Sunday, 28 June 2026

First Contact …. Test of Resolve rules.



Test of Resolve are a set of wargame rules for the Wars of the Roses, authored by Tim Couper & David Knight and self published by the same in a 76 page, perfect bound, A4 format.


They use one column text, in a very readable font, with charts done in full colour and the odd coloured photograph / schematic map, dotted throughout.


Their system uses 32 coloured cards to drive the actions taken (note despite cards being used the game is solo friendly, perhaps more so because of it ). For game support, l bought two of their scenario books that cover the main actions from1455 - 1487. There is another scenario book for the Irish battles and minor actions.


For the period, I always turn to the Bosworth battle - it fascinates me, as much for what we don’t know about it and how scenario designers need to squeeze every bit of evidence out of the accounts and still end up with an interpretation rather than a general consensus. This system has an interesting Bosworth scenario that I will likely tackle at a future point, once I am familiar with the system, but reading it gives a clue to the scope of the rules. 


Some headline features in shorthand are; the game can use figures up to 28mm. The gaming table is typically 6x4 for 28mm and obviously smaller for the lower scales. Games are playable in a single session of 1 to less than 3 hours depending upon engagement size. The system relies upon a D12, which drives everything, including movement rates. Bespoke cards direct the player’s actions. The design makes an effort to follow the patterns of the historical tactics and outcomes, while keeping a balance with the elements of fun and replayability.


These last two elements are (I feel) essential to a set of rules for this period as in most cases, both sides had three major formations that just lined up against each other and went at it. That has all the potential of being quite tedious over time and it is not the reason why we paint these little men!  


I met the authors at the recent Phalanx Wargames Show (St. Helens) and they spent a bit of time with me, running through a turn of a demo game that they had brought with them. From that conversation and some of the opening text in the rules, I am left with the impression that while the rules were being designed from the ground up, the function of unit types, particularly archers was given prime importance within the design philosophy.


The fact that as a separate publication they have now done a 100 Years War version points to these being very period specific and it is the case that archer deployment was different between the earlier 100 Years Wars and the later Wars of the Roses (WotR).


When these rules first came out, photographs of tables to my eye, looked like the melee units were in columns and that immediately put me off, as the armies did not fight in columnar style. Anyway that assumed visual put me on a bum steer, this is NOT what the system portrays. There are two types of sub-formation, WIDE and MASS. Wide is basically like a line and is used by archers deployed to shoot. Mass, is simply mass, it is a body of melee troops that gets stuck in and packs a punch. 


The rules have bases side by side to represent ‘wide’ and behind each other for ‘mass’, the consequence being that this can look like column, the other consequence (positive) is that it reduces the width of the melee troop units, which is helpful to table space ….. and of course actually looks like a mass! 


Anyway, it is interesting that now as I understand this, to my eye, they now look like bodies of melee troops, rather than columns … also helped by the fact that my bases are 80mm wide rather than the recommended 60mm.   


Archers generally start out in the front of the battle line as expected, but their existence there can be short lived. The systems bends into the idea that archers either quickly ran out of arrows or due to the proximity of enemy melee troops, fell back into the rear. Once so placed, they adopt a new role of going into the mass formation and becoming a sort of light melee troop that supports the heavy melee troops.


I had a view that the archers once dispersed / used, would at best form into small knots and ‘snipe’ with arrows from the gaps between melee troop formations, or dash out to dispatch fallen enemy and then retire back, but more likely, just keep out of the way. I have never thought of them as ‘melee’ troops, despite being sword armed, being far too valuable to become involved in hard hand-to-hand fighting with melee types (of course I may be totally wrong and I have a lot of faith in the research of the authors), so it will be interesting, to me at least, to see how this all plays out.


At the demo, I was also surprised to see that archery was not quite as effective as I thought it might be. It seems to be a design ‘given’ that the archers did their thing, which wasn’t very impactive and then they gave way to the ‘real’ close up fighting. Again, we shall see how this works out in practice.


I just mention all of this because I am very enthusiastic about what is in the rules, but to fully embrace them as my go to set, I may have to shift some of my own (likely wrong!) pre-conceptions.


