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Post by slave2gaming on Jan 11, 2017 9:43:51 GMT
Gday guys, Ok, for those that are interested in being apart of the design and play testing of the game, you can pick up an electronic copy of it Here The benefit of using Wargames Vault is that every time that the rules get updated, you can download them for free and keep up to date. Ive also set up a Facebook discussion group for those that are interested in that sort of stuff, its hereSo I've taken one or two of the comments that I have been sent and the rules will be updated on the WG vault very soon, but what I really need are interested players. The mechanics worked the couple of times I played them, but I'm too close to the rules to see any issues. Anyway, it will probably be a very slow process getting this idea working, but I'm hoping to get some of you guys on board. Thanks Drew
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Post by easye on Jan 11, 2017 15:54:03 GMT
I actually have a battle set-up on my table to play right now.
Tederalists - Brig Gen. James Bear Garfield- Brigade Officer - 3 Infantry - 1 cavalry - 1 Battery of cannons
Contederates - Brig Gen. Humphrey Bearshall- Brigade Officer - 3 Infantry - 1 Cavalry - 1 Battery of cannons
I purposely chose identical armies to get a feel for the game and get me started. Hopefully I will have a battle under my belt in the next two weeks.
Edit: I do not really "do" Facebook, so i hope that isn't an issue.
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Post by slave2gaming on Jan 12, 2017 11:39:32 GMT
I actually have a battle set-up on my table to play right now. Tederalists - Brig Gen. James Bear Garfield- Brigade Officer - 3 Infantry - 1 cavalry - 1 Battery of cannons Contederates - Brig Gen. Humphrey Bearshall- Brigade Officer - 3 Infantry - 1 Cavalry - 1 Battery of cannons I purposely chose identical armies to get a feel for the game and get me started. Hopefully I will have a battle under my belt in the next two weeks. Edit: I do not really "do" Facebook, so i hope that isn't an issue. Facebook is not a problem, I'm hoping to do it on here, but if there are those that want it it will be there to direct them here I like what you've got and the names are perfect. Are you thinking to try it without the unique traits first?
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Post by billf on Jan 12, 2017 15:27:50 GMT
I went to download the rules but didn't see any way to do it. There was a PDF that they wanted $3.50 for. I also couldn't read the rules on my phone. Print was too small.
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Post by easye on Jan 12, 2017 16:24:21 GMT
Yes, I am skipping the unique traits for now. I want to see how it plays cold.
For fluff reasons (ha, ha) I set the battle very early in the war in the state of Kenteddy, a border state of mixed allegiances. Since it was so early in the war, no traits had developed yet.
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Post by slave2gaming on Jan 13, 2017 5:13:50 GMT
I went to download the rules but didn't see any way to do it. There was a PDF that they wanted $3.50 for. I also couldn't read the rules on my phone. Print was too small. Hmm, Billf do you have a Wargames Vault account? You need one to download it. Yep it's the $3.50 one. Were you able to download this one? Ok, Print size we can do something about, currently font size is 11, but I can make it bigger, maybe up to a maximum of 14. Have you tried it on a computer? I'm not trying to be rude, just wondering if its a size issue due to the phone screen. Thanks for the imput, keep it coming.
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Post by slave2gaming on Jan 13, 2017 5:17:21 GMT
Yes, I am skipping the unique traits for now. I want to see how it plays cold. For fluff reasons (ha, ha) I set the battle very early in the war in the state of Kenteddy, a border state of mixed allegiances. Since it was so early in the war, no traits had developed yet. Hehe, Kenteddy! Yep, sounds cool. Im trying it tonight with the traits as I was thinking to add a few more, maybe even generic traits for specialized units (say -1 to the base number for shooting with a sharpshooter unit, but only one unit per say50 points).
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Post by billf on Jan 13, 2017 10:52:24 GMT
I don't have an account there so I will have to create one so I can get and download the rules.
I don't have a computer, just my phone. You could be right about that being the problem.
You will be happy to know I just read a review of the rules on facebook. The guy really liked them and I was able to get a decent overview of them. They sound pretty good.
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Post by billf on Jan 13, 2017 13:48:09 GMT
I created an account and got the rules but they won't open. I have adobe acrobat. Is it maybe because it's a watermarked pdf file ??
