Sunday 15 September 2024

AWI New Rules Playtest

We have been enjoying Live Free or Die, but had a few bits we were not so pleased with and Steve wanted to try something else, he has been working on a set of his own rules, incorporating what we like best from other sets whilst also adding some new ideas.

Chris C and I would have 3 small brigades of troops each to test the rules out.

Each Brigade tests for initiative at the start of the game with the roll of a D10 determining who has initiative, this can be passed to a player with a lower roll if the highest initiative player wishes to go later in the turn.

Not knowing what order you will go in adds a distinct level of uncertainty. This is added to by the requirement to roll for troops to complete actions. Each unit has 4 actions, with moving, firing and re-loading in there along with manouvreing. As you start you first roll to see if you get one extra or one less action for each brigade (1 or 2 down to 3 actions, 5 or 6 up to 5 actions). To load, fire or move straight forward a roll of a 2 is sufficient, but to wheel or oblique for instance a roll of a 4 is required. This can amended based on the trainign of your troops.
We fire with one dice per base, so a unit of 3 bases of skirmishers is pretty useful especially as you are needing 5's to hit them at effective range or 6's in cover. Morale is taken each time a unit loses a base. Most units require 4 casualties for base removal but top class troops need 5 casualties making them that bit more robust.
Chris has 2 units of Hessians on his right  along with a small brigade with lots of skirmishers and Tarlatons Legion.
Then 3 regiments of British regulars on his left.
The Hessians unleash a volley with Chris rolling 5 sixes out of 8 dice! Thats a base straight off and immediate morale test for my Continentals. They pass but its not a great start.
A firefight with the British line causes 50% casualties with one of my C class Continental units, there are morale modifiers for 25% and 50% casualties and not surprisingly we fail, fleeing 24 inches and disordered.
Lees Legion are one of the better units so get class B but are in a tricky spot with the Hessians to one side supported by a cloud of skirmishers. The British lights are on of the few units that class A. 
My right flank have taken some getting going and the British brigade here, having all but destroyed one battalion are swinging into my centre to cause more havoc.
On the left flank the Continentals facing the Hessian Grenadiers have also been broken leaving Lees Legion all but surrounded.
However the Hessians have taken casualties going in and are in turn driven back by fire from the Americans.
Tarlatons Legion have taken a lot of casualties from Lees, but keep coming with supporting troops on both of their flanks.
Lees Legion have done OK but are looking very exposed now with double the number of Kings troops facing them.
In the centre my Continental battalion that was pushed back is now moving back up but unlikely to influence the outcome.
The very badly damaged Continental unit to the right of centre reforms but is hardly likely to influence the outcome now either.
In the centre my Continentals supported by rifles and a light gun play havoc with the leading battalion of redcoats. Eventually combined firepower is too mcuh and the British are pushed back disordered.
Good for the Americans but too little too late now I think.
On my left we have the odd occurance of two irregular skirmish units in melee, whilst the American rifles see of the Loyalist Milita it has kept them from putting more pressure on the formed units.
At the end of the nights gaming the British have the edge in the fight and whilst there is still a game in it we declare the British winners.

A great first attempt for these rules, really enjoyed it with enough familiar aspects to be easy to pick up.

Another game soon, thanks for stopping by.

7 comments:

  1. Great looking game, very nice table and miniatures on show. Glad the rules work well Roger and even better is they work well right form the start, look forward to seeing the next game.

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  2. Those rules sound like they have some nice mechanisms to keep things a bit unpredictable Roger - unfortunate for you the Rebels got a bit of a pasting but the table and figures all look superb.

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  3. Loving this new rule set... especially the importance of command points for certain activity versus other activity... simplicity of needing 5 DMZ's to take a stand and rolling D6's for each stand in a unit and needing 5's or 6's ... keeps everything simple. Also that DMZ's can be taken off by a leader or getting out of range.

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