Started by Eric Walters. Last reply by Eric Walters Mar 22.
Started by Eric Walters. Last reply by Russ Gifford Mar 18.
Started by Eric Walters. Last reply by Roger Morley Mar 4.
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Comment by Rob Johnson on October 23, 2012 at 6:06pm Reminds me to dig out October War soon........still buried in my storage locker.
Comment by Roger Morley on October 23, 2012 at 5:35pm Battle for Borodino, S&T #32.
The next SPI that I plan to play is Cassino
Comment by Russ Gifford on October 23, 2012 at 5:30pm So what old SPI game have you played recently?
Comment by Russ Gifford on October 23, 2012 at 5:29pm Well, after FIVE years in the wilderness, I am back in Nebraska! The SPI collection is in the room behind me! So it is time to decide which gaes will be on the list for play yet this year!
My 'wish list' of games to play last time we spoke of this was:
Bloody April
Highway to the Reich
StarSoldier
CityFight
Wacht Am Rhein
Since then, I have played StarSoldier, which was a lot of fun. Now what's next?
Since I am out of practice, I think I will try some smaller games first. Chinese Farm and Golan are fast and easy, either are possible in a one night game session. Battle of Monmouth is a favorite of mine, and it calls to me, as does a session of Ney vs. Wellington - but both will take more than one session, and we'd play them at least a second time once we remember how the rules REALLY work! So those might have to wait. And they are really only a warm up for my real desire - the get something going on Wellington's Victory, I think. Though I'd start with a smaller scenario to get the rules back in place!
A single map scenario for Terrible Swift Sword might be nice - say, the Battle for Little Round Top. Or the same might be said for a shorter session scenario with Highway to the Reich.
But that's the problem - I keep trying to start small to sample a number of games, and mission creep brings me into the larger/longer games.
OK, OK -
Fulda Gap, Mech War 77, or even Suez to Golan from Mech War 2 are certainly calling. i've promised myself another look at Raid - but it is another scenario or two of CityFight that I really want.
See how tough it is??
But SOMETHING will be played within the next two weeks - and I'll let you know what it is, and how it works out!
Comment by Robert Bruce Peddie on July 13, 2012 at 9:34am Thanks. Rather deep. I shall work on it.
Comment by Chuck S. on July 12, 2012 at 1:32pm We use Mark Hinkle's skirmisher rule in WV that 1-3 points is skirmisher target, 4-6 is line target, 7+ is a massed target to keep the stacking down in open terrain. I think you might even consider taking the effectiveness down 1 for each level also. Thus the skirmishers go from a thin semi-elite formation to a massed mob.
We also have tinkered with making a formed unit in covered terrain in open order instead of disordering the formation so it could act like a good unit in covered terrain instead of being a poor quality skirmisher.
We also converted morale to base 10 by adding 4 morale to each unit, thus a 9-10 is class 1, 7-8 class 2, 6 or less class 3. Cavalry charge zone morale is 1-2 hex +3, 3-4 +2, 5-6 +1 effect with open order or disordered formations in clear terrain doubling the morale effects for charge. So a 9 morale skirmisher in a 1-2 hex charge zone is -6 or 3 morale. If the unit is next to a formed unit or covered terrain it uses normal charge zone die roll effects.
Comment by Robert Bruce Peddie on July 12, 2012 at 7:53am Thanks for the responces. I interpret the skirmish rules in such a way that down plays their abilities. Like; You can't add a skirmisher to a militia unit in a hard covered hes to increase it's effectiveness. Also a skirmisher cannot shock attack a formed unit from the flank or rear. Still their ability to stack eleven (fire) helps them alot while in the woods. Still think the cavalry are a bit under rated or I'm just not handling them correct. My next days off I think I will take on WV using N vs. W rules.
Comment by Enrico CS Viglino on July 11, 2012 at 9:27pm I was never a fan of NvW - I just couldn't 'get' the game.
'Course, I had to pick up the TSR (wish it coulda been otherwise) version
of WV anyhow. :P
Comment by Russ Gifford on July 11, 2012 at 8:47pm IIRC - the huge issue was the change in the cavalry in Ney vs. Wellington. But the key is the game still worked well. People have told me the ability to break completely into skirmishers ruined / unbalanced the game for them, but I did not find that to be the case. I greatly enjoyed this game. The tiny added details in this game give the game the flavor of the era.
This is another game I want to revisit, soon!
Comment by Chuck S. on July 11, 2012 at 5:20pm I tinkered with it some, you have to watch out for the differences in it and WV though as there are some things that are very different. Can't recall what though. But I remember reading over the rules after tinkering with the game and saying wow that's different.
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