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Post by billf on Jan 13, 2017 14:52:38 GMT
With the help of the customer support team I was able to download and open the rules. They look pretty good. Have a couple of questions.
When a unit takes casualties do you remove stands or just keep track with some kind of markers ?
It says the brigade commander can issue 2 orders per turn. If I have 5 regiments, does that mean only 2 of the 5 can possibly have special orders instead of free ones ? If he fails the first order can he still try the second one ?
This is turning into more the two.
Units are ten stands. If cavalry are only 2 figures per base, you would only need 20 figures for a regiment instead of 40 ?
The infantry pictures show 4 figures in a single rank. The rules call for 4 figures on a 25X25mm base which would be 2 wide by 2 deep. Which is correct ? Or can use both?
I'm going to try a game between the Iron Tedgade vs Stonewall Tedeson and his brigade of Tedeginians.
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Post by billf on Jan 13, 2017 17:29:15 GMT
Is there a facebook page for Teddysburg ??
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Post by billf on Jan 13, 2017 20:25:36 GMT
So far I have played 8 turns without any difficulties. So far the bears in grey have 3 panicked and 1 broken unit have taken 34 unsaved wounds. The bears in blue have 3 panicked units and 1 more that is 1 hit away and have 28 unsaved wounds. Each side has an infantry,cavalry,& gun unit that are fine.
I have quite a few questions about several things that have come up. I've been using my seven years War figures to be the units. Been taking pictures, but need to post on facebook as my phone won't put pictures here.
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Post by slave2gaming on Jan 14, 2017 6:44:48 GMT
I'll try to get to these tonight, I'm in Sydney at the moment. Sorry
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Post by slave2gaming on Jan 14, 2017 10:56:35 GMT
When a unit takes casualties do you remove stands or just keep track with some kind of markers ? The game was designed with the idea of keeping them on the board and using some form of marker to show wounds (I used D20’s).
I prefer the idea of not removing casualties as it worked with the removing wounds rules, however I left it vague in case people preferred to remove figure. It says the brigade commander can issue 2 orders per turn. If I have 5 regiments, does that mean only 2 of the 5 can possibly have special orders instead of free ones ? If he fails the first order can he still try the second one ? An Order allows you to use a unit as if it has not done a basic, special or reactionary action that turn, even if it has already done so.
Now a unit that is given a successful order cannot have another order that turn, however (and this is now in the revised rules going up soon) if he fails to give a successful order, he can choose to use any of his successive orders to roll to make the order happen, with +1 for each successive roll.
So, for example: An Infantry unit does a special action to change to line formation and moves forward half movement (and it’s still out of range to hit with shooting), a Brigade Commander is within 8” and in his activation he makes a 5+ roll (for the Commanders first order) of a basic action to move forward again and shoot.
He rolls a 4, failing his leadership roll. He chooses to re-roll the leadership test with his 2nd order and now needs a 6 (+1 for a second order), rolls an 8 and the Order succeeds.
The unit can now do its basic action of moving and shooting.This is turning into more the two. Units are ten stands. If cavalry are only 2 figures per base, you would only need 20 figures for a regiment instead of 40 ? Infantry has 10 stands, Cavalry has 8 stands, and yep Cavalry need only have 2 figures per stand.
My plan for my army will be to have 7 stands with 2 figures (14 standard Cavalry) and 1 stand with the 3 cavalry command figures, thus making the 8 stands for a Cavalry unit.The infantry pictures show 4 figures in a single rank. The rules call for 4 figures on a 25X25mm base which would be 2 wide by 2 deep. Which is correct ? Or can use both? Yep, I must apologise for the figures being misleading, they were painted and based like this for photographic and advertising purposes when the range came out, but I wanted to show the figures in the game and so I added those pics. Probably shouldn’t have, they will be changed when I get the new stuff painted.
