Showing posts with label Die Fighting Rules. Show all posts
Showing posts with label Die Fighting Rules. Show all posts

Sunday, 30 December 2018

Ramilles - first game

Some shots from a first crack at Ramilles 1706, with Sgt Steiner using 'Die Fighting' rules.

These are quite innovative. Highlights:
  • Your force has a burnable resource, by 'command' (left, centre, right).
  • It's very hard to keep inertia flowing in the attack, and reacting to the opponent burns resource even more.
  • When you run out of dice to respond, it becomes difficult to react, and the opponent can take the initiative.
  • Where you can gather d6 to roll vs opponent's roll, it always helps - be they resource, bonus, or command dice - but it's an attritional mechanism.


This, on the face of it, is a superb mechanic, as you constantly have to manage the force and nurse it along to ensure that (1) you have enough dice to respond to attacks while (2) ensuring that the units actually do something and maintain a line/attack.

Now, you'd think I would love this, being attracted to 'manage your resources to manage the battle' style games, and I can see the merits of the system. Although, being the first game, I used up my resources far too quickly, and found myself fighting the rules rather than the battle. But certainly one for additional plays, and seems to reflect the WSS quite well. It certainly makes you think about husbanding resources.

It's definitely less 'gamey' than say Maurice or Field of Battle. That's not a bad thing - but does require a different way of thinking and planning.

Another game tomorrow - same battle - but with 'Field of Battle' (of course).

French right. I decided to launch an un-historical attack instead of defending against the allies. Well...it certainly tests the resource rules!

French left

Allied held high ground. Hmmm...not a chance of taking that with my flank open.


 The battle was dominated by a cavalry action on the French right, which pretty much opened up the flank for the Allies.






 The French, despite deciding to launch an attack, were inevitably going to run out of steam.


 oh yes - sixes always help :)