Two offerings from Der Kampfflieger.

January 5, 2014

From another company called Der Kampfflieger, I have for you a British Dingo Scout Car and a German Panzer Jager I.  Both come in 1/72 scale so sizing does not need to be done.  Both models were easy to build but both had their problems.

The scout car is only about 1.25″ long.  That is problem enough!  Everything about the card was pretty straight forward.  There was one part of the fender that was printed on the wrong side.  Nothing that a touch of bleached bone paint couldn’t cure though.

The Panzer Jager I was easy except for the gun assembly.  I ended up building the gun barrel out of plastic and adding the muzzle break from a bit of toothpick.

Dingo Scout Car and Panzer Jager I.

Dingo Scout Car and Panzer Jager I.

Dingo Scout Car and Panzer Jager I Side.  The scout car wheels are on loose.  Notice the back wheel is slightly "off".  The axle went in crooked.  I am probably going to remove it and adjust.

Dingo Scout Car and Panzer Jager I Side. The scout car wheels are on loose. Notice the back wheel is slightly “off”. The axle went in crooked. I am probably going to remove it and adjust.

The inner works of the PZJgr-I.  The model was pretty easy to build but the gun was a pit of a pain.  I could not roll the barrels so I ended up getting two sizes of plastic rod from the local hobby shop.  1/16" is the top rod and something smaller is the bottom.  The gun is not exact but is close enough.  The bell at the end of the gun is cut from the end of a round toothpick.

The inner works of the PZJgr-I. The model was pretty easy to build but the gun was a pit of a pain. I could not roll the barrels so I ended up getting two sizes of plastic rod from the local hobby shop. 1/16″ is the top rod and something smaller is the bottom. The gun is not exact but is close enough. The bell at the end of the gun is cut from the end of a round toothpick.

Again, the models were quite inexpensive at about $3.00 each from E-card Models.  Print and build as many as you like!  The Dingo took about 2.5 hours to build but the PzJgr-I took something along the lines of 6.5 hours.  Good thing I don’t need to many of those!  As with any photography, some of the imperfections immediately showed up in the shots.  I assure you, the tanks look way better in person, especially from 3 feet away.

Panzer Jager I

Daimler Dingo Scout Car

1/72 Scale WW2 Vehicles in Paper

December 1, 2013

I’ve been experimenting with some World War 2 paper vehicles.  I have made several now and would like to show the results.  I’ve purchased so far from two companies and found one item free on the web.

From left to right: Matilda MkII, Universal Carrier, Stug III, Panzer III

From left to right: Matilda MkII, Universal Carrier, Stug III, Panzer III

First up is a diorama offering from Best Paper Models.  The item comes with a Matilda and a Panzer III.  These tanks were pretty easy to put together.  Simply adhering to some paper modeling “best practices” and you could get these together in about 4 hours each.  This includes, cutting, gluing and touch up painting.  The results are quite nice.  A side note, I felt that the colors were a little bright so I toned them down, making the Panzer III a bit more tan and the Matilda a bit more earthy.  The latter’s colors were clearly influenced by the Matilda at Bovington.  The gun barrels are supposed to be rolled paper.  I managed to roll the Panzer III gun barrel pretty easily.  The Matilda gun barrel is a simpler piece and should have been even easier to roll.  However, for some reason I could not roll the paper into a gun barrel for this model.  I used a toothpick instead.  The last thing I want to mention is that these models are actually 1/87th scale.  I pasted them into a PNG file.  The graphics are actually very high resolution.  I had to shrink the files to 28% size.

On a side note, I did look up measurements for the vehicles just to make sure they were close to scale.  I use for most of my needs since the web site owner has done most of the research for me and even lists his sources.  All measurements varried but the Matilda II varied the most, especially with the length of the vehicle.  The difference between the smallest and largest measurement was something like 3 feet!

Matilda and Panzer III from the side.  Note the solid tracks.  No cutting out bogey wheels.  Just one solid foldable piece.

