Saturday's game: TMWWBKs
Posted: Sun Jun 13, 2021 8:50 am
We've used TMWWBK's rules to fight AZW battles quite a few times but yesterday's game was different.
We had a beleaguered hospital & two relief columns led by three of our number. These commanders had conflicting goals & the Zulus were largely on "autopilot" with me to umpire the game & move the Zulus as per the dictates of the dice & a bit of common sense (eg if being shot up, Go to Ground). The game was tautly entertaining with one column fighting through (albeit with grievous loss) to win the game. Most interesting were my three pals, unconsciously assuming the personas assigned to them: the callous "glory-hound", the doddery geriatric unwilling to risk casualties & the devious base commander, hoping to hold out by himself & scoop up the glory - he refused to fire at the Zulus between him & his "rescuers"...low on ammo, he claimed!
It was the other innovations I want to discuss.
I cancelled all Free Actions that the units were entitled to. Every turn, my pals & I had to roll to activate each unit.
More radically, the British units got 2 actions per game turn. After activating, they could deploy & shoot, or move & form square, or mount up & ride away etc. Even shoot twice a turn (but not move twice).
I was worried this was too generous but it wasn't. I've found in the previous games the British to be too vulnerable & although a lot of Zulus were casualties, we had lots and they kept coming. Indeed, the British still lost units & were only just able to make the hospital perimeter by the final turn.
I should add, all British & Zulu unit commanders were given average leadership ratings (ie no bad ones) & the higher commanders were given good ratings so they could join a unit & help bolster the possibility of activation. Needless to say, both sides had units that sometimes failed to activate at crucial times.
All a bit long winded but I'm interested in hearing if others have used similar tweaks & any comments in general.
donald
We had a beleaguered hospital & two relief columns led by three of our number. These commanders had conflicting goals & the Zulus were largely on "autopilot" with me to umpire the game & move the Zulus as per the dictates of the dice & a bit of common sense (eg if being shot up, Go to Ground). The game was tautly entertaining with one column fighting through (albeit with grievous loss) to win the game. Most interesting were my three pals, unconsciously assuming the personas assigned to them: the callous "glory-hound", the doddery geriatric unwilling to risk casualties & the devious base commander, hoping to hold out by himself & scoop up the glory - he refused to fire at the Zulus between him & his "rescuers"...low on ammo, he claimed!
It was the other innovations I want to discuss.
I cancelled all Free Actions that the units were entitled to. Every turn, my pals & I had to roll to activate each unit.
More radically, the British units got 2 actions per game turn. After activating, they could deploy & shoot, or move & form square, or mount up & ride away etc. Even shoot twice a turn (but not move twice).
I was worried this was too generous but it wasn't. I've found in the previous games the British to be too vulnerable & although a lot of Zulus were casualties, we had lots and they kept coming. Indeed, the British still lost units & were only just able to make the hospital perimeter by the final turn.
I should add, all British & Zulu unit commanders were given average leadership ratings (ie no bad ones) & the higher commanders were given good ratings so they could join a unit & help bolster the possibility of activation. Needless to say, both sides had units that sometimes failed to activate at crucial times.
All a bit long winded but I'm interested in hearing if others have used similar tweaks & any comments in general.
donald