Finally, the cards - There are 16 red cards (Lancastrian) and 16 white cards (Yorkist). Solo players do not sigh, despite cards (which I usually dislike with a passion), this is a very solo friendly system and in fact the cards help deliver a better solo experience and indeed narrative.





They are fully shuffled and form a single deck. In each sub phase, the cards are drawn one at a time until the sequence of drawn cards is interrupted by a card of the other players colour. So, say the first card is red, the second card is red, the third card is red, but next on the draw deck is a white card, at that point the drawing of cards would stop. The red player (Lancastrian) would then reveal each of their three dealt cards one at a time acting upon them as they are flipped over. 


Once done, the draw sequence happens again, of course we know the first card is white, but perhaps the next card is red, again halting the draw sequence, so the white player (Yorkist) acts on their one and only card and then the draw sequence starts again, the first card will be red and so on.


This single part of the game engine brings a lot of dynamism to that problem of two sides just lined up against each other.


Organisation - typically each side has 3 major formations which are typically called battles or wards (vanward, mainward and rearward), each of these consists of various units called companies (though I can’t help myself, wrongly probably, thinking of them as contingents).


Anyway, let’s try something out on the table before you fall asleep!


In the rule book there is a demo scenario. This is the scenario without terrain distraction that they had out at the Phalanx show and it basically involves one small ‘ward’ per side, each with 5 companies of troops. Rather than do a blow by blow account of this playing out, I will give an overview that just hits some notable aspects of the system.





These are mirror forces, both sides have 1 x Household unit, 2 x Retinue (melee) units, 2 x Archers. Importantly, between them, these units (companies) build a pot of 11 Battle Morale Points. That is the ‘battle’ or the ‘main’, whatever you prefer to call it, now has 11 morale points, each loss against one of the constituent companies will also reduce this battle pot down by 1. So as individual units takes losses, the entire battle / ward also degrades.





There are some cards such as event cards, which we don’t need, so they leave our pack now (the Bosworth scenario makes good use of events - looking forward to that). I have sleeved the cards for future protection, so the camera will be picking up some reflections.





Above - the first card played from the deck is a Yorkist card (white), but the next card in the draw pile is a Lancastrian card (red), so the Yorkists stop drawing and in this current activation have just one card - it is flipped to reveal MOVE & MELEE 1 Battle.





The Yorkist roll a D12 for movement (=10), so each of the companies can move up to 10” if they wish. Everything moves forward the full 10”. This still ensures that the archers do not move within the 9” Stand-off Distance, that bow must recognise. None of the units make contact with an enemy, so there are no melee actions to resolve.





Soon the Yorkists flip a card called MISSILE SUPPLY. Now you will either like this or you won’t. On this card, each archer company that IS within arrow range or HAS BEEN within arrow range of an enemy, tests to see whether they have run out of arrows. On a D12 a 1 - 4 is an out of missiles result and the archer unit concerned must seek safety (it is simply lifted and placed at the rear of the battle, behind the melee troops to support them).


So our Yorkist archers find themselves testing when they haven’t had a chance to actually shoot and cause harm. The narrative is that the archers have been in position for long enough, that they have actually been shooting without effect, expending all of their arrows.


My experience with other rules causes me a moment of reflection here, but as I think about what is going on within the whole system, this does fit in with that ‘overview’ of battle that the rules are trying to achieve and I am increasingly comfortable with it … it is part of letting go of over management of the battle.


Both the archer units pass their test.


The Lancastrians get a couple of ‘Fire’ cards and their bow units inflict two hits on the Yorkist archers, which I mark with small dice to show their drop in resolve (hits). Of note these two hits also take two of the Battle Morale ‘coins’ from the Yorkist pool and they drop from 11 to 9 Battle Morale Points - so the Battle itself degrades as well as its companies.


The Yorkists draw a Move & Melee card, but have no use for it, so they discard it.


The Lancastrians get an END OF TURN card, when the other end of turn card is drawn, the turn will end and the pack is reshuffled.





Above - This is a dubious thing to do at this stage of the battle, but on the Yorkists drawing a MOVE & MELEE card, I decide to move the right hand melee retinue out to the right and have it advance forwards, so that it now has the archer unit immediately to its left. The archer units is less than 2” away, so the melee company counts as NOT being isolated. The D10 gave 10” of movement. I ‘shuffled’ the unit 1 base wide sideways for 3” of movement allowance and with the remaining 7” they moved forwards.


