Jonathan from the excellent Palouse Wargaming Journal organised a virtual Zoom AWI game for Steve at the excellent Sound Officers' Call and myself, knowing that we were both AWI 'nuts'. Steve and I have faced each other across the virtual battle field before (at Norm's Germantown game last year at which Jon played Washington), but on this occasion, we could see the whites of each other's eyes (well, as much as 'Zoom' will permit).
The format, setup and great camera work and refereeing from Jon made this game seamless and highly enjoyable. This really works, and we must do it again. (Oh, and my dice were excellent - have I mentioned this?)
Electing to play the British (I have a tricorne and lots of tea and a dodgy accent), Steve would take on the defence of the ridge/farm and the area to the east, in an attempt to prevent the British taking their positions and exiting the board to flank a large force.
Rules would be Jon's variant of 'Fields of Honor' - which are superb, both for this type of application and a real AWI/Horse & Musket feel. A few hacks, and the rules could be used (hex-based) across a variety of theatres and periods.
This all proved very tense. Watching myself on camera, I actually looked quite nervous during American attacks from the ridge. Ahhh, the pressures of command.
Some of Jon's pre game information. This was well presented and well prepared. We had very few questions pre-game. |
The British flank action. Major Gen Piggot had been killed in action by this stage ...only his Tricorne survived...Lord Percy was forced to take over 'I will deal with these rebels..personally...' |
What a specatcle, and many thanks to Jon for the prep and virtual hospitality ...I'm told the Americans are looking for a rematch soon :)
Now the rules. There was so much to like here. Some highlights:
- There is no restriction on moving by brigade/battalion in terms of activation - but that's enough to get you into trouble anyway.
- Firing/Melee is based on D10 availability - in turn based on 1-3 strength points. You want to beat 5 with a number of mods. There is a -2 smoothbore modifier for instance, with cover and/or national characteristic mods. I guess if you wanted to change this for a different period (say matchlocks) you could work off D8s and reduce max range to 1 hex instead of 2, but these are minor hacks.
- Other mods include melee/firing 'ratings' , so this is where the British scored in terms of firing accuracy/methodology and cold steel. This helped them immensely, and gave a very nice flavour - forcing the Americans to use cover and defensive tactics to their advantage.
- Movement of 1 or 2 hexes seems slow, but remember the small battlefield means that action happens quickly, and flanking can happen when you least expect it.
- Units can also be brittle, but only if you push them too hard. There are some real command decisions to be made for a straightforward rule set. Like most good designs, hard to master, but easy to understand.
- This seemed like a real battle, and we commanded on the same basis. There were no strange rules or tables to look up, no cards to sort through. I can see this working for larger affairs very easily.
- The systems are fluid and can be easily hacked for specific battles/periods.
A great set, and based on an earlier C19th set. There is a ww2 variant which I saw, though the rules there are very different.
A great game, and can't wait to do more of this. Thanks again for all the hard work Jon. And thanks to Steve for a sterling defence against my fumbling attacks.
Great game Darren! And completely agree on your points re the FoH rules. I was impressed with how quickly we were able to move the game along, but yet it didn't lack for capturing that character of the AWI. Lots of tense, nerve wracking action each time you launch an assault.
ReplyDeleteAlso it really pays to have a reserve and at the right time they can be devastating once most of your opponents units are worn down (as you demonstrated when you captured that toe-hold on the hill!)
Looking forward to a rematch!
Thanks Steve. I think we picked up the mechanisms quickly, and could get down to the business of battle. So many traditional rules have you fumbling for bits of info rather than being a commander. A lot of decisions seemed to flow seamlessly, but we were still required to hold units back as they weaken. Great stuff with these rules.
DeleteEnjoyed this. Having visited both blogs, they give a good overview and the positive gamer experience is clear, sounds like a ton of fun. Did you end up using the hexes themselves as reference points to guide Jonathan or were you using unit names / identifiers?
ReplyDeleteThanks Norm. It worked well.
