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Simplicity in ACW

A variant for Simplicity in Practice (Battlegames issue 23) for the American Civil War FIRING RANGES   Infantry 15 cm Cavalry 10 cm (mounted or dismounted) Artillery 40 cm     RELUCTANCE TO CLOSE-IN All infantry and cavalry units that wish to charge must take a test (Elites +1). Roll a d6: 1. Unit advances half way to the target of the charge, stops and fires with 2 dice. There is no melee. 2. Unit advances half way to the target of the charge, stops and the target tests to see if they retreat 10cm (50% chance, 16.66% for elites and units in cover). There is no melee regardless of the result. 3-6 Charge normally CAVALRY DUAL ROLE Mounted: They act for all purposes as LC in SiP Dismounted: They act for all purposes as LI in SiP, except they cannot interpenetrate. Movement deduction for mounting/dismounting 5cm. Only one change of status is allowed per turn. They may fire in the turn they dismount but with 2 dice (in successive turns 4 dice). LIGHT COVER (rail fe...

One-hour Simplicity - Bridgehead (scenario 5)

A contested river crossing is one of the hardest situations in warfare. I present scenario 5 from the book One-Hour Wargames , but resolved using another Neil Thomas' ruleset called Simplicity in Practice (SiP). For adaptation notes see my first battlerep with this combo HERE .   The objective of the scenario for BLUE is to consolidate a bridgehead north of the river The composition of the armies is: BLUE: 4 infantry, 1 skirmishers, 1 cavalry RED: 3 infantry, 1 skirmishers, 2 cavalry Blue will arrive along the road and Red piecemeal at three random points: west of the woods, on the road and east of the hill.   At the start BLUE has a single unit north of the river: shadowy voltigeurs  have taken the woods. The first RED units show up west of the woods Since cavalry cannot enter the woods, they take a tortuous route around them. Unseen, the lurking skirmishers take aim BLUE cavalry crosses the bridge benefiting from a road move of 30cm.  In a river crossing, Space i...

One-hour Simplicity - Take the High Ground (scenario 4)

I played scenario four from the book One-hour Wargames , but resolved the encounter using another Neil Thomas' ruleset called Simplicity in Practice (SiP) that was published in issue 23 of the magazine Battlegames . The adaptation was straightforward: I used the movement distances as printed in SiP on a 2'x2' mat and using 6cm bases (2 Wofun bases per unit).  I only extended slightly musket range to 15cm because many scenarios are built on the assumption of a longer range. Cavalry acts as HC in SiP.   Situation at the start The objective is to control the hill in 15 turns   The die wills that the two armies have an identical composition: 4 infantry units, 1 cavalry and 1 artillery each. The RED army has 2 isolated units.  Can they hold until the relief column arrives? The BLUE general deploys with infantry and cavalry in front of the hill, supported by artillery The rest of the units will try to interdict the relief column by advancing through the woods area RE...

Campaign announcement

  Some said it was too daring , unheard of since Alexander ... a crazy endeavor.  But it was the kind of crazy that changes history .  Coming soon (late summer) to this blog... Napoleon in Egypt five factions campaign!     

Space Privateer Command

 I had fun playing this solo sci-fi card game that recreates an experience akin to the legendary videogame Elite with just 20 cards. The designer Kelvin Soong did a good job. It has trading, bar events, private jobs, tech upgrades, orbital mishaps. The game can be be bought at Gamecrafter or downloaded for free as a PNP at: https://thekealf.itch.io/space-privateer-command And with a better formatted manual at: https://www.thegamecrafter.com/games/space-privateer-command Spaceships are from my collection and do not come with the game