The second END OF TURN card is turned. I note there are still 4 Lancastrian cards left in the draw deck, so this means that the Lancastrians have potentially had 4 less opportunities in this turn ….. though of course one of those cards was their MISSILE SUPPLY card, so they have at least been spared that potential fly in the ointment!


The Yorkist archer company on their right has taken 3 hits from enemy arrows. These units have a Resolve value of 3, so the unit is simply removed from play. This has a significant knock-on effect as that melee company that was advancing past them, now does not have a friend within 2” and so is isolated (a -2 modifier in melee, which is bad).


The Yorkists then get a MOVE & MELEE card and that isolated unit moves (advances) into contact with the front of an Lancastrian melee company and a melee is immediately resolved.





Above - both sides roll a D12 (red Lancastrian). Neither side has any losses so far. The Yorkists roll 10, -2 for being isolated, +1 for initial shock gives a final result of 9. The Lancastrians do not have any modifiers so their score remains 5. The difference is taken, so the Lancastrians lose by 4.


In the results, a unit that loses by 2 to 5 must take one loss and take a Resolve Test to see whether they ‘Turn Tail’. They are marked with 1 loss and pass their Resolve Test. Note the Lancastrian Battle Morale also drops by one (a green coin is removed).


This result means another round of melee must be immediately played between these two units ….. and then another, at which point they get a draw result, so for now that melee ends and units stay in place. It will re-start the next time either side gets a melee card.


The Yorkists get their biggest run of cards to date …. Five! (See this as potentially gaining the initiative) The cards are all face down. The first is flipped to reveal a MOVE & MELEE card.





Over the next few actions, the Yorkists are able to get all three of their melee companies up over on the centre right, this has the potential to punch hard, the Lancastrians have been caught out, their own melee troops by contrast are still in their relative starting spots!


A crisis point has developed. The Yorkists only have 3 Battle Morale Points in their pool, so while they have a good assault going, they are brittle. The 2nd END CARD is drawn and only 8 cards have been drawn!


I am expecting the Yorkist melee company facing the Lancastrian archers to burst through them ….. but instead, the Yorkist suffer a loss (passing their Resolve Test) and then fighting on to another melee round, they roll a 2 and the archers roll 11, that is a big swing and the melee retinue taking 3 more losses, removing them from play - yes, the defending archers took out the attacking melee troops, so things cannot be taken for granted in this system.


[edit 1 - a reader (thank you) has advised that the contacted archers should have taken an involuntary Withdrawal Test. I have just done that now (rolled 7) so they would have withdrawn towards the safety of the rear of their nearest friendly melee company]


Also this takes the Yorkist Battle Morale Pool below zero. They must test to see if the whole battle is removed from play (dispersed) ….. they pass.


At this stage the Yorkists are clearly on the ropes with only 2 units left. I suppose one could call the game, but I wanted to see how it played out.


The Yorkists luckily gained some movement opportunities and bit by bit they withdrew, putting a bigger space between themselves and their pursuers, eventually leaving the table. The result is still a complete Lancastrian victory, but in a campaign setting, having some survivors would matter and there was a fun element to playing the escape out.


Conclusions (if you are still reading this :-) ).


I really enjoyed that. Having regard for this being a first game after reading a new innovative set of rules, it went well. Internally the rulebook is quite well signposted (but misses an index) and once you start replaying the same process over and over, then even in a short game like this, by the end of play much of the core system is embedded to memory.


I will now do a full re-read of the rules to better appreciate them and no doubt pick up on some additional nuances and see some playing mistakes pop out!


Did it deliver Wars of the Roses? I felt it did. I like the rule about isolation, it encourages Battles to stay grouped. This reflects the warfare of the period, but perhaps (and naturally) less so for the small scale affairs that I run at my Piggy Longton Imaginations games, sort of big skirmish - we shall see.


New systems pretty much need playing several times before coming to any real conclusions, so next up I will try a few of the smallest scenarios, but at this stage my liking is high. 


I felt that there was a slight emphasis by the designers that archers were more about an opening sequence, that their impact wasn’t that notable and the inevitable course of action was to get to the hand-to-hand bit of fighting with melee troops and so things are geared up to that route. Even the firepower of bows seems a little tame, but that might be good, in that they don’t become too decisive.


