Showing posts with label Muskets & Mayhem. Show all posts
Showing posts with label Muskets & Mayhem. Show all posts

Sunday, 26 April 2015

Game 28 - Muskets & Mayhem 'part deux'

A second foray into the new M&M rules that we're playtesting, developed over at 'Sound Officers' Call'. This time, we delve into a little American Civil War clash.


With a Rebel Yell...


The Union troops got the mainstay of the artillery (which really made a difference), while the Confederates had the edge on veteran troops. A very basic scenario, where Billy Yank had to defend a vital road as Jonny Reb tried to take it.

Battle report first, then the conclusions. The system still works very well, and I think we have a real gem here...




Reb and Union forces were pretty much equal, though with Union artillery being more numerous and the Confederates having the edge on Veteran units.







Initial Union moves were designed to take the initiative and limited defensive positions around the battlefield. A real risk, as the road was left defended by a small reserve force.


The centre would quickly become a focus for early action...

...while the lack of cavalry action on the Reb right would make it a stalemate (and stalling tactic for two Union units) throughout the game.



The centre became the focus...

 ...with some very good shooting from the Union troops,

 (In the words of Billy Idol...)



while woodland action on the right flank would prove less than pivotal.


Confederate charges begin to go in - proving VERY costly.


The flanks remain static as the actions in the centre determine the course of the remainder of the battle.



Confident Union troops attack in the centre, but the Rebs aren't quite defeated yet, and counterattack successfully. The road is begging to be taken, but Jonny Reb just can't break through.

The Confederate cavalry tie up their Union counterparts, an infantry regiment and some precious artillery on the Reb left flank.






In the end, we called it a stalemate. A few more turns might have decided the issue, but matters were very close to call.




A Great game with some thrilling points during the battle, and real battlefield resource management problems.

Some queries/additions for the rules:

  • Attacking (charging) uphill or downhill (-1/+1 to dice to hit).

  • In woods – we adjudicated that defenders should receive +1 to saving throw during fire and/or melee.

  • There must be a chance for officers to be killed in combat, if involved in melee and/or attached to units – though we managed to miss this during play (say 1 in 6 after melee). We opted to allow attached officers to remove one hit - without any other officer rules - though these could have been added (radius/re-rolls etc.).

  • Firing inside wooded areas (if both inside), range reduced to 3”. Units should be within 3" of wood edge in order to see/fire at enemy.

  • Flank charges – double dice for attacker (this should include cavalry, which should not receive bonus for charging head on). A morale check is still required prior to charge - even when flank is open.

  • All fire is simultaneous and casualties recorded during each phase before being removed (our understanding from the written rule anyway) - though course of play still goes in strict artillery (casualties removed), non-movers (casualties removed), movers (casualties removed) order.

A great game, and more to follow.




Saturday, 7 March 2015

Game 27 - 'Muskets & Mayhem'

We were always looking forward to playing Steve's 'old school rules' from over at Sound Officers' Call - and we weren't disappointed.

'Pour la Gloire mes amis! Pour la Gloire!'


These are older in style, yet not too simplistic, while giving some nice challenges in terms of managing resources on the battlefield.

The scenario chosen was a French attack on prepared allied positions (English/Dutch) around the Marlburian period (I removed my pike blocks from my Nine Years War units - purists will comment on the lack of Tricornes rather than flop hats, but mehhh).

There's a nice turn sequence which lets stationary units fire and apply casualties well before moving units can bring muskets to bear. This can make an attack really difficult - especially so against well defended positions - as it should be of course. The advantage of removing casualties at different stages of the game turn, depending on whether they moved/fired or not, is something that we see in other rules, though the turn sequence here really lends itself to making tactical decisions on that basis.

Some changes or revisions we implemented:

  • Leaders can force one re-roll if within a 12" command radius, or if attached to units, can remove a hit - although we found that the re-roll made things a little fiddly. Commanders move 30 movement units.
  • We used musket/close artillery range of 6", with max artillery range of 20".
  • Morale checks are used for charging, the 'chargee' stands if his is made. We adapted this for cavalry so that they could countercharge if passed, and both units would meet in the middle.
  •  We conducted melee simultaneously rather than use initiative to dictate anything. We noted that there is a morale check for stands lost to fire, though not to melee - although the fact that 2 hits difference will make a unit fall back, can decide most melees (we debated whether the unit should fall back or be removed - removal means a shorter game.) We insisted upon removal for any units which had lost stands, though cavalry was pushed back - we experimented with follow through charges..
  • We sped up firing and saving throws, by each player using a different colour of dice groupings - player 1 fire / player 2 save, player 2 fire / player 1 save.
  • The effects of shooting and losing part of the unit has a real effect on effectiveness. A normal unit has a morale / hit potential of 4+ per two figures in a 16 figure unit. Remove one of the four stands it goes to 5+ for 12 figures and saves are adjusted too. So a fresh unit fires with 8 dice for 4+, while a unit that has sustained 4 hits, fires with 6 dice for 5+. That makes a real difference, and once a unit falls into 'disorganised' morale - it really deteriorates fast. We discussed a rally rule here.
  • We had prepared Allied defences in our game - we allowed a +1 for units rolling morale and saves, and a +2 to their morale roll when charged in defences.
  • Units that interpenetrate friends due to push back from melee (assuming we use the non-removal rule) inflict a hit.
  • Units failing morale on pre charge or receipt of charge is clear - though we debated over what happens when they lose a stand and fail morale. We opted for pushback.
  • For elite cavalry we opted for 3+ morale rating. This made them devastating.
  • For flanking charges - we opted to have hits rolled as normal, but unit charged gets no saves, and total adds to requirement for 2 hits. In this case, a fleeing unit was destroyed.
Some pics from the action:
A little Marlburian action. Cavalry on each flank, and a determined (though of course outnumbered) defender behind some stalwart defences.



The first charge of the game on the Allied right. The by now familiar cavalry clash. (feels like we've been here before, though with these fast-play rules, that 'first clash' would set a pattern for a rapid erosion of the loser's chances - if the melee wasn't decided in the first round that is.)


Some musketry duels in the centre - the French commander of course, sitting on his bloody hill, too far from the action to affect any die rolls *sigh*.



 Another cavalry charge on the Allied left - though the French gain the upper hand with elite horsemen.
A mass of bodies in the centre as the elite Dutch guards charge into the French lines.


On the French right, led by French guards and Irish units, the assault against the prepared English defences goes in.



 ...but the French are getting the better of the cavalry clash on the right. (One example of how we used a push back as a result of a lost melee).

 Those Allied flanks are looking decidedly delicate...

As the French assault goes in, in the centre...infantry charges against prepared defences - ouch.




  'Pour la Gloire mes amis! Pour la Gloire!'

It's that French gunner again! He's still readin' the bloody newspaper. "Oy! Mate! Fire something!"

Allied cavalry flee in the face of fantastic dice rolls superior French cavalry.


 With a similar result on the French right. The Allied flanks are now officially 'open'.

The French have taken a mauling in the centre, though they have enough reserve units to assault again - and the Allies won't be able to take it, despite their defences - especially as French cavalry will be coming down upon their flanks within two turns.







View from the ramparts.



Even last ditch attempts by Dutch infantry to hold the flank won't be enough. Victory to la Francais.


A great game and great rules. We added a few things and clarified others. We need to clarify what happens to the loser in melee, and ranges and things like that, but the mechanisms are very solid and intuitive, with little time spent on minutiae.

These rules would also work for multiple periods within Horse & Musket, as nothing is period specific or set in stone. Squares, columns, AWI light infantry - can all be easily added.

Very good.