Showing posts with label Quick PLay. Show all posts
Showing posts with label Quick PLay. Show all posts

Saturday, October 8, 2022

Fast Play Experiments

Piqued by the quick play opportunities of the 3 x 3 Portable Wargame, I decided to experiment.

3 x 3 Test
First I decided to try a 3 x 3 Portable Wargame. I grabbed 6 units from my tin of generic counters, placed them on a board, and went at it. I never finished.

I found the game lackluster. Because of the constraints of the grid, there was no maneuver. Just march straight forward into the maw of death. Furthermore, I could not score a hit (I'm a bad roller). Combat dragged and, as I suspected, it was just an exercise in dice-rolling.

Fast Play MicroBattle
The problem, I theorized, was not the size of the grid. It was the combat mechanisms. Specifically, the combat mechanisms, whether for PW or my own MicroBattle, too often led to indecisive results. I decided to try out some new mechanisms where combat would be more decisive.

FPMB in a Nutshell
In brief, here are the rules I used.
  • Armies comprising 6 units are divided into divisions of 2 units each. Divisions could be all infantry, all cavalry, or mixed.
  • Roll a D3 to determine the number of divisions to activate per turn.
  • Foot or mixed divisions move 1 space per turn. All cavalry divisions move 2.
  • Combat occurs between adjacent units.
  • To adjudicate combat, each side rolls a D6 and adds or subtract bonuses due to advantages or disadvantages. 
    • As usual for MicroBattle, I just tend to eyeball this and give the side with an advantage a +1 modifier.
  • The loser takes a Disorder marker and makes additional Resolution Tests
    • Morale Test - failure leads to a second Disorder (which eliminates a unit)
    • Retreat Test - failure causes the entire division to retreat one square
  • Roll for army morale once an army loses half its units
FPMB Test Game
And here are shots of a test game.

Here is my initial set-up using my full-size grid. However, I quickly realized that with a movement rate of 1 space per turn it will take a while before the troops even get into combat.

Lesson learned. Either use a narrower board or create a route march rule to allow forces to advance quicker.

For this battle, I reset with the troops closer together.

Red attacks on the left but is repulsed.

Blue's counterattacks fail.

Red moves the center into action against the town. On the flanks, Red routs two enemy units.

So far, I've essentially been playing a 3 x 3 game. However, the next turn shows the benefit of a bigger grid.

Red's cavalry (right) splits from the division and makes a flank march. Blue repulses the accompanying infantry assault.

But the cavalry attack routs Blue's flank.

The loss of its flanks causes a general panic in the Blue army. It must retire from the battlefield.

Red is victorious.

Evaluation
So far, I am pleased with the fast play version of MicroBattle.

Observations:
  • The above game took approximately 15 minutes.
  • Combat seemed to work fine.
    • By using an opposed dice roll, attacks usually have some effect. There is only a 1 in 6 chance of a tie, in which case the fight in inconclusive. Otherwise, one division will take a casualty. Furthermore, the division may lose an entire unit and may have to retreat!
  • I decided to allow divisions to split - as I did with the cavalry flank march.
  • The activation rule makes splitting a division a thought-provoking exercise. You extend your frontage and increase the chance to flank, but it makes it harder to control your army. You are more likely to leave troops sitting around.
  • I used a 7 x 8 grid that I created for regular MicroBattle games. This is too big for FPMB. I may create a 5 x 5 grid specifically for FPMB. 
  • With a smaller grid, I should have room to expand the size of each square. I may use 30mm squares so the 25mm counters will fit a touch better.
  • With larger squares, I may have room to add some 3D buildings.
Anyway, stay tuned for more fast play MicroBattle experiments.

Wednesday, October 5, 2022

3 x 3 for Me?

When the fast play 3 x 3 portable wargame phenomenon broke out earlier this year, I was uninterested. After all, I experimented with something akin to 3 x 3 many years ago, but my efforts went nowhere. I felt like the game was simply an exercise in dice-rolling without any maneuvering.

After my test of Battles of the English Civil War, however, I found myself hankering for some fast play battles. This led my thoughts to 3 x 3.

While I am not keen on restricting my games to a 3 x 3 grid, I see some advantages to such quick play systems. This has given me ideas that will speed play.
  • Units do not operate independently. Instead, they are grouped into 3 or 4 divisions with each division acting as one entity,
  • Combat would be between divisions rather than individual units.
  • Destruction of one division will result in an army morale test. Lose two divisions and your army is done.
But this leads to some questions.
  • How do I adjudicate combat between divisions with disparate sizes and compositions?
  • What happens when a division loses a combat? Does it lose a unit? Retreat? Lose strength points?
  • If units are lost, how does one determine which unit goes?
  • Can divisions split off units? What happens then?
Things to ponder.

Saturday, October 1, 2022

THW Quick Play Adventures Kickstarter

I may not be all that crazy about Battles of the English Civil War, but I love the concept behind Lambo's game. They are essentially board games in book form. They are quick to set up and quick to play.

Now it appears that Ed Teixiera of Two Hour Wargames has taken the concept to a whole new level. He has just launched a Kickstarter for Quick Play Adventure Games!

The QPAGs are complete games in bound book form. In addition to the rules, they include battle boards and real, honest-to-goodness counters!

Now I have a real love-hate relationship with THW. I frequently find myself enamored of the game themes but I just cannot wrap my head around the rules. I usually take elements from THW and then use my own rules, such as my experiments with Hell Hath No Fury. Thus, I was initially reluctant to back the new Kickstarter. But when I saw the packages with all the components, I could not resist.

I initially pledged for a single printed copy. I plan to opt for Warrior Heroes, the fantasy rules.


I was already working on a box set for quick fantasy skirmishes but I never got around to playtesting. Warrior Heroes may be the answer to my quest for quick play fantasy.

I also see that Ed is offering a Pulp game.


This may come in handy. Months ago I pre-ordered Pulp!, a set of pulp skirmish rules from Osprey. It is now scheduled for release in December. One issue - I don't have any pulp miniatures. I planned to make some pulp counters, but never found good artwork. Once again, THW may be the answer to my dilemma, and I am seriously considering adding to my pledge.

THW estimates to ship the books in January. I look forward trying out QPAG.