It turns out I'm not as smart as I thought I was! It turns out that I had misread a key part of the ‘Through the Square Window’ rules and used far too many dice in the melee combats! I have edited my previous post to highlight the mistake so you can pop back to it if you want to see the details. Still it gives me a good reason to play another game of these really rather nice rules.
In the meantime I have been making up some markers for use in the game. These show unit status after combat and morale tests. Because the game works on alternating turns (I go-you go) these are necessary as some effects can last across more than one turn. So here are the markers I have created so far.
Event markers |
I need something to show where routing pike bases have dropped their pikes. These can double up to show those stands now have a lower combat value in melee until they recover them. Lastly I knocked these unit data labels up.
Unit data labels |
The card label bases don't show up as much as the small ones I used last time did as I have sprayed them in similar colours to the cloth. The dice show the current unit strength and the label the unit type and training level. The number in brackets is the starting strength so my poor addled brain can see when they are at half strength or less. There is space on the pro-forma label for a commander's name if I do any historical refights.
I'm part way through a refight of the test game now I understand the melee rules correctly and it has changed the complexion of the fight entirely. More when I do an AAR in a couple of days time.
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