DeleteOn a few occasions I referenced the regiment, but to be honest, we worked from one flank to the other i.e. 'ok the unit beside that one - will move straight ahead' etc. The size of the battle lent itself to that approach.
Now, Jon was kind enough to outline strength points or clarify units that were close to breaking at any stage we asked, and str points were indicated with a marker. I guess a good fog of war element might be to have hits recorded by umpire secretly.
A good umpire is everything :-)
DeleteGreat report! You gave me a flashback to my reenacting days (3Rd New York Regiment, Gray coats and Green facings, for my fellow Geeks lol) I've yet to get into AWI in 15mm but, as I did recently pick up a fleet of 15mm ships from that eara....I'm feeling the pull !
ReplyDeleteThanks Don. It was a seriously epic encounter. When you consider how we were able to join people from across the world, and still have an epic game - it's a powerful tribute to what we can do with technology, and the power of the hobby.
DeleteIndeed, and help to forestall the "Graying" of the hoby!
DeleteGood stuff especially if the tech is up to the job. Table looks quite compact which I expect helped
ReplyDeleteMany thanks. Table / battle size helped - simply because we could identify units more readily. - we really had 9 or 10 units each so battle and compliment is manageable.
DeleteHaving seen the rules in action, this is a very pleasing set for a very large game/battle with 4 or 5 players in person - simple to play , hard to master - perfect for a big game if they don;t want to play FoB. Also useful for a C in C to play his part on whatever wing might need him.
Brandywine, WSS battles, SYW etc. all do-able.
I enjoyed the write up; it will be interesting to see how Jon's other games play out!
ReplyDeleteMany thanks. It will indeed sir. Are you one of the other commanders playing today?
DeleteI’ve been eyeing up Fields of Honour following Steve’s recommendation a while ago. I think they have great potential as an alternative to One Hour rules.
ReplyDeleteThey really do - and all summarised on a 1 page play sheet. They do what larger sets do - in less time - but the narrative still holds up well.
DeleteThe one-page summary QRS is my own doing...
DeleteFoH is superior to OHW in my humble opinion...
DeleteI'd certainly agree with that.
DeleteGreat looking game. Being further from the action must have given a real sense of the generals view of the battle, making plans and commanding troops then having to see it play out. I may not have put that very well but what I mean is you really do play the role of the commander and his staff dispatching orders with a wave of your arm.
ReplyDeleteIt would be interesting to see if a simultaneous order system where both players write down orders and reveal them at the same time would work when playing remotely.
I like the sound of simultaneous orders done remotely. Interesting one. Could make for interesting charges etc. Perhaps this is one we should try out with your 10mm stuff?
DeleteCould be fun to try out. The Bastard sons have yet to have a run out. However I do still have Mrs Sprinks' coffin taking up the gaming space...
Delete'Mrs Sprinks' Coffin' is not only a perfect gaming space in itself, but may actually be the finest name for the Podcast...
DeleteDarren, thank you for participating and especially for your kind words on the game and play. Very much appreciated and you provide motivation for me to continue with hosting remote games. You and Steve were both exemplary participants. You made my work easy.
ReplyDeleteI thought the game flowed smoothly as well, with little ambiguity or confusion in either rules, umpire, or players. One attribute in remote gaming that leads to success is familiarity with the rules. Since I reworked the rules from the ground up to meld both hex and free-form rules unit one cohesive system, the processes and little bits of rules all fit together in my mind.
Having followed both of your blogs for some time, it was great to finally meet if only virtually.
We should do this again!
Thanks again Jonathan.
DeleteThe battle, the hosting, the concept and the tech all flowed seamlessly.
The virtual hospitality is also much appreciated.
The rules were very much the icing on the cake sir; I love the concept, the hexagon system that really works and the nature of play has me inspired for larger battles with these rules.
Yes - I am up for more battles. I see larger affairs working with multiple players working equally well ...
Looks like a very entertaining game and a great way to play.
ReplyDeleteThanks George. Great engagement here - one of the finest games I've played - plus the rules allow the players to focus on the battle and not page flicking.
Delete