Matilda and Panzer III from the side. Note the solid tracks. No cutting out bogey wheels. Just one solid foldable piece.

The second purchase was from paper Tiger Armaments.  These vehicles are very nice.  The coloring is, perhaps, not quite as nice as those from Best paper Models in terms of texture and detail but a very good model never the less.  There are more details in parts, especially in the track area.  I was not up to the task of assembling the tracks a wheel at a time so I used the tracks from the PZIII from BPA.  I recolored them further to give them a near match to the PTA Stug.

Stug III with tracks from the BPA Panzer III.

Stug III with tracks from the BPA Panzer III.

The final model is a Universal Carrier from J. Friant and is available on his web page.  This was a pretty easy model to build.  There is a good bit of white space in the interior when you look down and at an angle into the drivers compartment.  This can be fixed with some appropriately colored paint.  The coloring scheme is very basic so it would be easy to re-skin it to anything you like before printing.

Universal carrier with the solid track option.  There is also a detailed track option similar to the PTA tanks.

Universal carrier with the solid track option. There is also a detailed track option similar to the PTA tanks.

Final Thoughts

Paper tanks can be slow to build.  I suspect that the process can be somewhat sped up by building multiple tanks.  I have not tried it yet though.  At 4 hours per tank, this is probably a bit slower than preparing some of the quick build plastic models for the game table.  The advantage is the cost.  You can purchase a tank image for $2 to $5 via the web and then build as many as you need.

Best Paper Models Matilda and Panzer III in North Africa

Paper Tiger Armaments Stug III

Universal Carrier from J. Friant

Kids and gaming in practice

June 26, 2013

A few weeks ago, my son and I joined TMP’r 45thdiv/Matthew and his son for an afternoon of gaming.  As this was my son’s first wargame ever, this was going to be an interesting experiment.  The game was quite simple.  The Normans (played by the Dad’s) held a keep with a handful of men.  As well, a second contingent guarded the bridge.  The kids were the Vikings.  They had to cross the bridge, storm the keep and rescue the Queen and the prince from the tower.

The rules were quite simple.  You could move up to 3 men per player to any location within reason.  In this case, the boys had to move and fight across the bridge.  As men were defeated, it was decided that the victor could advance to contact with the next combatant freely.  Fighting was simple.  Each player rolled a die (12 sided).  the higher roll won the fight and killed the opponent.  Archery worked the same way but with no danger to the shooter.  Walls allowed the defender to roll an extra die taking the best die of the bunch rolled.   A leader could roll 2 dice and take the highest die.  If a leader died, he was sent to the beginning and one dead enemy figure was returned to play.  The door to the castle had to be chopped down with axemen.  There were a limited quantity of these.  They need to “beat” the door 6 times.  The enemies (the dad’s) got to drop rocks on the axemen.   This worked like missile fire.

The Vikings ran headlong up the bridge and into the waiting Normans.  Casualties fell on both sides and one Viking leader (who was leading the charge) was also killed.  After a few turns, the Vikings had cleared the bridge of the defenders.  They then brought up archers.  The Vikings were deadly with their bows.  They inflicted heavy casualties on the well protected Norman archers and cleared most of the tower of its missile combat ability even before the first axemen reached the door.  Ah the luck of the youth!  After a few successful dropped rocks, the Viking axemen splintered the door.  it was all a matter of time before they cleared the tower of the defenders and saved the queen and prince.

The boys had a great time.  Though they took casualties, neither were put out by this and were good sports.  Matthew’s son was 6 while mine was 5 and a half.   My son wanted to play the same kind of game with his toy soldiers when we got home that evening.  This time they were pirates.  The games were a little haphazard.  He got a little mad at me because I wanted to enforce the rules we played by before.  That was mostly because he was pretty tired.  We’ve played a couple of games since.  All pretty fun outings.

Some lessons learned.

