Saturday, 26 May 2018

Two Flags - One Nation Version May 2018

These hex based rules have been back on the table recently with the ‘Battle for Ball’s Ford’ scenario (as blogged a few weeks ago) and this caused me to have a re-look as to how some things were working for the good or bad. 

I like the general thrust and intention of the rules, but they continued to feel a little awkward in places and an ultimate goal of more fully merging my ACW and Napoleonic sets had become somewhat mired.

Several small adjustments have been made, but five changes are actually fairly significant.

In brief they are; the Game Clock has gone, the Post Close Combat Results Table has gone, units do not make a post Close Combat Capability Test, The Retreat and Rout Phases have been combined  into one phase and when defenders being charged take their Capability Test and pass, they are presented with options other than just firing. This last point will have greater use in the Napoleonic set as it will be the mechanic for determining whether units make it into square etc.

Anyway, the changes have meant that the design notes have needed to be modified and they are presented in full here for a deeper explanation of the system.

Please use the ‘read more’ table for the rest of this post.

Wednesday, 16 May 2018

Prepping for a big Lock 'n Load game

Lock ‘n Load Tactical has not graced the gaming table since January and I want to get the Dark July module (Kursk ‘43) onto the table soon, so this week I have had another read through of the rules (version 4.1) and set up a couple of the scenarios from the Heroes of Normandy module that include vehicles, to get familiar with things again.
Scenario graphic

This is a WWII tactical game with hexes representing 50 metres and counters representing squads, individual vehicles and individual support weapons.

This post is just something of a musing about the system, showing its great narrative character by way of an AAR.

Please use the ‘read more’ tab for the rest of this post

Saturday, 5 May 2018

Hexing Ball's Ford (ACW regimental battle)

Having just played this unusual scenario on an open table with the Black Powder rules, I am taking an opportunity to translate it across to a hexed table top and replay the game with my own hex based Two Flags - One Nation rules.

Again, we can get our action into a 4’ x 3’ space. The first thing to do was to tweak the scenario to fit the different rules and it was really interesting to see how the emphasis of each set of rules changed the subtleties of the game.