Tuesday, July 16, 2024

JULY GAME NIGHT: MORE BORSCHT AND GOULASH


The usual suspects assembling for the evening's festivities.

Recently, our club held its July game night.  Given the time of year, with summer vacations and the recent holiday, the turn out was (predictably) light. Nevertheless, there were still three games on tap and all were played, to include another round of my Chocolate Box Wars, reprising my Russians vs Hungarians game in order to roll out the system in a "public" forum in a multiplayer mode.  A bit more on that at the end of this post. There were other games in the room. As usual, you may clix pix for BIG PIX in this post...
Phil put on an ancients game, "Eagles in the Valley," pitting Romans vs Gauls using the Hannibal at the Gates rules produced by our very own Ralph Gero. 

Given the light turnout, there were only two players at this table: Michael (standing) and John took part. But still, it's never a bad thing to belly up and play at toy soldiers. 

Rob Z hosted an Iron Cross WWII game, set during the Battle of Arracourt, 1944, pitting the US vs the Germans.

There were four players in this game, which was designed for 4-6, so things were on track. I didn't follow the action, but Rob runs a good game and based on the post-game chatter, a good time was had by all. 

Which now brings us 'round to my game. Pictured is your humble correspondent, mouth open (of course), briefing players at the start of the game.  The scenario was for four players, and that's how many were at the table (AJ, playing but not in the picture, took the photo, for those who like to count heads).
Left: AJ (black shirt) and Dave (baseball cap) took up the Russians, while (Right), Gordon (blue shirt) and Warren took up the Hungarians. AJ was the only one who had played the game before. He graciously came over from Rob's Iron Cross game to make a fourth for my game. For more about the scenario, I would direct you to the July 6 Post
The view from behind the Russian center prior to deployment. In addition to handing each player an OOB, I added these stand-up tents to identify the units and their key information (morale, any special attributes). They were pulled once the game began, but were very helpful for orienting players and setup, particularly for players not familiar with the era, the units, or the game system.
AJ would wind up matching vs Warren and Dave vs Gordon. General Dice was not with Dave this night (to say the least), and so the Russian effort suffered for it. 
Left: A shot of the table, mid battle, as seen from the end of the table on the Hungarian right/Russian left (Gordon and Dave). Right: The center as seen from behind the Hungarian line, mid battle. The Russian battery had been taken out by counterbattery early on (the gap in the Russian position on the hill at the top of the picture)--Dave would advance the Russian infantry and Gordon would push the Hungarian columns seen in the foreground forward and deploy them into line--and in the exchange, the Russians wound up getting the worst of it (did I mention General Dice?)
One new thing that happened in this game was cavalry-on-cavalry action. Above, the Hungarian hussars, in green with the blue shakos (run by Gordon), are about to finish off the Russian hussars (run by Dave). Despite this being an even affair, things did not go well for the Russians (did I mention that General Dice was not kind to Dave this night?).  There was a similar cavalry clash on the other end of the table between AJ and Warren (with a more even result). In short, the rules handled cavalry vs cavalry well, and so that aspect of the system has now been proofed, too.
Based on feedback from this game, I also added these inch indicators to my measuring sticks. I've found that time and energy invested in player aids and tools is well spent. 
I did gain some good lessons learned from the debut of the game system as a walk-up, participation style game (of the sort that might be run as an event at a US convention, or a future club game night).  Assuming no familiarity with the rules, four players is about as many as can be handled given a four hour time slot. The start of the game, in particular, was very slow going--and that has been the trend in all the playtests with new players. The rules are not complicated, but there is a learning curve involved.  I probably would shave down the number of units in the next game to move things along--maybe by having fewer on the table at start and then adding them as reinforcements as players pick up the system. Although the rules worked well (again), there were two or three points that came up during the game that called for some adjustment afterwards--consulting with my playtesters, I have made a few tweaks to address them. I am now shifting my focus to writing the rationale and supporting information. I'm on track to post the package by the end of August (fingers crossed).  In the meantime, I've got another playtest coming up with some new players in the next week. 

Excelsior!