All of this is probably right and it may be other rules that I have played that over emphasises archery. I recall an argument that since both sides had plenty of archers that they tended to cancel each other out rather than being decisive for one side and that may be a sentiment that underpins these rules. 


Surprisingly, after my first game, 3 of the 4 archer companies were still in ‘wide’ formation and able to shoot. I have always seen archers as having a worth that excepted them from a melee role. I shall dig out a couple of my Towton books and do a bit of re-evaluation of the archer (I suspect the rule authors will have it about right)!


[edit 2 - as per earlier edit, the left Lancastrian archer company should have gone into involuntary withdrawal when the enemy melee company made contact].


The D12 does bring swings as evidenced in that last bit of melee between archers and Household, with the respective rolls of 11 and 2! There is no rhyme nor reason why one side or the other should spectacularly out-roll the other side, though there are modifiers to  reflect advantages, plus on the results table final results fall into a wider grouping such as lose by 2-5 or lose by 6-9, so the granularity of the final result is softened somewhat by that spread. It is though another area where dynamism of system keeps the game interesting and fluid and it is another area of the rules that I think works.


The imagined ‘look’ of columns for the melee troops disappears as one gets used to seeing in terms of ‘mass’ and ‘wide’ companies. To help my collection spread across some of the bigger battles, until I own more bases, I might have mass just represented by a single base (for me that would be 80mm x 60) and wide can have two bases to show that line effect (wide). The rules suggest 60mm bases and while I don’t think I really want to go there, re-basing down to 60mm could bring some benefits. I think that I will make a couple of 60’s up before I start doing anything too drastic!


Edit 3 - I am giving serious thought to rebasing the melee troops onto 80 x 80 bases and using them as single companies with a few 80 x 40 bases for when mass needs to change to wide formation (for example to man linear defences).


Many (many) years ago, I self published a rather poorly written booklet that included a set of rules to fight Bosworth. A major principle was that each of the major formations (Battles) on each side also took losses as their component contingents took hits, resulting in a grinding down of the Battle’s morale and resilience, making them less effective and more subject to retreating. Recently I have been re-visiting those rules and keeping that important element. The Test of Resolve rules do much the same thing (though better) and I think it was this that first endeared me to the rules most of all. 


In all of my games, I like things like Event Tables to bring specific history to a scenario and I like a bit of chaos that removes the players total control across the table. A commander might set ‘this unit’ on ‘that unit’ and have this unit move ‘there’ or directed to capture the bridge, but beyond that, influencing the outcome would be much less certain and perhaps a commanders view more often than not, once things got going, was simply that ‘we seem to be doing okay over there!’ This sort of thing is in the nature of these rules and the D12 is part of that.


I looked at the narrative of todays game and pretty much liked the flow and direction of play. I suddenly found the three Yorkist melee companies bunched together ready to strike the Lancastrians hard, while the Lancastrians were poorly placed to receive it. Despite playing solo, the card play meant that this game was dynamic enough that the situation suddenly crept up on me, without my all seeing eye starting to prepare the Lancastrian melee troops to better receive that attack etc ….. that sort of control had been wrested from my grip by the card directed actions.


This fell from the Yorkist turning over a Move & Melee card and getting some good movement out of it. The next card the Yorkist immediately turned was also a Move & Melee card. Collectively these two cards falling in succession allowed the Yorkists to do some decent manoeuvring whilst the Lancastrians could only watch. 


It is this very sort of thing that breaks up that problem of a 3 block army facing another 3 block army to give an interesting game and avoiding a simple head on grind.


Overall I enjoyed the initial contact with the rules and am looking forward to doing more with them ….. even the painting brush is eyeing up a new base or two. In those areas that I raise an eyebrow, I am content to believe that the author’s research and knowledge is enough that it casts some of my pre-conceptions and assumptions into doubt and I am happy to go with the rules as written.


