Sunday, April 17, 2022

Eutaw Springs with 'Bloody Backs'















Group outing today at Mr Ps gaffe with 15mm AWI kit (of Mr P and Stephen) using a scenario based around Eutaw Springs engagement in 1781.

We tried a set that Stephen found on web (from Steves Painting Shed blog) called 'Bloody Backs' which is still a work in progress but has some very interesting core systems.

Le Duc and I took the US forces (mainly as we arrived first and sat at that end of table) whilst Mr P and John commanded Brits with Stephen umpiring again, mainly as he had best knowledge of rules and had produced a QRS with some amendments for our use.

Rather uniquely the game uses D12 for most everything (unit activation, shooting, melee and morale) in multiples of 6 or 3 usually rolling against a target number based on various aspects such as unit density/formation, comparative unit size and usual tactical factors such as cover and suchlike.

Some further variation when charging with an additional 4 x D12 morale type roll to close with enemy and once in contact again rather interestingly only the attacker rolls dice in the melee (a basic 6 x D12 but can be increased) with every single roll causing a 'success' in melee but resulting hits (not 1 for 1 but based on a table) distributed on enemy or yourself depending on target number needed. 

Jokingly I declared that with this system and my dice rolling I could easily cause more damage to myself than enemy ! but was never tested as I never conducted a charge as faced by a lot of good quality British Grenadiers on my sector.

These (Elite) Grenadiers with decent commander were able to generate lots of double actions (units get 1 or 2 actions depending on number of successes rolled) compared to my more average units which seemed perfectly fine for better troops.

Units can suffer Disruptions (up to 3 with any excess converted to reductions in unit Stamina which was standard 6 for all) which reduce number of D12 one rolls to activate and this management of Disruptions (they can be rallied off 1 at a time) is a key part of the game system especially with lesser quality or poorly led troops. 

Commanders really only function as focal points for Brigade Command and Control as they apply their Command quality to units within 12" but this is a biggie for unit activation eg my lowly Militia if acting outside command radius would roll 6 x D12 needing 1-2 for success but with a decent +4 commander in range this becomes successes on 1-6. 

Once Disruptions kick in a unit might only roll 3-5 dice and if you fail to activate you must take a 3 x D12 morale test which can see unit retire, rout or disperse completely so boosting success number is tres importante.

Stephen did add a commander risk table but not used.

Militia certainly performed like Militia being fairly unreliable under duress but not impotent.

Of course inevitably a couple of problems arose that not fully addressed in such a short set of 'house' type rules but most were easily adjudicated for such as firing from cover, oblique movement, charging 2 units with 1 and splitting fire (this last one generated a fair bit of discussion as seemed tad odd on a couple of occasions).

Personally I found this overall to be a nice playable system and quite dynamic (always a plus for me) and overall had a decent AWI feel to unit types and interactions.

Game was scheduled for 16 turns of which we managed 13 (which is pretty good for a newly played set) and was headed for a draw as neither side really on course to achieve victory conditions in this time frame.


Pics mostly from early turns (ie before front line Militia melted away)















8 comments:

  1. Fantastic looking game. I appreciate the overview of the rules too. Not one to which I am familiar.

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    1. A decent set that were very easy to pick up and play overall.

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  2. Great looking game.

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    1. Cheers, mates table always looks good.

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  3. A damned fine game. A pity we couldn't crack that line.

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    1. Takes time to grind units down (unless they self destruct like Militia) and with only 3 turns left unlikely we could reach the brick building but certainly much closer to our destination than Brits were to theirs :-)

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  4. Good looking game. Really enjoyed your rules overview. They sound very interesting. I may seek them out and take a peek at them.

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    1. The rules which are still a work in progress (but playable as is) are at http://paintingshed.blogspot.com/

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