Just got in three new books from Dennis Shorthouse at On Military Matters, plus a couple PDFs.
The Men Who Would Be Kings - One of Osprey's "blue" series which feature their illustrations and some innovative rules. This is actually a replacement copy - I lost my first and recently found it in my car - under an soaked umbrella I'd stuffed in there months ago, thus wrecked. I hadn't actually played it much, because the turn mechanism - passing a morale check to do anything at all - was frustrating in my test games. (There are default actions to fall back on, but if your default is "shoot" and you are out of range, well...) My regular group was also not enamored of the possibility of their units doing nothing for turns on end - but more importantly are wedded to The Sword and the Flame.(The abbreviation - TMWWBK - also doesn't roll from the tongue as easily as TSATF!)
But I asked recently about alternative mechanisms on Facebook's Colonial Wargames group, and got some useful suggestions. One is to allow moves regardless on a failed roll, just at lesser effect - say, the unit halves its move, only half get to shoot, etc. I like this, especially as I am likely to play with easily disappointed kids.
I also like its solo mechanism, "Mr. Babbage's Instructions." Mr. Babbage (named after one of the inventors of the computer - I might rename this "Miss Lovelace's Instructions" in my own games) is not present at the club, but has left very clear instructions for his opponent. They're very straightforward, though are focused on fighting between a so-called civilized force on one side and a massive ill-equipped horde on the other, and can provide a fun game to my knowledge.
Test of Resolve - A newish game specifically on the War of the Roses, not too deep into it yet. I know almost nothing about those save what little I gleaned from reading Shakespeare and watching Blackadder. Oh, and from Peter Dennis' WotR Paperboys book which, if I ever do play this, will provide the miniatures. (My adult group has expressed enthusiasm for my Paperboys and willingness to play with them, and WotR would be atypical for our group and thus hopefully intriguing.) It's a card driven game, and would benefit from a bespoke set rather than xeroxed - or maybe I can use card sleeves. Reminds me of another thing - Dennis' WoTR and 1066 rules are both gridded, which may be easier to get by bosses at work (looks more gamelike); but the cards even without the mechanism may be useful in a Free Kriegspiel-style game. (Two interesting inclusions are a Flabbergasted card to "supercharge" the next card drawn, and a Flummoxed card that allows the inactive player to take the rest of the active player's move.) If I do ever try to run a full-fledged game, I'll probably buy the cards and one of the available scenario books to choose from - I haven't read far enough yet to see how "pickup" games work.
Glory 1861 - A wargame with significant solo and roleplaying potential. I bought it on the strength of an "author's notes" article in Wargames Illustrated. I've already spotted one repeated paragraph, but the concept seems sound. You build an ACW regiment, rolling it up in the same way as a bespoke character in Dungeons and Dragons. The field officers receive traits, as do all companies and their captains, and all of these have game effects. Might be tricky to keep track of on the battlefield! I spotted an interesting combo of dice-holder and identification slot in a demo game of Test of Resolve and am looking for them on Thingiverse - I have access to a 3D printer at work. With cats at home and kids at work, I am not enthusiastic about tracking hit points on units with easily jounced or stolen dice.
The illustrations are nice, except for the cover which has an "uncanny valley" effect to me. The figures used for illustration seem almost toylike, but the best thing is a handful of color illustrations by the late Bob Marriott. I was introduced to his characterful style by some of Charles S. Grant's books.
One thing that seems askance is that it is assumed regiments will fight two engagements per month. (Engagements, as in DnD, are how you gain experience.) Seems unlikely - for example, the average three-month regiment fought, at most, one engagement, then went home. There are mechanisms for reenlisting, though the reinforcement mechanic is another problem; very few regiments reinforced much at all during the ACW, their states preferring just to raise more (and thus provide more patronage to potential officers). That meant they got steadily smaller over the course of the war. But the creation phase looks quite engaging. I recently read two histories of the US Regular Infantry in the Civil War, and am considering an eight-company "new battalion." This might be considered a bit "gamey," since the regiment starts with fifty building points and spends four on each company; this would leave me with nearly twice as many points as normal to give skills and abilities to my officers and units. On the other hand, that's appropriate for Regulars, who even in the newly raised units would have a core of peacetime vets. I could in that case use the reinforcement mechanisms, as they did take new enlistments to cover casualties. But I'll have to weaken them, since from what I've read a lot of officers spent more time recruiting than they did in camp, to very little effect because volunteer regiments provided bounties!
