Republican Raid - The 3rd and very final part
Well I was hoping for an exciting write up detailing the cut and thrust of a Republican attack, the lines flowing back and forth as both sides battled for supremacy, sadly that's not what happened, one word covers it and that is massacre.
Those of you familiar with the TooFatLardies rules will recognise this card as the Tea Break card, for the SCW we spent hours coming up with a radical new name for the card for our game and settled on Siesta ;-) Those of you unfamiliar with the rules may not know the significance of it. Basically each turn is run by an activation deck, each unit has a card in the deck, when the card is drawn that unit can fire, move or reserve its fire until the end of the turn. However if the Siesta card comes out the turn ends, any unit can move towards the nearest cover or fire (if it passes a morale check) if its card has not come out.
The Republican plan of pushing units forward to draw fire so other units could use the cover of the woods to attack the less heavily defended redoubts just didn't work, every turn the Siesta card came out early, always after the Legion had fired and usually leaving one or two units out in the open to get shot at. The result was unit after unit getting wiped out, the Republicans unable to co-ordinate the attack due to bad luck with the cards just died in droves in the killing ground.
And that was that. No one was sitting round the camp fires celebrating singing 'Viva la Quince Brigada'
One of the things I like about the TooFatLardies card system is the unpredictability of it, however it makes it extremely difficult to co ordinate a large attack involving a large number of units, just like it would be in real life. In the 4 or 5 years we have been using these type of rules this has been the worst outcome as a result of the way the cards were drawn. I'm also still not sure about the card activation system for larger games, it leaves some people who don't have their cards drawn out of the game. It works well for a couple of hour club games but the larger weekend games I'm not sure yet. In the back of my mind I'm thinking about having cards activating larger bodies of figures, maybe having two Siesta Cards with the turn ending on the second card or using separate decks of cards for different zones on the battlefield. Any thoughts or solutions would be gratefully accepted.
So that was the end of that. Next up we travel back in time to the AWI, a new game starting Sunday using British Grenadier.
Nice report with beautiful pics, love the Siesta one too!ReplyDelete
What rules from TooFatLardies did you use?ReplyDelete
Hi Christian, we use the If the Lord Spares Us, WW1 set and Charlie Dont Surf for Vietnam. We have also used the card activation idea from them, first for our in house SCW rules and we are developing that idea with our WW2 Desert games. What about yourself ?Delete
I'm just getting into the SCW period and I was looking for a good set of rules that use the single-figure basing that your house rules seem to use.Delete
Our SCW rules are based on the Disposable Heroes set by Iron Ivan games, they do a very good SCW supplement as well as a campaign book both worth getting just for background and organisation ideas. Like most things our group play DH didn't survive first contact, we introduced the TooFatLardies card activation for the units, then added Ammo rules and Event Cards fron A World Aflame rules by Osprey. Hope you find a rule set that suits you.ReplyDelete
I also use DH but with a Lardie's style card activation. I use 2 Tiffin cards but when the 2nd one comes up the turn is done. No last actions.ReplyDelete