Tuesday, May 28, 2019

Grid Game AAR, One-Hour Wargames #4

A Nail-biting finish! But did we enjoy getting there?

One of the most important things about today's game? My Commission Figurines UK, casualty markers [LINK], a Christmas gift from "Sound Officer's Call" Steve.


Below, is the grid I set up below - the larger shiny white bead at the corner marks the 12" squares, and smaller one in the center marks the 6x6" square. My Units are 2.5" x 5" which fit just right [not coincidentally - I chose a base size that was smaller than 6" so that there would be wiggle room on the 3'x3' grid]. The red dice show the squares for game play.


Below, getting set up. The two Units in the road start where the example grid is. The defense reinforcements are arriving at or right of the road, attackers from the bottom.

Hopefully, the grid is pretty clear but not obtrusive. Marking corners seems to be enough most of the time. Of course, I'm also VERY familiar with this 3'x3' layout! 


Turn 1 below. Saxons enter the table to seize hill from Arthur's militia - a Freemen and a Bowmen Unit. Their plan of attack is obvious - Nobles will hit the open left flank hard and fast, and slam into the Bowmen; meanwhile the Warriors pin the Militia on the hill and hold the road valley, with their Brigans using the woods as a bastion of support since no Breton Unit can enter it. The Saxon plan is to hit all the weakest spots with the best troops, and pin everywhere else, hoping for a quick breakthrough.



Turn 2. Arthur's cavalry enter, leading the way, followed by a Unit of Roman Remnant foot and a Militia to the right. The cavalry doesn't pass their bonus move opportunity for the road. The opposing Saxons on the road and in the woods do, however. Bowmen did not achieve anything with shooting. The cavalry are going to just make it to the hill.


Turn 3. Bretons advance, one Cavalry charging the Warriors on the road, the Militia heading into the valley and the Romans heading for the hill. Saxons push forward and have a solid line, albeit with no reserves. Brigans begin sniping at reinforcing Militia from the woods - the Militia can not enter [having clear cut rules about things like this makes life so much easier...]. While the left most Nobles have an open flank, the Militia dare not leave the hill to take advantage of it with a Unit of Warriors lurking close below! A good example of achieving a military goal by standing off - most gamers are poor at this!


Turn 4. Breton cavalry pull back to the hill - which is the objective, anyway. Romans head for the hill, also, while the battle line in the valley is set. Saxon Brigans leave the woods and snipe at rear of Breton battle line. They don't do much damage, but it is doubled. The Cavalry are almost dead and the Warriors they face are close - 5 Hits. Melee on hill is going slow due to the defensive terrain and bad dice rolling. The valley will end quicker...

Breton Turn 5. The cavalry show their noble prowess and roll perfect, destroying the opposing Warrior Unit.
But on Saxon Turn 5, the Brigans - who aren't allowed to charge frontally at all - charge the rear of the Breton Cavalry and destroy them in return!

Turn 5. The road is clear, and the Romans are new neighbors to the Brigans who would certainly find that a bit uncomfortable. However, they are focused on their own Bowmen who will probably not last much longer. Overall, the hill fighting is going against the Bretons, interestingly.

Turn 6. Romans and Brigans engage in melee. The Brigans will surely lose, but they are keeping the Romans occupied and out of the hill battle. The valley fight is about to end...

Turn 7. Breton militia are destroyed. Hill fight continues to go against the defense.
Have to say that the grid movement simplifies and clarifies maneuver decisions.

Turn 8. Bretons on hill are on their last legs, while the Saxons fail to rally in the valley.


Turn 9. Breton Bowmen break - their Saxon Noble opponents are at 6 Hits, however, which is really a good job by the Bowmen. Shame there's no one free to take advantage of the situation. Saxon Warriors in valley rally a Hit off.

Turn 10. The Militia are destroyed by the Warriors. The Nobles are tied with the Cavalry, both teetering on the edge of destruction at 6 Hits. Warriors rally off a Hit again, and are doing pretty well with only 3 Hits left. Great example of thoughtful use of troops.

Turn 11. Things bust apart on the hill. The Cavalry destroy the Saxon Nobles [who rolled abysmally] but are then destroyed by the other Saxon Nobles. Romans finally start bringing the pain to the Brigans. Saxon Warriors rally off another Hit!

Turn 12. Romans finish off the Brigans, but they are nearly surrounded by angry Saxons and are clear candidates for a mugging...
...which happens in the Saxon player turn; and the Saxons roll well, also. Ugh!

So this went very well. I really do like how the grids work. The big advantages I can see with them at this point are:


  1. reduce movement decisions,
  2. simplify mechanics of movement greatly,
  3. reduce opportunities for gamey behavior, playing the rules to advantage, etc,
  4. make game more accessible for newbies,
Can't see any disadvantages except that some gamers like free movement on the table, feeling it is more "realistic". It probably is in execution, but it is probably not as realistic from a leadership perspective; actual leaders work on much more general terms than the minutia of movement mechanics that most games require players to go thru. So overall I feel like I had fun getting here and was able to concentrate on battle decisions and stay "above" the micro-movement mechanics that I would delegate to some sergeant or equivalent. 

Next post - playtest with real gamers!