Gunnery Sargent Rock (Bruce Stewart) played my 2 Companies a Side – A Generic Crossfire Scenario with his mate Steve Holroyd and kindly sent through an after action report. Most of the words are Bruce’s with some comments from me. Crossfire of course.
Wargaming
Wargaming and Military History are the interests I pour most of my spare time into. This section concentrates on the wargaming rules I’m interested in. I’ve got quite a lot on running wargaming campaigns. I’ve also got sub-categories on: Crossfire, DBx (including DBA and HOTT), Twilight of the Sun King, Engle Matrix Games, Megablitz, Liberators QPR, Field of Glory. All other rules are lumped together.
Musing on resolve – recent tweaks rejected
Well, that has been a miserable failure. I’ve been musing on the resolve rules in Tilly’s Very Bad Day. Thinking up possible tweaks and extensions. Taking a good rule and making it better – or so I thought. This got an interesting conversation going, but I did not get universal endorsement for my suggestions. Quite the reverse. People like the resolve rules as they are. It is time to put that thread to rest and I thought I’d summarise where I’ve got to and why.
Musing on resolve – commander rally at a distance
Commander rally is a key element of the morale rules in Tilly’s Very Bad Day. To rally a unit the commander has to attach to the unit. Should I soften this and allow rallying at a distance?
Musing on resolve – unit rally
Continuing my musing on the resolve mechanism in Tilly’s Very Bad Day, I’m wondering if there is one thing missing … the ability for a unit to self rally.
This is one of a series of posts musing on resolve in Tilly’s Very Bad Day.
Musing on resolve – strengthen before weaken during the morale phase
We really like the morale rules in Tilly’s Very Bad Day, with both positive and negative events affecting a unit’s resolve. But I’ve been wondering whether I should shuffle the steps around in the sequence of play for the morale phase. This would mean we strengthen resolve before we weaken resolve, making units slightly more resilient. I explore three options: (1) current rules; (2) heal before harm; (3) unit morale.
This is one of a series of posts musing on resolve in Tilly’s Very Bad Day.
Musing on resolve – horse and pike+shot in difficult terrain
We really like the resolve mechanism in Tilly’s Very Bad Day. Bundling all morale factors into one number and using that to simulate combat, reaction to the result of combat, and a commander’s ability to rally. We think it one of the things that makes Tilly’s Very Bad Day unique. So I wondered how to take it further. One possibility is to weaken resolve when moving in disrupting terrain.
Musing on distance distortion in Tilly’s Very Bad Day
A couple of people have commented on the seemingly distorted distances in Tilly’s Very Bad Day with ranges being overly generous compared to unit frontages. I thought I’d respond. The truth is, I deliberately distorted the distances to enhance game play and they’re actually not as wrong as folk seem to think.
This post is part of my musing on Tilly’s Very Bad Day.
Musing on Tilly Units of Measure (TUM) in Tilly’s Very Bad Day
As I think about possible changes for a Tilly’s Very Bad Day 2.1, and continue my design of Deep Battle, I’m revisiting my decision to use Tilly Units of Measure (TUM). Should I have gone with Base Widths instead?
Deep Battle Design Notes 7 – Ground Scale
I do a lot of my game design in my head. Wrestling with how things will work / play / look. But with some things it helps to write down the challenges I’m facing. Here is my latest design quandary. With my Musing on Free Form and Area Movement and my subsequent thinking about big base sabots, I’m back to thinking about ground scale in Deep Battle, my draft rules for Operational level wargaming. Should I go for a tight fit, regular or loose? WARNING: This is a very abstract discussion; do not read if ground scales either terrify or bore you.
Steven’s growing collection of wrecks
I have a growing junk yard comprising nicely painted, but wrecked, vehicles. Nominally these are potential objectives for Crossfire, but I’ve only ever used one wreck. That was the Fieseler Fi 156 Storch for Papa Eicke. The rest of my junk yard are, well, waiting for inspiration for a Crossfire Scenario. These are all 15mm scale.
1643 Game 8 – Lower Thames Valley – English Civil War Campaign
We had a full house for the eighth game of Populous, Rich and Rebellious our four player Campaign using Tilly’s Very Bad Day, and set in the English Civil War.
Summary: In the “Battle of Romford”, the Royalists successfully defended London against a Parliamentary army approaching from the north-east.
Musing on Terrain Density in Crossfire
One of the Frequently Asked Questions (FAQ) for Crossfire is Are real terrain features represented 1:1 on the table? The answer is “no”. A single real-world terrain feature can be presented by more than one Crossfire terrain feature (e.g. woods) or several real-world features can be grouped together as one on the table (e.g. buildings). In this post I explore that answer a bit more at least for woods, fields, hills and rough ground.
How big are Crossfire Terrain features
Sometimes people ask, how big should my Crossfire terrain be? It is really up to you. For myself, I started Crossfire using whatever terrain I had, but over the years I have standardised on the sizes. This is to make it easier to Draw Maps for Crossfire Scenarios. Check out the various Crossfire terrain type if you don’t recognise some of those I mention.
Ground Scale in Crossfire with Maps
In my previous post on Ground Scale in Crossfire I concluded that anything 1:300 to 1:1700 is defensible, but my own preference is 1:1000. I’ve taken that further and compared my preference with the extremes. What do 1:300, 1:1000, and 1:1700 look like on table.