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Monday, April 6, 2015

A Conundrum


Bigger scale models are more fun to paint.  Smaller-scale models allow more movement, and are more fun to play.

28mm models are the standard for most wargames now; big enough to be interesting to paint, not so huge as to be completely ridiculous.  (Like 54mm). 

But, honestly, I think 28mm is borderline too large for a satisfying game of maneuver.  I prefer the game play with 15mm or 10/6mm.


Ancients: Further Flanking refinements

I've been reviewing this situation again in my head:














On reflection, I think it will be too powerful if A and C get their full attacks in this set up.  So I'm thinking that in such a combat, only the unit with the most frontage in contact with E should get its full attacks.  The other two (A and C) should be able to contribute only half their dice.

In this scenario, attacks can be split.



Units would need to put at least half of their attacks towards the unit in front of them, with the largest contact.  (A against D, B against E, C against F).  They could then put half their attacks to any other unit, if they wished.  (So A could attack D and E, B could attack D, E and F, and C could attack E or F). 

Tuesday, March 24, 2015

Ancients: More Thoughts on Flanking

I have been thinking more about how to represent threats to the flanks, or overwhelming, of Units in shorter battlegrounds.  The basic situation I wish to address is the following:





Obviously in this situation, E is overwhelmed by numbers, if nothing else, and should suffer some sort of penalty fighting A + B + C.

The question is how to achieve this through the game-mechanics.  WFB, for example, has an elaborate system of turn radii and angles that would allow A and C to either multicharge on E, or to flank charge either side (for a whopping penalty).  Hail Caesar would say A and C are supporting B, and give B a combat bonus of some sort.

I hate worrying about clipping and charge angles, though.  The WFB solution is out.

I have considered a system similar to Hail Caesar, where either A would get a bonus or E would receive a penalty, either to combat or to morale. 

This is trickier than it looks, because we must consider the relative capacities of all Units involved. Let us imagine E is a huge, elite regular unit, and A B and C are puny.  Hail Cesar! scales the bonus A gets based on the close-range capacity of A and C.  I would have to add another element (support dice) to my system to do the same.  A workable possibility.

I'm thinking I want to be different however ...

A potential solution?

Under my system all charges from before a 180 degree line of a Unit's front would charge to the front.  A would charge B's front and, if it reached B, adjust to the center. Being front to front and base to base would be considered an abstraction, representing a melee that might actually be more fluid.



Now, if multiple units were involved, the charge would try to bring them all in, centering the whole charging line on the target unit.

 

Corner units A and C would be able to attack with their full dice, regardless of whether the relative unit sizes were as above or more like this ...




This would heavily penalize E, even in the absence of special rules about threatened flanks.  (Maybe even too much so.)  E would be highly encouraged to bring some buddies:


 For a more even fight.

It might also be advisable to allow new units to enter and adjust the spacing of combat..

With this





















shifting the combat to become this...




 Any thoughts out there?