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.
Spanish and Portuguese Military History,
Wargaming, and other stuff
Fast play rules for the 30 Years War. Can also be used for 80 Years War and English Civil War.
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.
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.
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.
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.
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?
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.
Although Tilly’s Very Bad Day is for the Thirty Years War, I’m thinking of expanding the system into other periods. The Ancients, Medieval, and Gunpowder settings all look suitable. I’ve already experimented in the South American Wars of Independence with Bolivar’s Very Bad Day. I’m looking for inspiration so in this post I explore the attributes assigned to units in Tilly’s Very Bad Day.
Adam and Chris played the seventh game of Populous, Rich and Rebellious, our four player Campaign using Tilly’s Very Bad Day, and set in the English Civil War.
Summary: Although caught by a larger Parliamentarian force, Adam had spectacular victory at the “Real Battle of Turnham Green”. London fell to the Royalists. The campaign cards were critical to the battle with the interventions of John Hurry and Sergeant-Major-General Boy, the ‘Dog-witch’, deciding the outcome.
Jamie and I played the sixth game of Populous, Rich and Rebellious, our four player Campaign using Tilly’s Very Bad Day, and set in the English Civil War.
Summary: Although the Royalists invaded Wales, the Parliamentarians had a larger army on the day and attacked. The “Battle of Colby Moor” was a Royalist victory.
Adam and Chris played the fifth game of Populous, Rich and Rebellious, our four player Campaign using Tilly’s Very Bad Day, and set in the English Civil War.
Summary: After losing a general in the preliminary bombardment, Parliament fought well but could not break the Royalists within the game limit. Royalist victory at the “Battle of Chalgrove Field”.
In Populous, Rich and Rebellious, the first year of the Campaign ends with a “Consolidation Round”. This is the English Civil War and the idea is, after a few battles, every region declares for either King or Parliament. In our campaign the two sides started the consolidation round even, with 3 regions each, but finished with Parliament significantly ahead.
All four of us played the fourth game of Populous, Rich and Rebellious, our Campaign using Tilly’s Very Bad Day, and set in the English Civil War. I was commander-in-chief for the Royalists, with Adam as the dashing cavalry commander. Jamie commanded for Parliament with Chris leading the infantry.
Summary: At the “Battle of Colchester”, in East Anglia, the Royalists smashed Parliament in 3 game turns. For the first time we saw the use of campaign cards on table and they were pivotal, although in a subtle way.
Adam and Chris played the third game of Populous, Rich and Rebellious, our four player Campaign using Tilly’s Very Bad Day, and set in the English Civil War.
Summary: At the “Battle of Stratton”, the Royalists finally won a victory against Parliament.
Chris suggested I overlay the historical battles of the English Civil War on the campaign map for Populous, Rich and Rebellious, our English Civil War Campaign. So I did, although only for the the period covered by the campaign, i.e. the first civil war (1642-1646).
Jamie and I played the second game of Populous, Rich and Rebellious, our four player Campaign using Tilly’s Very Bad Day, and set in the English Civil War.
Summary: At the “Battle of Montgomery”, the defending Parliamentarians (Jamie) defeated the Royalists (Steven) in five game turns.