I have a sort of mantra that designers generally have a design philosophy to model a subject they are very familiar with. Typically they will have invested hundreds of hours into a design and there will be a cohesive whole to it, which includes the maths under the bonnet working in harmony with everything else - start messing with parts of that and unseen consequences can pop up all over the place, so I prefer to use rules as written …. or just move on to the next thing, hoping that one day, someone eventually produces the perfect rules that fit in with my world view of things :-)


Complexity - Medium. The first read of the rulebook can leave you feeling things are mostly generally grasped, but not fully. Follow this up with a small knock-about game and get some of those processes embedded and the rules then sit at the easier end of medium complexity. I found it fairly easy to move around the rules to find things and the play aids are good. The process themselves are not difficult and I find the number of modifiers easy to hold in memory.

  

Size - With 28mm figures and looking at the scenario books and allowing a D12 to represent inches, a 6x4 table seems to be in the authors mind as a point to base the publication on - but there is good flexibility and all of those values can be tweaked, with smaller scales certainly bringing table size down.

 

Solitaire - I played today’s session solo and didn’t come across any hurdles to that. The player is playing card draw by card draw, with play flipping back and forth between sides  and reacting spontaneously to that, rather than sub-consciously having one side taking counter-measures against every threat (known to the all seeing player) emerging from the other. In that regard, the cards enhance solo play. We do not have buckets of dice and tons of maths, so one player can easily manage the workings of both sides.

 

Time - The rule blurb says 1 hour to under 3 hours depending upon scenario i.e. a single gaming session. My small example of play (while learning and taking notes and pictures) gives me no grounds to doubt that.


Resource Section.


My sister webspace ‘COMMANDERS’  showcases the various figure and boardgame systems that I am enjoying and gives a flavour of where current projects are up to. Link.


https://commanders.simdif.com/dear_diary.html


There is a website for Test of Resolve - link

testofresolve.com

 

35 comments:

  1. Great review Norm and sounds like an interesting game with lots of solo potential. I only have a hazy knowledge of the period so can add nothing in that regard but it sounds as if it gives a reasonable approximation of the battles fought historically.

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    1. Thanks Ben, I have started my second reading of the rules and after playing, I am picking bits up that I missed and have to say that I am enjoying the rules even more.

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  2. Super review Norm really enjoyed it. I like the idea that it is well suited to solo play always a plus for me! I don't do medieval wargaming but always have a hankering to try, this maybe a rule set to get me going!!

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  3. Thanks Donnie, now that I have laid down a ‘foundation’ type post, I can turn to some of the scenarios, which I will cover here, so there may be more temptation for you :-) The system is very solo player friendly and I imagine the cards idea could be inserted into some other game systems by the solo player. I suppose games like Black Powder is ding something similar on a more superficial level with its die roll for activations and the number of movements a unit can take.

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  4. A very good intro to the rules there, they certainly have some intriguing mechanisms that do seem to reflect our perceived interpretation of the warfare of the period notwithstanding the question of the role and effect of the longbow. I look forward to seeing how your journey with them progresses, if I played WotR I would almost certainly give them a try based on your post.

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    1. Hi Phil, you would find them interesting in a compare and contrast as to how cards are used say compared to Soldiers of Napoleon. With the two scenario books, I have a lot of material to give these a broad test. Time will tell, as always.

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  5. That is a very good and pretty comprehensive overview of the game to get a feel of how it plays, but without getting bogged down in too much detail. There is a lot to interest the gamer for sure, with the mechanics being very good for solo play and they certainly seem to capture the feel of the period, given how little we actually know about how the battles were fought etc. Looking forward to reading more on these in due course.

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  6. Hi Steve, I nearly stopped the post half way through as I was getting drawn in deeper detail (plus recent Blogger issues have been discouraging as per your post). This post is close on 4000 words and I have resolved to stop posting such long efforts, but it took on its own life and I thought the subject worthy and I am excited enough to throw some time at it. I am of course grateful to those readers who also throw some time at it :-).

    The system is a good contender for solo play and I really do like that the rules are making re-think my own attitude on how the period should be gamed.

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  7. Thanks for the comprehensive review , they look an intreguing set of rules .

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  8. Good Morning, thanks for dropping by. The more I look at the rules, the more that the cohesive whole and the conviction of the authors comes through.

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  9. Thoroughly enjoyed that. Amused by your comment about “if you’re still reading this!” - my head went up and down like one of those dogs on the back shelf of cars.
    So much to appreciate and to think about both in terms of narrative action and evaluation of rules and their historical feel.
    A good face to face outing seems a very good next step…hint, hint.

