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Subject: 
Re: BrikWars - Battle Road
Newsgroups: 
lugnet.gaming.brikwars
Date: 
Fri, 11 May 2007 21:23:03 GMT
Viewed: 
10974 times
  

In lugnet.gaming.brikwars, Elroy Davis wrote:
   This was our first attempt at using the 2005 squad rules, and was our first game that was based on an actual event.

Now hold on! The Treaty of Versailles wasn’t a real event?

How did the squad rules work out for you guys? I notice you used the word “attempt.”


   Overall, I thought the game was a success. The British acted like British, and the Colonials acted like Minutemen would have. The moral rules seemed to work well.

They’re nice, although I wonder how you could scale them for larger squads. It doesn’t make as much sense to force a check when a squad of 20 guys loses three.

I’d almost want to see something where you toss a big handful of dice, one for each guy in the squad, and let them rout individually and abandon the squad. The number to beat would be however many units had been involuntarily de-squadded on the previous round - whether from routing, getting knocked off the squad plate somehow, or the old-fashioned method of getting killed. That way you could get nice cascade effects of routs that accelerate or decelerate over a series of turns. Rallying difficulty would be handled by forcing any unit attempting to join to make a morale check as well.


   Shaun Sullivan has photos of the game here.

To me, this photo right here is the essence of everything BrikWars is about.

   
         
   
Subject: 
Re: BrikWars - Battle Road
Newsgroups: 
lugnet.gaming.brikwars
Date: 
Sat, 12 May 2007 01:30:02 GMT
Viewed: 
11363 times
  

In lugnet.gaming.brikwars, Mike Rayhawk wrote:
   In lugnet.gaming.brikwars, Elroy Davis wrote:
   This was our first attempt at using the 2005 squad rules, and was our first game that was based on an actual event.

Now hold on! The Treaty of Versailles wasn’t a real event?

Oops. I’d forgotten about that one.

   How did the squad rules work out for you guys? I notice you used the word “attempt.”

I thought they worked really well. I was actually hoping for some squad-on-squad combat, but it didn’t work out that way. I’d also love to play a larger scale game using squads at some point. Something where a few hundred minifigs line up on one side of a room, and a few hundred more line up on the other side. Of course, that may just be because I like seeing large ranks of minifigs formed up in anticipation of crushing their enemies.

I think the biggest thing that we noticed is that squads are a great way to move a large number of figs at one time. Combat really wasn’t that different, as each Trooper still got a die roll.

  
   The moral rules seemed to work well.

   They’re nice, although I wonder how you could scale them for larger squads. It doesn’t make as much sense to force a check when a squad of 20 guys loses three.

It might make more sense to force a check when a percentage of the squad is lost instead of a fixed number. My memory is slipping, but I think for the Colonials, since they didn’t form squads, we forced a moral roll on troops that were near troops that had been hit, and we had them roll as if they had lost 5 of their 6 men. This seemed to work pretty well too, as it did a good job simulating citizen soldiers going up against the British war machine. The moral recovery rules also worked well, as the Colonial leader was able to rally most of his men.

   I’d almost want to see something where you toss a big handful of dice, one for each guy in the squad, and let them rout individually and abandon the squad. The number to beat would be however many units had been involuntarily de-squadded on the previous round - whether from routing, getting knocked off the squad plate somehow, or the old-fashioned method of getting killed. That way you could get nice cascade effects of routs that accelerate or decelerate over a series of turns. Rallying difficulty would be handled by forcing any unit attempting to join to make a morale check as well.

I think for the first couple of turns we may have rolled a die for each member of the squad and then used the average or something, but ultimately we settled on using one die roll per squad.

-Elroy

 

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