I'll have to experiment (of course), but I wonder if this "regimental character-building" would work for the Napoleonic era as well. It also reminds me of a game by Jim Wallman I've been itching to try ever since I discovered it, Over the Hills and Far Away, which is set in the 1740s and has even more roleplaying to it. Players are colonels spending money and influence to run their own regiments, but while there are occasional "expeditions," the social life of an British officer is the focus, complete with balls, races and weddings to attend, and the temptation of pocketing the pay of more troops than you've actually enlisted. There is much jockeying for position, with a bidding mechanism that determines whether your political influence goes up or down compared to your fellows. The combat mechanism is very simple, with no more than four bases needed per regiment - but how much of your limited time and money you spent on discipline, drill and shooting practice will definitely come into play. I would love to run this for my adult group, but am not sure they would sit still for a glorified RPG session - even if it is historical.
Secrets of Wargame Design - The last two books are by Wally Simon, compilations of a wide variety of articles on rules-writing. There are around ten volumes. I ordered the first because I like tinkering with rules myself and thought I could get some ideas; I ordered the ninth because it focuses on the English Civil War and has a basic ruleset in it. Also, it was available in PDF so I could get it faster while waiting for my physical order to arrive. I'll have to see if there are more!It was worth it; I'm glad I made the purchases. At $20 USD, $16 for the PDF, they're a touch pricey for forty pages apiece, but are A4 size and with large type. Each seems to have around thirteen assorted articles drawn mostly from an old publication called the Potomac Wargamer's Review. I was first introduced to Wally by favorable mentions of his rules mechanisms in the Paperboys books, which use an interesting "three-card" method of initiative akin to that of TSATF, and by a couple articles found in the Wargamers Digests I mentioned in my first post on this blog. His writing style is infectious, very enjoyable if a little caustic. That's probably to be expected in someone who seemingly spent his life critiquing and tinkering with rules! They are also scattered with sketchy illustrations apparently done by himself; I was reading one article at the computer the other day when the table and terrain used to illustrate a scenario caught the eye of a coworker who asked if I was going to build that. (I do a lot of crafting at work, and a lot of my projects for kids are inspired or guided by wargames books, especially Games Workshop terrain from the days when they built it from scratch.)
The first volume has articles on card movement systems and sequences of play. I can already say these will be useful, because I am planning an almost RPG-like ACW skirmish based on Picacho Pass, fought near my hometown of Tucson in 1862 between just a dozen men on each side - basically a large gunfight rather than a real battle. While there are plenty of Wild West rules that would serve, I've been struggling to work out how initiative should be handled, in part because I can't guarantee how many players I'll have when I run it for my group. It could have anywhere from four to a dozen players, meaning anywhere from two to six figures for players to handle. Wally is very much against making players wait in the UGOIGO system, and seems to like allowing them to "break" the sequence in consequence. I wonder if this is why Games Workshop is so enamored of armor saves, as they give the inactive player something to do? Another related element he clearly hates is "gotcha" rules, which bypass saves or otherwise "pin" and frustrate the inactive player, allowing him no chance to make a difference to the game. I can definitely remember that happening in my 40K games!
He has some card-driven systems, and one thing that comes up (in Test of Resolve, too) is the decisions about how many and what type of cards players should be allocated.
- In TSATF, it's one card per unit; turn over a red and the "civilized" player moves or fires a unit, on a black the native player moves or fires. It uses a standard 52-card deck.
- In Test of Resolve, the cards are specific to the game, with one that lets you move all three of your "battles" (the three main portions of your army), three that let you select just one battle to move, three that let your firing units fire or reform, etc. Each side has its own deck, they mix together, and initiative turns over when an opposing card appears.
- Wally tested a number of others, such as (in a Wild West skirmish) assigning each gunfighter a mix of shoot-n-move or blank cards, with more or less of each depending on their ability. You could go more granular than this, with very specific cards for movement, shooting and melee by specific characters, but then the players would get bored waiting for their card to turn up!
The main things I need to think about in my Picacho Pass scenario are initiative (who moves, fires and fights when) and not making players wait for their move. Luckily, there are numerous possible mechanisms suggested in these articles, and the volumes will reward careful rereading. I hope to run the game for my group around its 160th anniversary early next year, and expect to post more as I prepare it. In particular, I hope to playtest it at work, so mechanisms that don't bore or disappoint kids are a must!