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    1. Hi Mike, I’m afraid I got rather drawn in to the writing and the post got longer than intended. You need to get some figures painted!

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  10. Norm, your (comprehensive as others have noted!) overview and play-through really bring a lot of the authors' design choices and game philosophy to the fore. Having only played the rules one time (or maybe twice?), you bring up some subtleties in the design that were not fully appreciated in my limited exposure. The rules seem to point toward a focus on managing uncertainty at the Battle level rather than a combat model with an emphasis on simulation. Your mass vs wide observation brings up another good point. That is, this visualization is more about implied troop density than it is about actual observed deployment and if it helps fit armies into a limited space so much the better. In repeated trials, the use of outcome bands does tend to soften the effects of using a D12.

    Great piece, Norm, despite the length!

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  11. Thanks Jon, I hope that it forms the foundation post for anything that follows. Good to hear you confirm that outcome bands soften the D12.

    I am already at the ‘work bench’ converting a 80x60 melee base to a 80x80 base, with a couple of extra figures added. This will be to see whether re-basing can be justified. The square may deal a death to the columnar thing, it’s intent is to allow one melee base instead of needing 2, so allowing the collection to go further. It does lose the linear look per base that I wanted when I went with 80 x 60 …… though that was several sets of rules ago :-). More to come for sure.

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    1. I am in the midst of rebasing my WotR collection but for different reasons!

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  12. Excellent post Norm - superbly detailed. I love the hand of cards mechanism and the switch of initiative (I have learned to love systems like this with FoB), but a lot of subtlety in there.
    Nuances like the 'arrow ammo' mechanism, I like.
    You have me intrigued to look into these rules.

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  13. Thanks Darren …. Yes, a FoB fan would feel right at home here. I like the idea of being able to put an event card into the deck and attribute an event of your own choosing to that card.

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  14. Great reveiw Norm, Lee has thecrules, we played a gane quite a whole ago but they seemed to work out very well.

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  15. Hi Ray, someone else told me the same, so that holds good promise. I seem to remember Lee doing a video on them, so will check his lists.

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  16. A really good and thoughtful review, Norm. I was at the same games as Ray. They were enjoyable games. I seem to remember Lee leaving the missile troops running out of arrows card out of the pack for the first couple of turns or until after a unit had actually shot at the enemy.

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  17. Hi Richard, i have just pulled two books about Towton down from the shelves to get a better idea of how archers were used on the battlefield. Now that the game has ‘opened my mind’ to various possibilities, I’m sure that I will get more from the text than I might otherwise have done. It is all rather fascinating.

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  18. EDIT - Got the demo scenario back onto the table and had another go with the Test of resolve rules.Things were much more second nature, so play was a little slicker.On the left (from the Yorkist perspective), the Yorkist archers went out of arrows and retired to behind their melee troops. Expose to a arrow fire, the Yorkist Melee units left and centre advanced to contact, forcing the opposing archers to retire to being their melee troops and then there was a lrage on ongoing melee between the melee troops.By contrast on the Yorkist right, their archers stayed on the field, looking for shooting opportunites, but by pure chance the Yorkist Fire cards must have been concentrated to the lower half of the card deck and before they were reached the two End Turn cards were played.So the narrative by this time was hectic activity on the left, but quieter on the right. I liked the way that the cards delivered this narrative and from a solo player persepctive, it was helpful to have this story made out for me, as left to my own devices, both sides of the field would likely have likely have had the same level of activity and each force would have definitely operated in full unison - that level of control removed from the player is enjoyable.What to do about basing is occupying my thought, but I don't want to rush in to a wrong decision. I had thought that the melee bases needed adjustment, but actually, the pressure on the collection is being placed on the archers as they do need two bases per company to represent the WIDE formation.I either need to paint a lot more archers and / or reduce the number of figures on my current bases to make them go further.

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    1. I do like the part about the narrative for the solo player and how we might go about a normal game with both sides doing very similar things. I know I would, so having something to break things up etc and drive the narrative in a different direction is what I'm really looking forward to:).

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  19. Hi Steve, exactly so. While I was playing, I was looking at that right wing with some despair, it just wasn’t behaving itself :-) Multiply that by what might be happening in other parts of the battlefield (i.e. the other two battles / wards) and play should be able to offer some good variation.

    Much mileage to explore I think.

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  20. Very interesting to read about your take on these rules which seem to deal with the 3 battle line up quite nicely. As I was reading I was wondering what you thought of the card mechanism, I seem to remember that cards were not necessarily your go to rule mechanism.

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  21. Hi Peter, I have a general dislike of card play. I don’t like hands of cards, where players are grubbing around for cards to play against the other player in ‘gotcha’ style. It often has little relation ship to what is going on in the game and undermines the work and good judgement of the other player. Also it is very solo unfriendly to have to manage two hands of cards.

    By contrast here, cards are drawn / revealed one at a time and rather than ‘attacking’ the other player, those cards just drive what your own force can do.

    This is VERY solo friendly. I think you also have to see things in a different way, so you haven’t draw a fire card for your missile troops on what feels a while. That doesn’t mean they are not doing anything, perhaps they are loosing arrows, but just not being very effective. I think all sorts of things are going on at once, its just that the player is not in total control …. Very Good 👌

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  22. Interesting and thorough run through the rules, it sounds right from what Ive read about the impact and role of archers in the wotr too. The cards sound interesting too, the valour and fortitude card use might be thought to be a bit gotcha but add a nice unexpected element I find?
    Best Iain

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  23. Hi Iain, I think V&F card play could be dampened down a bit if when a card is drawn, it has to be played at some point throughout the turn or lost, rather than being allowed to build up a hand, though most seem enjoy it 'as is'.

    From what I understand, the card play in Test of Resolve is akin to that in Field of Battle (Piquet).

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  24. David Knight here - would it be OK to link your blog posts to the Test of Resolve FaceBook page?

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  25. Hi Dave, Please do. I am not a FB user, so rely on others to do that sort of thing. Cheers

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  26. Very comprehensive and fair review of the rules. You’ve clearly picked up on the design intent of the authors and identified a lot of the elements which make the rules very suitable for solo play.

    On basing I wouldn’t rush to rebase as it isn’t necessary. I shared your initial reaction to the visual effect of the melee troops when play testing the rules with the authors who were using their existing troops based for DBA. My solution was to use 80x60mm trays for my Mass troops which are based on 40x30mm bases. These work perfectly well with the rules. For archers in Wide formation I use 3 of my 40x30mm bases which suits my collection. Just go with what looks and feels right for you would be my advice.

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  27. Hi John, thanks for dropping by. After thinking about re-basing, I have gone with the following, which I think broadly accords with your own view.

    For melee, I am leaving things as they are. My units are based 80 x 60, so I will just use one unit instead of 2 (one behind the other).

    My archers are also based on 80mm bases and I think I need two, but this blows out my current collection ..... so, I am taking 1 old archer base with 7 - 9 figures on it and re-basing to 2 x 80mm bases, typically adding 1 - 3 newly painted figures as a 10 man unit in total. I have done an example and I like the spread out look a bit better anyway. It won't take long for me to cover most of what the scenario books offer.

    I would normally see re-basing as a thing to avoid at all costs, but I am quite taken by the T&R rules and regardless, I think it will help the collection.

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    1. Hi Norm, That’s sounds like a sensible plan with your archers. In the meantime you could try slipping a double size piece of card under one of your existing archer bases to denote when it’s in Wide formation. Not as pretty but it should work.

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  28. Hi John, yesterday I sat down and went through the two scenario books that I have, to work out how big the collection would need to be to play every scenario, so I now know where I am at in that regard and already I can do most with a bit of 'proxying', together with the use of the odd blank base or so, which I am fine with, plus I am growing my stash of glued up Perry plastics to thrown them in the painting queue and again, I am fine with dragging unpainted figures onto stands to help in getting games to the table.

    These days, for newish projects, I just think you need to get games in as early as possible to retain the motivation to get more painted, plus it helps work out what rules and basing systems you want to settle on and gets you better aquatinted with a rule set of choice.

    I must go through the scenarios again, as I didn't find one that had crossbowmen, yet crossbow are in the system ...... and they are presently on my painting sticks. I would in any case be inclined to use them in the Bosworth scenario in association with the pike (short spear).

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