The 25x25 were the preferred idea for the game and this works well with setting up the formations, but if you want to use any other scale or even figures that are based differently, feel free. I'm going to try a game between the Iron Tedgade vs Stonewall Tedeson and his brigade of Tedeginians. Great! Puns are an important part of the Teddysburg experience.Is there a facebook page for Teddysburg ?? www.facebook.com/groups/488645971305612/?ref=bookmarksI haven’t really promoted it much yet though, so there’s not many people on it.So far I have played 8 turns without any difficulties. So far the bears in grey have 3 panicked and 1 broken unit have taken 34 unsaved wounds. The bears in blue have 3 panicked units and 1 more that is 1 hit away and have 28 unsaved wounds. Each side has an infantry,cavalry,& gun unit that are fine. I have quite a few questions about several things that have come up. I've been using my seven years War figures to be the units. Been taking pictures, but need to post on facebook as my phone won't put pictures here. Yep, all info is great, happy to get any feedback and questions. Thanks for all the effort.
How did you find the base number of 7 and panicked number of 9 worked? I found it worked well, but I relied heavily on the Army commander giving -2 to the FTN to return to good order, so I wondered whether it might work better at 6 & 8?
Easy also got me wondering whether to drop the +1 to the FTN for being in open ground? What do you find with your games?
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Post by billf on Jan 14, 2017 20:45:31 GMT
I finished the game I was playing. After 10 turns the Tedeginians had been defeated. They had 4 broken units that wouldn't rally,even with the commander trying to help. Only 2 Iron Tedgade units were broken. For the entire game a total of 156 hits were scored. Of those, 66 were saved. That comes out to 60% wounds and 40% saves. No wounds were caused on turn 1,so that gives an average of 17 hits per turn with 9 saved per turn. With hit numbers of 7 or 9, that's a pretty decent number. After only one game I don't see a need to change the FTN to 6/8. More games need to be played to get a bigger sample size. Needing a 9 to rally was very difficult. You really need the commander to help with that.
Activation
The system worked fine and did create some interesting situations.
Orders
These were ok with one exception. Infantry and cavalry both get free orders. Artillery has to roll for everything. In the Civil War the gunners were well trained and highly motivated to get their guns into and out of action. I think artillery should be able to move 1/2 and unlimber, or limber and move 1/2, or unlimber and fire for free. Once an enemy unit is within 12", then I would make them roll.
Command and Movement
I had no problems with either of these.
Terrain
The only terrain I had was the woods with the honey tree in it. There were a couple of issues. There is nothing about how far you can shoot into woods, or if both sides are inside can they see each other. No modifier for protection either. I played that if both sides were in the woods, they could see and shoot each other. If one was in but the other was outside, the one inside had to be at the edge in order to shoot or be shot at. I gave units in the woods a +1 protection so instead of 7/9 you had to roll 8/10. It was amazing how many times a panicked unit got a 10.
Shooting
Simple and effective.
Charges and Assaults
I have to confess to goofing up. Somehow I missed the part about the loser auto-breaking, so I kept fighting each melee until a unit reached 10 hits. The rules are fine. Most of the fighting took place in the woods. Hand to hand is bloody so there was no extra protection for melee. Even though I read the rule I missed,I would not apply it to woods. A melee in the woods was chaotic, confusing, and brutal. Nobody really knew who was winning or losing. I would continue to keep units in the woods fighting until one or both units reach 10 wounds.
Morale
It is definitely hard to rally units when you have to roll a 9+. Your commander has to earn his money here. I would also get rid of the +1 modifier for being in the open. A 9 to rally is bad enough, a 10 is almost impossible.
Weapons
Those are fine. Down the road you will need to differentiate between the smoothbore guns and rifled guns. Rifled guns have longer range ( maybe 30" ), and less effective canister ( maybe only 2 wounds per hit ).
Artillery rules
Shooting ball is good. You get a hit, you get a wound, no save. Works great.
I have an issue with cannister. The 1 hit gets 3 wounds is fine. My problem is the fact that you get saving throws. Cannister fire was just devastating. It mowed down troops in droves. Double cannister was even worse. If you got hit, you were either dead or wounded. I don't think there should be any saves against cannister either. If you really want to keep those saves,I would add a new special order called double cannister. It would have to be rolled for, but if successful there would be no saves. Another idea is to make cannister only 8", but no saves.
Hope these comments are useful. Turns out to be longer than I thought. I'm going to play again in the next few days.
Bill
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