Thursday, March 02, 2023

The Devil To Pay rules tried (and some Battle Command)

Game at Stephens today and he decided to try another set of ACW rules entitled 'The Devil To Pay' which are a free (always a bonus) Pdf set (https://www.thedeviltopay.com/).

Stephen set up a game based on a Johnny Reb scenario from Antietam battle which 3 Reb Brigades defending against 4 Union Brigades both with supporting artillery.

Rules use a chit pull system (we used a deck of custom cards) to generate Actions with 2 of each of fire, move, rally, charge (with each side getting to act on each card) and 4 'Carpe Diem' cards which are wild cards that players dice off to select one of proceeding types. Actions are limited by each unit having 2 available order chits each turn to convert to actions (independent units get 3 Orders). Additionally units can be given group actions by their Brigadiers (1-3 such Brigade order depending on commander grade) and this is pretty key aspect of command.

Additionally prior to each card turned there is a 'Skedaddle' phase which allows units to retire/withdraw up to 2D6 but with a hit being inflicted and disorder caused. 

This is all further limited by deck containing 2 'Whiskey' cards which causes a re-shuffle on turn of 2nd such card (very like Tea Break cards of Too Fat Lardies systems).

Dice are of D6 variety and all actions are based on a simple 4+ = success with numbers of dice rolled varied for situations/circumstances/terrain etc so as an example a standard 5 base unit would fire with 5 dice (assuming all in arc) with maybe +1 dice for close range then maybe -1 Dice for cover and/or -1 dice for target formation (such as Loose Order). 

Units take 1 hit per stand with additional hits removing stands once entire unit has hits, this can be pretty brutal with the 50/50 dice system. Hits can be Rallied off although only once any disorder has been removed by expending an Order chit so this can be a slow process.

Several formations are available (such as Line, Loose Order, Assault Column, etc) and units can go Prone but can only stand up on a Rally card although Skedaddling makes this moot. 

All the proceeding is pretty quick playing along with fairly generous movement and decent shooting ranges.

However we did find the need to record unit actions/orders requires a lot of markers on table and units on Loose Order seemed pretty desirable as they move faster than line, cause -1 Dice to enemy shooting but shoot unimpaired themselves although vulnerable if contacted in melee (not something we seen much off). A unit in loose order that goes prone has -3 Dice when shot at which is pretty tough (ie same as entrenchments).

We looked at reducing the Prone bonus to -1 and other minor tweaks but by far biggest issue was copious use of units in Loose Order as stands are all 1" apart (in our 15mm scaling) so a 5 stand unit covers 11" and this is very unwieldy to use on table without masses of 'spacer' stands. 

So a fast play set with some very interesting systems (I really liked the chit/card deck) but bit fiddly with the chits and formations and not sure they gain much in playability however over FOB or Black Powder, and whilst quicker than Fire & Fury not as suitable for big games maybe.
























I also had a solo bash with Battle Command using 2 base units and the Shako 'Uititsa 1812' scenario which was again a very enjoyable experience. 

Artillery definitely has more opportunities to shot in Bat Cmd than FOB certainly in early stages but of course dice rolls do not always assist in making this count.

French were narrow winners and managed to take the 'Mound' but were getting chased from the woods just as Russian morale collpased.











 







 

11 comments:

  1. Looks like both games went well!

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    1. Yes both enjoyable (of course you know which I prefer)

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  2. I quite like the sound of those rules? Great looking bash as well!

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    1. They are certainly a great price :-) some nice mechanisms but bit 'untidy' with all the order markers/chits (no way to do without)

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  3. Interesting to read you have just tried Devil to Pay, as I was introduced to these rules recently and just played a second game of them this evening, but with the protagonists being British/ Honourable East India troops versus "natives" We quite enjoyed them but some of the mechanisms are a bit quirky....much more a game than a simulation, I think.

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    1. Indeed more in the 'game' realm but they had a lot to like (the unit chits are a bit of pain) and flowed pretty well. Interesting you used for non-ACW but I guess they would suit any late 19th Century conflict ?

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    2. Yes they seemed to work fine, we were using Wellington in India era troops, so all armed with smooth bore muskets and Napoleon 12lb artillery. I noticed a few things this time that we had got wrong in the first game....nothing too major but nice to get it right second time around!

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  4. Great looking games. I've already been re-basing all my 28mm ACW to 2 stands for FOB3/Battle command and will likely do my 28mm Naps the same way.

    Christopher

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    1. I found 2 stands works well especially in large games

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  5. Thanks for your comments on the rules. They sound interesting, but from what is implied self limiting in size of engagement.

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    1. Hard to be conclusive after a single outing re large games, certainly for 2 player would not want to go too big as so many markers to keep track off, but multi-player may be easier in that regard

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