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Vikings vs Saxons playtest

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regular - member
56 posts

Some photos...

superstar - founder
920 posts

Thanks for the photos, Chris!  I'll try to upload mine later in the day.

Thanks, too, to all who played.  We managed to get in three or four turns, and had ten people show up, which was terrific for a game test.  

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www.huzzahcon.com
Historical Wargaming Convention for New England
May 4-6th, 2012
novice - privileged member
50 posts

Dean, as per your request, I'm posting my own AAR thoughts here.
  While we already addressed this, my biggest thought on the game was that it was far too slow to adjudicate the melee action. I do feel that a Sharp Practice style grouping system would be best, with the leaders having certain other characteristics. I don't feel that in any way you would lose any of the feel of the period. Opposition arguments are;
  1. "Well, then you don't have Saxons if you don't have a mix of weapons."
    Response- Well, we don't differentiate between mixed hand weapon types right now (one hand axes, swords, daggers, etc...), so it really wouldn't matter, would it? A unit with "mixed hand weapons" would be just that. So, you could have a unit armed with mixed one-handed weapons. Your guys intended for a shieldwall with spears, etc...
  2. "Grouping the units together by type, armor and weapons is just too Warhammerish."
   Response- Well, I don't see a unit of huscarls fighting in the ranks with the folks from the retirement home, do you? That is why there were different classes of warrior, even in the dark ages; Theigns, Fyrd, Huscarls, etc... Furthermore, I don't see archers doing anything but trying to mass fire with other like minded souls, they aren't going to join the mix and run around like fools.
  3. "I don't think it slows down combat too much if you know what you have for figures."
  Response- You're talking about a perfect world. How many things at game days and conventions are perfect? What about if a club member from a visiting team helps his friend build a unit, but is sick, has family commitments, etc... Said friend swings by on the way out of town, picks up the troops and heads North.... Hmmm, intimate knowledge there...
  My strong suggestion would be to form units of like equipped soldiers. This would make it easier for players to equip and select their forces (based upon our available limits, points, etc...), and would make combat much quicker. I don't think it would change anything in a mass skirmish game, and there is no need to have warhammer style blocks of troops maneuvering around. Frankly, the facts are these; Vikings of similar social status will likely be armed in a similar manner. Saxon militia will still likely be unarmored or partially armored, and still be armed with a mix of hand weapons, unless they have bows. Elite soldiers are still going to be elite soldiers, and they won't voluntarily mix with troops that will jeopardize their own safety (remember, I was a paratrooper, and I understand this particular thought process).
  Otherwise, the game was fun, the treasure hunt style is invigorating, and I like the club participation goals. I feel that some parties fail to see that a bogged down game gets awfully boring awfully fast, and that where we sit right now we run the risk of really bogging down. We were playing with about half of the number participants we are likely to see in a session, and we weren't moving very quickly. Anything to make it easier on the folks running the game would be of help, I would think.
  Possibly this should go to a poll on this web page.... I might be way off base with my thoughts. Again, the goal would be to have an enjoyable convention game, not to cause division in our ranks. So, differing opinions and solutions are very welcome. Just my two cents.
Eric

superstar - founder
920 posts



Eric and Co.,

I thought the game test was a great opportunity for us to try the rules and give the game masters (Jim Flanagan and Chris Penney) our thoughts on how it went.  I think your post-game reflections add to that body of work.  I dont think anyone will be offended by what you have to say.

Game testing and scenario design...we all have ideas about the period, about rules mechanics we like or dont like, what we hope for in a game, different opinions about what life was really like 1200 years ago based on our readings, etc.  Its a healthy process of push and pull, sharing ideas, and, hopefully, coming together in the end with what turns out to be a good game.  I prefer like units and am concerned with the pace of the game too.  I think Jim and Chris heard that from three or four of us yesterday out of the nine people playing.  

I'm sure that as people come forward with their observations, that Jim and Chris will continue to consider feedback from players throughout the game testing, and then do what they think is best for the game.  At the end of the day, they have to run it so they have to be comfortable with it.


Thanks for posting!  Hopefully, others will add their thoughts too.

__________________
www.huzzahcon.com
Historical Wargaming Convention for New England
May 4-6th, 2012
superstar - founder
920 posts



Okay, here are a few photos...






__________________
www.huzzahcon.com
Historical Wargaming Convention for New England
May 4-6th, 2012
regular - member
56 posts

I thought the rules more or less worked the way they should to capture the spirit of a skirmish game.
If we start grouping troops by weapon type or have unit vs unit melee resolution, it becomes a battle game, not a skirmish game. If the rules are simple enough, the players will pick it up and resolve combats themselves.
The only recommendation I'd make other than the ones I made at the game is to drop variable movement rates for different armor types. It's only an inch or two, and it leads to needless micromanaging of the movement phase. Just roll 2 or 3 dice for movement for each group of figures.

regular - member
56 posts

FWIW, Warhammer Historical Battle's Shieldwall supplement has rules for units of mixed quality and weapons. I'm not advocating anything else about the game, but even GW seems to think hodge-podge units are a feature of Dark Ages combat.

regular - member
161 posts

Hello.
It is my considered opinion that "like-armed" is a misnomer in any period where the mass of combat takes place with large numbers of pointy objects.

Whether hoplite phalanx or the pike in a pike-and-shot battle, the vast majority of fighting and killing takes place with swords and the like. The pole arm is too cumbersome once the initial contact is over.

If this is to be a skirmish game, then you are pretty much stuck with man-to-man die rolls for melee unless you alter what's going on by some artificial means to make it simpler.

I suspect, from all I have gotten so far on this particular scenario, that the game is quite large for the type. We have all seen this before (playing out Gettysburg with a 1 figure = 20 men set, for example). The key is one of the following:

(1) getting a large number of players and a set of rules that they can learn and play out fairly quickly,

(2) going to a more abstract system which sacrifices detail for speed, or

(3) having a game that plods a bit.

Good luck in any case. My hope is for #1.

Bob Bailey

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History is the story of ordinary people doing extraordinary things.
regular - member
100 posts

Hey guys Im currently working on finding rules set that will work easily and effectively during a convention setting there's some good things found here
http://uk.groups.yahoo.com/group/forgeofwar/  and at the lead adventure forum http://www.lead-adventure.de/index.php

The first group has a system of "one page rules" to freely print out on my different eras maybe some of these rule sets can be used in whole or in part. I have two projects that need something special the first is a tabletop convention game for the PC & X-box game "Fall-out 3" its a sci fi post apocalyptic setting and the other is a Victorian Sci Fi themed game based on the movie "zulu dawn" but played out on Venus and having the natives being parotmen( 40K kroot) instead of Zulu warriors. Both of these "convention games" will be using a mix of rules that are simple, easy to pick up and work well at a open convention format were folks can just jump in... finding that balance was easy using some of these web sites and going thru the awesome rule sets available on-line often for free. Ive enjoyed reading your post and feel we maybe going thru similar trials and wanted to share some resources if found to be helpful, Im looking forward to playing in your game see you at HUZZAH 2011 : )
Gordon

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novice - member
28 posts

It looks like it is coming right along!

Very cool!

Happy Holidays!

- Andre

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