Tweaking rule sets: the madness!
Posted: Fri Oct 02, 2020 11:43 pm
We have a couple of Zulu Wars games scheduled for tomorrow. Hlobane & Dartnell's Recce (pre-Islandlwana).
We haven't gamed using 'The Men Who Would Be kings" rules for 18 months, so in preparation, I dragged them out to revise.
To my shame, I noticed they came with 2 pages of my closely written amendments.
Now please note: these are IMO great rules. It all comes down to my mad preoccupation with tweaking rules.
We will go back to the rules, as published, for tomorrow.
So, the 'Standing House Rules' are being discarded (save three: a rule for mounting/dismounting Horse units as TMWWBK's doesn't have any, an amendment allowing "Double Time" only every second turn & a prohibition against interpenetration of units).
I will add, there are 3-4 scenario only modifications which stem from the unusual situation that both scenarios involve only mounted Imperials.
donald
We haven't gamed using 'The Men Who Would Be kings" rules for 18 months, so in preparation, I dragged them out to revise.
To my shame, I noticed they came with 2 pages of my closely written amendments.
Now please note: these are IMO great rules. It all comes down to my mad preoccupation with tweaking rules.
We will go back to the rules, as published, for tomorrow.
So, the 'Standing House Rules' are being discarded (save three: a rule for mounting/dismounting Horse units as TMWWBK's doesn't have any, an amendment allowing "Double Time" only every second turn & a prohibition against interpenetration of units).
I will add, there are 3-4 scenario only modifications which stem from the unusual situation that both scenarios involve only mounted Imperials.
donald