failure.
There are about 15 steps in a turn - each fairly simple, and a few (like charges) unlikely to occur every time. Still a lot to consider. I find it easier to learn and understand rules if I write them down in my own words, like so:
- Initiative roll
- Move generals (up to six squares).
- Roll for LPs.
- Allocate LPs - movement costs one per unit, but connected units (think "brigades") may move together. Batteries move, unlimber and fire at once.
- Rally units, for one LP per attempt. Rolling a CV or under returns one CV point, while a routed unit may be stopped for one LP. Major generals need not be adjacent to units to attempt, but CinCs must. Units may only rally to 2+lowest point, so it may be impossible to return to "full strength."
- Declare charges.
- Move. Infantry two squares, cav three, artillery two, with bonuses for columns and charges, and penalties for rough terrain, wheeling and interpenetration. Movement is orthogonal but may not be sideways into combat.
- Other side fires. There is a "template" denoting the roll according to the target square's position. First volley gets two dice at close range, while a 1 at close range does double damage. A hit reduces the opposing CV, making their movement and fighting more difficult.
- Your side takes reaction checks - when losing a CV, charging, charged, or a nearby friendly unit routs or is destroyed. Roll twice - on two successes, continue; on one success no forward movement; on two failures, retreat 1-3 squares; on two sixes, rout.
- Your side fires.
- Other side tests reaction.
- Your side completes charges. Includes supporting units.
- Charge targets test reaction; successes permit countercharge, firing, evasion, etc.
- CC. Both sides roll 1-2 dice per fighting unit. Some complexities regarding supporting units. Flank/rear attacks require another pair of rolls vs. CV (for the defender), with differing results depending on number of successes. There is also a CC modifier table with results for the unit rolling, mostly negative. CV are lost when hits are taken. Under normal circumstance both units will then retreat, but if one unit takes more casualties than the other (and here is where supports come in), there will be serious consequences. Cavalry that win may go out of control.
- Goto 1, from other side.
Game ends according to scenario, when one or both sides lose 1/3 of units, or when one or both sides lose 1/3 of total CV.
Generals may be at risk and there is a fun chart for the result if they are attached to a unit that takes casualties - not just serious injury, but insouciance that improves morale.
That's about it.
I tried this and immediately got confused because there are so many steps that I started doing them out of order. Will print the above sequence and start again. The game in general seems pretty straightforward, but the player (me) needs patience and practice. There is simply a lot to consider and track. Since my gaming interests are generally more simplistic, this may not be for me. Moving is easy at a remove, as most steps can be skipped - it is once units reach firing and CC range that things become more complex.
That said, it's not a mark against the game, which is generally well-written and interesting - a brief treatise on period tactics is included. After Seven Days to the River Rhine, I can understand the appeal of "reflexive" actions during a turn. I think it may be more the fact that I must play it solo, and the fact that both sides fire and react in a turn can lead to confusion unless there are two players who are both clear on what steps they are taking. I will try it again after a re-read and a sharply reduced order of battle (a brigade apiece, perhaps?).