Showing posts with label They Couldn't Hit An Elephant. Show all posts
Showing posts with label They Couldn't Hit An Elephant. Show all posts

Thursday, September 07, 2023

They Couldn't Hit An Elephant - another play test (and new arrival - The Russian Campaign 5th Edition)

Another outing for TCHAE at Stephens today as we try to house rule 'rough' edges to our satisfaction as we both still like the overall system.

Shooting at multiple targets with differing to hit numbers within shooters 'fire zone' and distribution of any hits we are still finding tad tough to resolve easily, but further play test today hopefully got us to decision we will implement.

Stephen favours using lowest target hit number as basis for shooting with some dice therefore being essentially of no use (vs high defence targets - sort of a 'soak off') whereas I favoured rolling dice then using 'total hit value' to select hits as you wish (so you could combine dice to hit 'tougher' target in lieu of 'softer' target).

Either method works with Stephens method making some targets (such as skirmishers) essentially invulnerable unless isolated, but produces more hits on other targets, my method allows (occasionally) the tougher targets to suffer a hit but at cost of less hits on softer targets. 

We are going to apply Stephens method as since we are using his figures etc only appropriate he gets swing vote :-)

Scenario was based on action during Stonewalls 'Valley' Campaign in 1862 but we didn't complete as lots of rules discussion (purpose of game) with comparison as to how TCHAE differs or resembles other sets we have tried.

Whole kit and caboodle Stephens excellent 15mm figures and his terrain, there was a lot of artillery in this scenario (I had 6 batteries out of 18 units).

 

















The Russian Campaign 5th Edition from GMT arrived (felt I just 'had' to upgrade after enjoying old but not very user friendly original) but not had much time to devote to it thus far. 

Initial impression is that it is firmly aimed at the more 'mature' gamer ie those likely to have owned the early Jedko or AH version back in the day (1976/77) as all components are larger than usual, big counters, large map (34" x 44") and hexes and even the play aids and QRS sheets are in larger than usual font. 

Nice addition is odds markers (various from 1:2 through to 7:1) you place on combats as reminder.

All good ideas for aging types with lessening sight and memories of which I now have to count myself one of the club.

Brief skim of rules reveals basic game is essentially unchanged from original (good) but there is a plethora of optional variant units and several pages of accompanying optional rules, gleaned from various sources over the years (such as Moves Magazine). 

Am not offay with all these variants but nice to have the options for variety.



















Thursday, August 31, 2023

They Couldn't Hit An Elephant rules - Gaines Mill scenario

Game at Stephens today this time trying 'They Couldn't Hit An Elephant' rules from early TFL stable which we had tried several years ago but discounted as option (think Stephen disliked them as Aggressive troops rather overpowered and other sets came along).

We were trying a few house rules Stephen had come up with (we dumped several as unnecessary and added a couple) and a JR scenario of Gaines Mill as basis for game.

With lots of discussion we failed to finish game but hopefully did get good play test of rules and both agreed there was lots to like and seemed better than we remembered them.

Only real issue we had was shooting at multiple units with a mix of target numbers (especially with ever troublesome skirmishers). 

Did not get to any Melee action (beyond theoretical) so this may throw up other issues but otherwise all seemed very playable and fast playing (certainly compared to JR).

One needs a firm initial plan as hard to change orders as CinC required and he can only be in one place at a time, use of Blinds worked fine and use of PIPS for actions very like Principles of War.

Stephen trying to get a set of ACW rules that satisfies his feel for the period (I have less knowledge or opinions on intricacies of period) with playability and flavour to the fore.



















Saturday, October 29, 2011

ACW with They Couldn't Hit An Elephant rules

Played another American Civil War game today at Stephens against his brother John. We used the 'They Couldn't Hit An Elephant' rules from Too Fat Lardies which I only read through once prior to game. Quite an interesting set with some novel concepts. As with all TFL rules the use of Blinds and Cards is great generating the chaos/inertia we like in our games. But the rules are rather ambiguous in several areas and we found ourselves head scratching quite often as to what rules meant or how they are meant to be played. That said once we decided how to resolve things they flowed quite well and seemed to give a plausible game. Key concept is the 'Decisive Combat' section which subsumes a lot of 'regular' game phases into one table and set of outcomes. Aggressive Veteran troops can be very potent as lots of pluses if charging with attack orders against lesser quality troops. There was only one such unit in todays game.
Game was based around a Guns Of Gettysburg scenario (Pine Oaks 1862 I think ?) with yours truly set up in defence with a single Brigade of Union regulars on table and John as Rebs attacking. Rebs were slowed by lots of woods but the aforementioned aggressive Veteran unit charged a Union Regt in Adams Farm (soft cover from surrounding fence) and managed to Rout it which caused supporting unit to rear to be routed in burst through and flank support to fall back (both routers were later rallied but took no further part in game as such). Union reinforcements (a further 3 Brigades arriving on successive turns) arrived quickly as we only had a single 'Coffee Break' card in deck initially (we later added a second to extend turns). Union Brigadier Crouch was rated as Inspirational and upon turn of an Inspired Cmdr card he was able inflict revenge upon the Rebs by adding +2 to a charge by one of his Regiments (equivalent for one turn to aggressive charge) which routed a Reb Regt and its rear support. On Union left a Brigade deployed to fend off an arriving Reb brigade and the Union artillery unit with this brigade used aimed fire (2 command Pips to direct fire) to decimate Rebs forcing them to withdraw. Union center was shored up by a Veteran Brigade which deployed behind the Farm then went onto attack orders to try to re-occupy the dwelling. They dealt heavily with the aggressive Reb unit (Texans I think ?) which had become isolated due to their forging ahead alone in Union positions (aggressive troops are forced to charge when within 8" of enemy if under attack orders). On Union right a struggle in the heavy wooded area was taking place with several close combats and fall backs with units on both sides bloodied and with shaky morale (Fightin' and Defeated modes in rules). We had to call time at this point with things very much in balance. Next game with rules (although Le Feu Sacre by TFL as real possibility for next outing) will be smoother and quicker as we now know the quirks of the system and will likely spend much less time discussing rules and indeed what we intend to purchase at Warfare next month !!!

iPhone pics as yet again forgot camera !  

Rebel Brigades deploy


Rebel blind advances


Initial Union Brigade deploys at Adams Farm (arriving Brigade blinds behind)


Union reserves arriving as Blinds


Union left flank secured


The Rebs deploy in woodland


Reb skirmishers screen their Brigade


The aggressive Reb unit routs 2 Union Regts (seen skedaddling in lower pic) at Adams Farm