by Tom Desmond
These rules which are designed for 15mm figures are billed in the introduction as fun and not for the 'professional' wargamer. The author, Colin Ashton, goesonto indicate that they should produce an entertaining and playable wargame. In order to write this review, I arranged a playtest utilizing six fairly experienced wargamers and a non-historical scenario in which each player ran 4-5 infantry or cavlary units and 1-2 batteries. The game resulted in a draw which was complicated by a great deal of confusion as to the manner in which the morale results should be interpreted but more on that later. The rules are in pamphlet form and comprise some 18 pages of which 4 are reproducible charts. Figure scale is 1:40 and ground scale is 1 inch equals 40 yards. No particular order system is used and the author indicates that only general objectives need to be written down. Firing is straightforward for both small arms and artillery. Small arms effects are based on range and troop quality which provides you with a % chance to hit. This is modified by variables and multiplied by the number of figures firingto produce a final % chance which is then rolled for. Artillery is done the same way except the % is times the number of crewmen. Melee is also fairly easy with melee variables added to an initial die roll. The final figures are cross referenced to a casualty chartwhich indicates who won, casualties inflicted/received and the new morale status of the loser. This bring us now to the morale rules which I feel are confusing and the weak link in these rules. There arethree separate results tables formorale and these use two different kinds of dice. There are morale tables for charging/receiving a charge and for breaking the enemy both of which use a D6. There is a third table for checking morale after fire or other causes not covered in the other tables; this uses average dice. There are thirteen possible levels of morale ranging from overconfident to lulu!! As you check morale you go up or down the chart implementing the new morale as it takes effect. Unfortunately, many of the results called for in the tables are not explained nor are examples given. Some examples from our playtest include: Dotroops behind works or in towns charge out toward the enemy as indicated in an overconfident result? When does a pursuit of a broken enemy begin and how long must he pursue? What are the rout and withdrawal distances called for in the morale rules? We constantly found ourselves trying to interpret what the rules designer meant when he called for a particular result. In closing, let me say that these are an interesting set of rules that generally played well but required excessive interpretation. The requirement forso many diff erent morale tables and dice types is distracting and unnecessary. A consolidation of some of the tables and more and better examples are in order. The rules are available from Modeler's Mart for $5.00. Reviewing Stand
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