Both Steve and I have picked up copies of these rules recently and although we are quite happy with how our in house version of Pike and Shotte works, we thought we would have a look at them to see if there were any useful mechanisms we could perhaps use.
The rules are described as fast play so we expected a fairly straightforward structure with a minimum of table checking and the quick resolution of shooting and combat. There is quite a bit of variability built into the rules; you roll 2d6 to establish the quality of each unit, (except guns which always begin as 'good') and the required score for a particular quality varies for early war (1642/3) and late war (1644/5). As with Pike and Shotte the ability of the commander is also diced for; the more able he is, the more commands he can issue each turn. For our game Steve set up a simple terrain and one tercio per side; a tercio has 3 infantry units, 2 of cavalry and a gun.
The view from behind the Parliamentary lines, the objective is to control the crossroads. Each side has a number of dice of a particular colour. They place a total of dice into a bag or pot equal to the number of units, plus the number of dice dependent on the quality of the commander. In addition, an extra dice of a different colour is put in the bag/pot; when this is drawn the turn ends. Dice are drawn in turn, the colour denoting which army can try and carry out an order. It is possible to issue up to three orders to a single unit.
Well, things started fairly slowly, the distance a unit moves is dependent on the total on a number of d6, 2 for infantry, (3 if charging), or 4 for cavalry (5 if charging). This does lead to difficulty trying to co-ordinate an attack. In addition, units outside the command radius of the general will need to dice to see if they receive the order, with only one commander this can lead to some units failing to move at all, as happened to us. Once the dice to end the turn is drawn, action ceases and then the 'random events' phase starts. A d10 is thrown for every unit in turn, plus the general, if it comes up 9 or 0 then two d10 are thrown and the total checked against an events table. With 6 units, plus the general and a 1 in 5 chance of getting a 9 or 0, on average at least 1 of your units is going to be affected. As you would expect some events are positive, other less so. Ammunition, status (ordered/disordered) and position can all change.
Shooting is a two or three three stage process, establish a possible hit, does it inflict a casualty, for mixed units is it pike or shot. It takes 4 hits to remove a base and this inflicts a morale check. Melee is similar, establish the number of dice to be rolled, then the number of potential hits, how many count and then, for mixed units, are they pike or shot.
In three hours play we managed almost 4 turns (one of which involved only 4 or 5 units moving) and although it was a first attempt and over skype, it was hardly 'fast play'. We felt that the influence of the random events phase was too strong. One turn, both commanders had to move a full move backwards, which took most of the army out of command radius. There are quite a lot of tables to check for various phases and the playsheet runs to 5 pages in the book. The main drawback however was the need for a 'unit tracker' for each unit.
Overall, we were not favourably impressed with the rules on this first run through. They had some interesting ideas, for example only finding out your ammunition level after your first volley. However, the basic things like firing and melee are 'clunky' and we felt that Pike and Shotte fitted our 'style' better. We will try The Kingdom is Ours again, just to be fair to them, but they face an uphill struggle.
Thanks for the post. I saw a table set up last year at the Alumwell show, it was a 6’ x 4’ with just a few 28mm units on it. Visually I like that, so I bought the rules, but have not delved into them yet. It will be interesting to see what you second go at them brings, but at this stage it looks like your familiarity with the Pike and Shotte (which I also have) makes them the better option. I might pull The Kingdom is Ours for my Christmas read!
ReplyDeleteThanks David/Steve, always useful to consider the mechanisms in other rulesets.
ReplyDeleteThank you for the quick and succinct review.
ReplyDeleteThanks for this review. It sounds like a set to avoid for my tastes; far too much randomised everything for me.
ReplyDeleteRegards, James
Too much randomisation for me, too. Thanks for this review, which saves me the trouble of investigating these rules.
ReplyDeleteThanks for your comments. I am sure we have all been in the same situation, a set of rules may look like they 'fit the bill' when you read through them, but the acid test is when you actually try them out.
ReplyDeleteDavid