After over a years' time of playing I felt there were a number of things missing from the rules used for the Dog Wars Campaigns. The primary goal was to get more turns in and to have a more dynamic, cascading effect on army collapse to provide a more definitive resolution. Things I felt were slowing things down was close combat not being as decisive as I wanted it, maneuvers taking too long and morale lacking a serious effect. Rules have been altered, played a number of times and things seem to be improving on overall game play.
This was the first play test battle after the changes.
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The Armies Approach. Both Sides had Little Terrain to Interfere with Their Movement to Come to Grips With Each other.
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First Clash of Cavalry. |
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The Opposite Flanks Cavalry Eyeing Each Other Up. |
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With the Empire's Cavalry having Driven off Their Opposite Number They Prepare to Assault the UPCs Flank. |
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In the Center it was the Clash of the Titans. Both Sides Guards and Grenadiers Went at it. While Heavily Battered the Empire's Guard Held Like a Rock. |
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On the Southern Flank Both Sides Cavalry are Fully Engaged, Both Battered and Reforming for a Further Clash. In the Central Background the UPS Infantry Begins to Open a Hole and Start Turning the Exposed Empire Flank. |
In the end the game was very close with the UPC having a slight edge with fewer units lost. The additional Victory Points being tested for captured artillery. captured flags and loss of Generals made the swing a bit more pronounced. Further battles will continue to test the value of the changes.
So cool all the toys on the table.
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