Curt and I were both planning SP games
for this weekend coming, but he got his note out first so mine will wait a week
or two. But the thought process (my
brain hurts) made me realize that I had not posted my thought son the rule
system following my AAR a few weeks ago.
So here goes.
·
Overall things ran smoothly, and gave a fun game
with lots of action. The system is
intuitive and we got into the swing of the play very quickly. All good stuff.
·
I liked the unit/leader activation system which
gave suspense and randomness without being too wacky. We used cards, but long term I will use poker
chips. I found it hard to adequately
shuffle a small hand of cards, much to Stacy’s disgust as he had to take
several random event rolls following the appearance of the 3rd
command card in a row. If I don't get my poker chips painted in time (they are fiddly), I'll resort to fanning the cards and letting players choose one at random.
·
Getting the feel of when to use Command Cards
will take a bit. Stacy and Sylvain
tended to hold on to them to make sure that units activated on the tiffin card,
but I think that both made use of Cards for “Step Out” actions adding movement
or prompted activations out of sequence
·
Movement is based on a number of d6s making it
random, but that was just fine by me and it worked in practice. Cavalry take some thought as they need to
take a turn to slow down or speed up.
·
Small arms fire was a snap to get – lots of d6s
with simple to remember scores to hit.
We rarely need to resort to a table.
If three men in their 50s don’t need reminders, the system is pretty
idiot proof! Units need to test to stop uncontrolled
fire once they start, which is something that we forgot to do.
·
Artillery fire is also simple and can be deadly
(or not). Stacy cunningly placed his gun
on a hill and Sylvain obligingly deployed on a hill in the line of fire. In retrospect he could have avoided some of the fire by
coming down off the hill but that didn’t seem obvious at the time.
·
I liked the differentiation between musket and
rifle armed troops, and formed troops vs skirmishers. Both sides’ skirmishers were effective, but
Sylvain unfortunately turned his Jaegers rifles from a plus to minus by moving
into close range.
·
Cavalry
is brittle and tricky to use, as it should be.
Both players got their hussars into tricky spots where they were shot apart
by musketry. A learning opportunity hopefully!
·
We used a big table that allowed a lot of
flexibility on deployment. It also had
the plus of letting both players get familiar with movement and activations
before running into the enemy. A few
units on a big table gave a very nice feel.
·
We never got to fisticuffs so I have no idea how
well that works!
·
As commented on the SP forum over at the lardies
home, there are some unit points costs issues that need to be sorted out. I went by the points in the book and may have
given Stacy an advantage as the Brits seem overpriced. We can work this out over time.
It does all sound very encouraging, I'm toying with the idea of using SP2 for the Indian Mutiny, but who knows if I'll ever get there!
ReplyDeleteI think that the Mutiny would work very well with SP2. There are some lovely figures available, but I need to be strong. I've also wondered about Wellesley in India but fewer figures available.
ReplyDeleteCheers, PD
Richard Clarke thinks that Sharp Practice Two if OK for the Indian Mutiny but then he would do, wouldn't he.
ReplyDeletehttp://toofatlardies.co.uk/blog/?p=5924
Then there's some more inspiration at:
http://www.edinburghwargames.com/Indian%20Mutiny.htm