Figures: Old Glory, Copplestone
Western trained Chinese will react better than Boxer Peasants
1/2 Fire power dice to shoot at entrenched units
Volley Fire always creates a tight ammo result for the firing unit
-1 Fire power die for open order and Gun Crew target is cumulative
Kansu are Ferocious
Rolling a received casualty per occurrence (once) rather than per figure(multiple times)...we did this on purpose to make the game play longer for sake of the convention.
We are play testing a game for Cold Wars and it is based on a scenario from a skirmish campaign book.
A combined force of British, Americans, Austrians, Japanese, Germans, Russians and French are advancing to an armory. The force is being lead by a charismatic Italian general (might as well include another country) and the attacking force is split on opposite side of a river. The attacking forces are starting 24" from the edge. All units are REP 4 except US Marines, Italian General, and British Artillery who are REP5.
The Chinese forces include 4 units of Kansu braves, Imperial Rifles, 4 artillery pieces, and a cavalry units which will not be included in the future OOB. We are contemplating the use of 2-3 mobs of peasants for cannon fodder and suicidal charges to get things started. Kansu are REP4 and all other units are REP3.
The goals for the Allies is to seize the gun battery on the west side of the river and take the two buildings on the east side of the river. The Chinese must stop the Allies and kill as many of the foreigners as possible in the process. The Players are Cliff, Tom, Leo, Jack, Kyle while Jim and I were the umpires.
|The Allied Powers deploy for the attack.|
|Kansu and Imperial Rifles entrenched and ready|
Rules Note: We are going to add a defensive bonus for units in prepared defenses. Fire power dice against entrenched units will be reduced by half.
|British, French and Germans advance in the center toward the ford.|
|The Kansu have artillery to help repel the onslaught|
The Chinese do not waver as their numbers thin. The captured Krupp guns are used to support the defensive positions but they also receive low ammo results. The Mules are brought forward to resupply the units.
|Chinese Artillery and Infantry have tight ammo....and the allies keep advancing.|
|The Allies stop to exchange fire avoiding a melee|
|Imperial rifles advance...the French take a test of Wills check...they fire and miss with volley fire!|
|The Kansu react to being shot at and advance from the entrenchments then on their turn they charge!|
|Russians and Japanese advance under fire|
|There is a long way to go...hurry up!|
The game lasted over 3 hours. I did forget to add the leader die and +1 die for cover to the rolls on the crisis table. I should have known better and need to do a better job preparing for the game, but that's why we play test. The Chinese would have lasted longer than they did in some of the Crisis results, the only way to improve is to play more which is fine with me. What I really like about these rules is the reaction of your units. Most rules cover the negative actions and reactions of an army. Units in many rules sets rout, surrender, become disordered, etc. These rules are unique because they not only cover the negative reactions of routing but also cover successful reactions that include charging, advancing, and firing. The rules were well received by the new players with a few tweaks suggested. Everyone likes the fact that you can finish a game in a reasonable amount of time.
|Joe from DAWGS....adios amigos|