19 comments:

  1. Ed, I sure enjoy seeing your Chocolate Box Wars collection out on the table. Figures and basing are superb. Have you increased the number of BMUs in play yet or are you still working on smallish engagements?

    ReplyDelete
    Replies
    1. Yes, I am now realizing (for some reason) that ever since "The COVID" these armies have been my focus, and I am getting a kick out of using them and seeing them on the table, particularly with the rules system I have been working on for them. Regarding that, I think 6-7 BMUs per player is about the what can be handled--and four players looks to be about the limit. But like any other system, if you have players well versed in the system, those can be elevated (we'll see down the line).

      Delete
  2. Good looking games on show and nice to see the Hungarians and Russians on the table, such lovely colourful troops.

    ReplyDelete
    Replies
    1. Very much the "Chocolate Box Soldiers"!

      Delete
  3. Looks like another good run out for your rules Ed - everything should be game ready by the time you come to run your convention participation game.

    ReplyDelete
    Replies
    1. Agree, Keith. I'm pleased with the rules progress. At US conventions, the norm is 6 players (minimum). I think I'd have to tinker with the system to make it work for that number (particularly under the assumption that the rules would need to be taught as well).

      Delete
  4. 10ish people is a light turn out? around here that would be a banger of a club day.
    4 players is the goldilocks size of all miniature games.
    glad your homebrew rules continue to go well. 😁

    ReplyDelete
    Replies
    1. I do remind myself to not take our little club for granted. Counting game masters, there were 13 in the room (and that's a bad night). The last game night there were 21 (a few members brought guests, upping the numbers).

      Delete
  5. Dave needs to sacrifice some small animals to the dice gods.

    ReplyDelete
    Replies
    1. Great idea: I think I'll bring along a few small toy critters in my bag so that players can go through the motions to try and change their mojo!

      Delete
  6. Not bad for a Summer club night, that's for sure. Glad to see the rules are working well, with but a few tweaks needed. When learning rules I find say a unit of skirmisher/light infantry, 3-4 units of line infantry, an artillery piece and maybe some cavalry works well in getting to grips with new sets of rules. Enough to get a decent game in but not too many that it bogs down.

    ReplyDelete
    Replies
    1. Given that this was a learning game, I wanted to have a decent variety of unit types, so that added a few more to the OOBs. I think for a convention game, I would keep the commands more "vanilla" which would streamline play.

      Delete
  7. Nice mix of games, yours looks lovely and sounds like it played well , I liked the tents and measuring sticks, anything that helps speed up player orientation is good, it just helps when they look bice too! Did I mention that the Hungarian hussars look splendid, meant to!
    Best Iain

    ReplyDelete
    Replies
    1. Thankee, Iain: appreciate the mention of the hussars.

      Delete
  8. That looked and sounded like a fine evening Ed…
    It’s nice to see that the rules are coming together so well….

    All the best. Aly

    ReplyDelete
    Replies
    1. It was a good outing. As far as the rules, as with any writing task, the thing I'm working on now is the rationale and background, which I need to figure out how to stop adding to!

      Delete
  9. The game looked wonderful and it's beaut that your rules are testing well Ed.
    People always need a bit of time to familiarise themselves with a game, no matter how difficult or simple (or whether a wargame or a game of cards, or whatever). For wargames' rules, experience in wargaming always helps in speeding up this process, but the player needs to invest effort and time too. Is it possible, perhaps, to make up a one or two page 'tutorial' sheet for player's pre-game reading ('homework' even), so that they have some idea before you, no doubt, explain the main concepts to them?
    Of course, nothing teaches like actually playing the rules!
    Regards, James

    ReplyDelete
    Replies
    1. This comment has been removed by a blog administrator.

      Delete
    2. Interesting idea, James. I generally produce a player reference sheet for all the games I facilitate (even for rules sets that aren't of my design), and I used them as an outline when briefing the players on the game and rules--so it sort of works as a primer before the game and a tool once the game begins. I've pretty much given up on expecting players to have read the rules beforehand (even for games that I schedule at my house in advance).

      Delete

Related Posts Plugin for WordPress, Blogger...