Showing posts with label Might Of Arms. Show all posts
Showing posts with label Might Of Arms. Show all posts

Saturday, November 04, 2017

Field Of Glory Renaissance and a bit of solo Might Of Arms

Game of FOGR played at Stephens which we have neglected for a while.
We used the amendments from the forum to see how we liked them.
Not much rules wise just a few tweaks such as Commanded Shot now a unit marker (ala Regimental Guns) rather than separate units as such, Average units have a bit more staying power and (one I like) Dragoons are less like skirmishing Light Cavalry as tad less maneuverable close to enemy
Few changes to points for some armies primarily to mounted shooters in general and costs of Determined Horse types.
Since I used my Early Catholic League and Stephen his Swedish this was a decent test of most amendments.
I always felt Determined Horse were a decent troop type but Stephen felt they were too costly but feels they are much nearer the mark now and fielded more than the minimum he used to.
IIRC correctly a Superior unit of Swedish used to cost 84 pts and my Cuirassier 64 pts this is changed to 66 and 60 respectively and the Swedes include a Commanded shot marker (slows them up but gives one dice shooting and Protected Status).
The melees between this opposing types are fairly well balanced with just a slight edge to Swedes.
However as before the Swedish Gustavian Foot Brigades are awesome with their Superior status, and Salvo Foot trait.
I used Later Tercios which are simply out classed especially with a demon dice roller like a certain Mr B !!
In a single turn of Impact and then Melee between 3 Swedish Brigades and 3 Tercios he outscored me something in the region of 35+ hits to 15 !!
Forgetting one of my Tercios had re-rolls as Superior did not help but by golly my Death Rolls and Cohesion tests were abysmal...............................
Even the demon remarked "you can roll some 1's".
Needless to say my force folded tout suite.

Another enjoyable game with FOGR and the various rules tweaks we tried seemed fine and nicely historic as such.



Imperial horse on left flank






Imperial right








One of those damnable Swedish Foot Brigades






Swedish horse approach my left









Swedish centre










A Tercio and unit of Swordsmen advance









Central Tercios prior to be steamrollered by Swedish Foot Brigades











I also set up a solo game using Might Of Arms a set which I have not used in at least a decade probably more but which I recall I always enjoyed especially as a less brain draining alternative to WRG 7th Edition.
Used my Punic Romans against a Gallic force.
I had forgotten just how quick playing this set of rules is especially once it comes to combat.
Troops are classed by type/function rather than weaponry/armour which keeps things straightforward and with much less complexity than DBx model.
Celts have Fierce trait which means they can potentially destroy a Legionary unit on initial impact but if not they are usually worn down by their heavier and elite opponents in a protracted melee.
Mounted can become worn fairly quickly so are and Skirmishers can get in the way especially if mounted.
Amazing how much of this very well written rule set I remembered and how good a game they generate.














Tuesday, February 13, 2007

Ancients Rules test
Ancients rumminations.............
Played DBM 3.1 Ancients game with SB using Polybian Romans vs his Carthaginians. Close fought game which I eventually lost. DBM3.1 is my preferred version of Dbm but still unsatisfying in several respects.
So during past week I have tried out a number of Ancients rulesets with similar oppossing forces (ie Polybian/Republican Romans and Gauls/Celts) in 15mm using a 6' x 4' table with unchanging terrain and solo play.
1st set tried was Warmaster Ancients which gave a good quick game but felt tad unsatisfying (possibly larger forces needed). Lots of die rolling and large moves/ranges. Easy to understand rules and concepts. Romans trunced Gauls but lots of dead on both sides.
2nd test was with Armati II. VERY restrictive set-ups and manoeuvre, more historical/accurate no doubt but not much of a game in the end as essentially 2 straights line clashed and became a pure dice rolling battle (Romans annihilated Gauls for virtually no loss). The unit stats/combat system is fine and quick play but the lack of movement is too restrictive for my liking.
3rd test with WRG 7th edition (a blast from past) Most complex set but surprisingly playable (possibly due to my long ago useage ?). Slow overall with lots of charts etc and felt more like a skirmish than a large battle.
Still to try out Might Of Arms (altough I know I like these) and PK Archon II.