Lead Gardens using the rules, too.
So, when I saw some cheap printable armies the other day on TMP, I decided it was time for a playtest.
The rules are card driven, a card for every unit and commander, with commanders being able to activate units within their command radius. There are also cards for events (if you want them), reloads (there's a bonus for firing the first volley) and a Turn Over Over card to screw with your best laid plans. First off, we noticed the card sequence could cause some maneuver issues if units in the back got activated before the ones in front, which actually caused a more historical checkerboard formation. The cavalry had more cards so they seemed to move more (duh). The Turn Over card came up alot initially, but thanks to the commander cards, some units got to move.
As I expected from my reading, the rules are very simple, but have a subtlety. You have to soften up your targets first before moving in for the kill. Units tended to dissolve from morale rather than combat. All things I like. And, they use a basing standard I had already settled on., 60mm x 60mm bases, 2 shot, one pike.
Over all, worth a another replay. One question came up, and while I try to contact the author, anyone who's played before, pipe in: The horse are allowed to operate in squadrons of two bases and from 2-4 squadrons to a regiment. These squadrons can double up, back to back to provide depth in melees. But, they are only allowed to provide these extra stands in the second round of combat. The problem, from reading the rules, is there is no provision for a second round of combat. Battles are fought, with the rare tie, with either one side winning and driving the other off.
Also, not sure when you can fire. Can you move and fire? or just one or the other?
2mm ECW One Hour Wargames Tweaks
15 hours ago