With a gap between campaigns for Chain of Command, I've filled the last few weeks playing a range of different rulesets - some old, some new and some with a refreshed look after rebasing.
As always, our weekly club is something of a gaming laboratory for me - a chance to try different periods and rule sets. Often those don't go beyond an initial trial game, nonetheless I feel it's well worth keeping abreast of what's happening in the hobby. It's a lesson I learned many years ago after allowing myself to become totally absorbed in playing Advanced Squad Leader. I invested so much in learning and playing that system I ignored what else was happening in game mechanics and system for the Second World War. When I finally surfaced for air it was to discover I had let a number of great new innovations and developments pass me by. While I don't look on those as wasted years, I don't intend blinkering my gaming like that again.
I have a collection of 28mm Hundred Years War figures that don't see as much game time as I would like. Initially I put them together for Lion Rampant, as that was a popular club rule set. I don't mind the system for a quick pick up game on a club night, but it doesn't really scratch my itch for either larger battles or the more lower level skirmishes that were very common in the period.
To play larger HYW battles I decided to try Midgard. I'd played it once before as part of a multiplayer game on a huge 18' table set during the Trojan War. It goes without saying, that was enough to convince me the rules worked for large battles.
While I had no intention of stretching my HYW collection to anywhere near the number of figures in that game, I still didn't have enough painted figures to run something much smaller. Fortunately, the lead pile had the additional numbers I needed. That called for a bit of painting and the creation of sabot bases that conformed to the standard base size for Midgard.
Staying with larger battles, we also tried a set of rules by medieval historian Rob Jones, entitled Blood & Horse Droppings. This worked with similar basing to Midgard, which proved very convenient. However, unlike Midgard, these rules confine themselves to a fairly specific historical period, reflecting the author's area of study. No surprise then, it has a strong feel for the 14th and 15th century. Like Midgard, much emphasis is placed on the importance of leadership, but in the case of Blood & Horse Droppings this has a very specific focus on melee, where the player is making the decisions of individual commanders in the lead up to contact and during the fight itself. An opposed play of secret melee action cards introduces a nice fog of war - how will your opponent greet your charge? With a step back to absorb the impact or will their leader risk all in an aggressive push forward?
Having enjoyed the rules I decided to back the publication of Ecorcheurs, a set of medieval skirmish rules, also written by Rob Jones and published by Gripping Beast. As opposed to a large battle, this set of narrative based, scenario rules focuses very much on the small fights between raiding retinues and uses individually based figures.
Jumping ahead a few centuries, I've managed to get around to painting some of the plastic Perry Afghan irregulars for the late Victorian era. Originally I bought two boxes when I was putting together figures for my Sudan project. There was a logic to the purchase at the time. I already have Afghan buildings in 28mm that I created for more modern games.
Talking of Sharp Practice, I've managed to play several games set within its more traditional horse and musket period. In my case, that's the American War of Independence. The scenarios have all been set during the early stages of the war, inspired by accounts from the battles to capture New York.
This has been an opportunity to use my rebased figures and the new cards I've created (see my last two posts here on the blog for more on those).
The one issue that needs addressing with multi basing is how to handle casualties. I have a few ideas that I'm trialling and the games have been a good opportunity to assess what works best. While all of those ideas work, I'm not convinced I've found the answer yet.
That's not a problem with the skirmishers and light infantry, as I've based those using 3,2,1. That helps handle casualty removal, but also allows them to fit more naturally into the terrain they are most likely to occupy during a game.
The issue of marking casualties aside, I'm really preferring the look of the multi based units, there's a compactness to the figures that gives a much more atmospheric appearance to the table.
I've yet to be convinced Muskets & Tomahawks is a rule set that gives me the same sort of game for this period as Sharp Practice. I wrote a long blog post three years ago where I compared the two. Once again the club allowed me to give M&T another try, this time with a French & Indian War setting.
Another club game used a draft set of Napoleonic rules for brigade level battles that were condensed into two pages (and no, it wasn't Valour & Fortitude). These were written by a local gamer and were simple, yet elegant. Proof that it's not quantity, but quality that makes a good rule set.
All that has kept me busy, but it doesn't mean I have totally neglected Chain of Command. While I still have to work out how Dave and I will continue the campaigns I record here on the blog, particularly solving the lighting for photography, that doesn't mean I can't play games in the meantime. In this case my current opponent is not Dave, but a friend I introduced to CoC a couple of years ago. He lives nearby and we often plan a game for a Saturday morning.
At the moment we are playing the Bazooka Town campaign from one of the Lard Magazines. A late war campaign set in Germany (as in very late war - April 1945), with US armoured infantry pushing into the Fatherland.









