Sunday, November 20, 2011

12 hours of gaming!

Well, something like. No pictures, so a short narrative will have to suffice.

We played Chatterton's Hill one more time (I think we may be just about played out on that one), using a full-size table and inch measurements. The Americans were able to withstand the British assault much better than before, with several British units getting shredded by American cannon fire, the American skirmishers holding up the British advance fairly well, and only a retreat-cascade, starting with the heavily damaged Delawares and spreading to the 1st MD finally reducing the American numbers enough that they decided to retire.

We gave the rules a thorough going over (as well as discussing historiography, post-modernism, and the strategic aspects of the Revolution). My feeling so far is that the DP mechanism, while an interesting idea, is too powerful--the effects of DPs are too strong, and it is too hard to remove them. I don't like the way skirmishers work; having a totally separate fire system for them seems unnecessary, and they seem nearly impotent, instead of a serious threat to contend with. I'm also highly ambivalent about the process of rolling for movement--among other things, it adds considerably to the time required for play. Finally, I don't think that leaders play enough of a role in the events of the game.

Eventually two players (Peter and Phil) left at the conclusion of the game. But Bryan was still here and Josh had arrived, so we played a game of Tomorrow's War that reinforced the understanding that Bryan and I had of the basic rules from playing Ambush Alley and Force on Force but also taught us new things about the more complex modern/sci-fi aspects. Even moderate troops are totally outclassed by good ones; if you're taking bad or mediocre troops up against good troops, take lots, because you will lose lots.

0 comments: