Friday, 11 February 2022

Poleaxed Rulestest

 


#4 in this series of 7 or so  medieval rules play-throughs.


Presentation

52pp "old skool" blank and white A5 booklet, no pics or diagrams, 2pp QRS. That said really nicely laid out, very clear, all the best bits of "old skool".

Set-Up

Battle of Barnet again, and again with the off-table map movement, which gave a different "starting" position for the combat.

This time the Battles stayed almost in line with the Vans making first contact, but then the Lancastrian Main bumped into the Yorkist Rear and mistook them for friends, and then the Lancastrian Rear arrived on the flank of the Yorkist Rear.




How It Played

Apologies, memory pretty hazy again. Think the Yorkists lost again.


Rules Impression

A lot better set which obviously stands the test of time. Really nice command system. Each commander has a rating (which is constant) in terms of how aggressive they are, and any order change is rolled against that with a chance that the order gets more or less aggressive. Very neat and well worth stealing. Troop classifications are almost DBA like. Movement is N x Average Dice so variable (nice). Missile Fire uses the "guaranteed N, but N+1 on a good roll" model - so no result too wild. Damage is based on Damage Point per unit, which are also related to number of ranks (as are some other results) so trying to mentally apply to my figures which aren't really rank based was fun. Melee uses a classic Figs vs Factor table. Morale and control is again moderated by leader aggressiveness. Some nice rules for commander risk but no rules for Battle or Army break - it's an old skool  fight to the death - although does give option of 50% per Army or Battle.

Overall

Very serviceable. A few things I might tweak (or steal) if I was going to play regularly but probably the best of the bunch so far.


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