  1. Don’t try to do too much with your young gamer.  Some rules may seem dead simple to you but will not be for the young gamer.  Keep the mechanics to a minimum.  Really, it should be a matter of how to move and how to fight.
  2. Don’t expect too much (or any!) reality.  If it is a a bloody and short game, so be it.  They have a maximum attention span of about 1 hour.  I said Maximum!
  3. If the little gamer wants to do something, work it into the game.  Just roll with it.  It’s all about them and their enjoyment.

Some interesting observations about my son and game design

  1. He started with all the basic rules.  He wanted to roll a 12 sided die but did recognize that two 6 sided dice equal the same thing (roughly).  Luckily, the bad guys had to roll the d12 which has an average number of 6.5.  The good guys rolled 2D6 which has an average number of 7.  So the good guys have an advantage.
  2. He did take to the idea of friction and limited the moves to two moves.  A figure could move twice or move once and attack or you could move two figures.
  3. He likes variable movement.  Roll a D6 die and that is how far the figure can move.  We count off imaginary spaces which are about 1-3″ in size.
  4. I cut a 6″ dowel for movement.  The concept is the same as Song of Blades and Heroes (Ganesha Games) but only one movement size.  We used it in one game but my son forgot about it.  I don’t think he disliked it.  I think he just liked random movement more.

I am going to mock up a castle attack and use some of my 1/72 scale LotR figures.  (see LotR in 20mm from previous posts)  I figure 12 men, 2 elves and two heroes against two Orc contingents (16 men each) with an Orc leader.  The heroes are Gimli and Legolas visiting a Gondorian outpost.

The rules.

  1. Combat works with opposed die rolls.  Leaders roll 2 dice and take the best.  Gimli rolls 3 dice and takes the best.  Leglas rolls 3 dice and takes the best in missile combat and 2 dice when in hand to hand combat.  Elves roll 2 dice and take the best for missile combat.
  2. Missile range is 2 sticks (12″)
  3. Movement rate is 1 stick (6″)
  4. Two men can climb onto a ladder.  It takes a full move to climb up a ladder.  So one man will be all the way up while the second man will be half way up.  A third man can steady the ladder.
  5. Ladders can be pushed over on an opposed roll.  If two men are on the ladder, the defending roll is 2 dice and take the best.  The ladder with men is heavy.  If the ladder is toppled, the man on the top portion is killed on a 4-6.  Otherwise he lands on his feet and is OK.
  6. The object of the Orcs is to capture the castle.  The object of the defenders is to defeat the attackers.

There may be too much chrome in my rules for this fight but it will be an interesting test.  My son is pretty good at picking up strategy quickly.  He has done it in several other board games we play.

Steel Tigers Playtest

March 27, 2013

Steel Tigers is a new set of miniatures rules intended to be played on a hex grid.  Each unit is roughly 1 platoon of tanks or troops.  The rules are quite straight forward.  Pips are used to govern who can move and when.  Units can take up to 3 hits before being destroyed.  The first hit will suppress the unit.  The second hit will reduce the unit and the third hit will destroy it.  Suppression can be rallied off but once a unit is reduced, it remains that way until the game is over.  Both effects cause negative penalties for combat.  This is the small introductory scenario.  It lasts eight turns.  The player that controls the most victory locations is the winner.  In the basic scenario each player controls 1 battalion of infantry.  As you become more familiar with the rules, the scenario suggests a company of tanks and some off-board artillery.  This scenario tested out the artillery rules but had no tanks.

The start of the game.  The English choose to assault the two flanking towns while leaving the hill to the Germans.  The Germans are going to try and bowl over the English on the left.

The start of the game. The English choose to assault the two flanking towns while leaving the hill to the Germans. The Germans are going to try and bowl over the English on the left.

After 4 turns of fighting and two artillery strikes, the Germans can't seem to slow the English on the right.  The left has turned into s stalemate.

After 4 turns of fighting and two artillery strikes, the Germans can’t seem to slow the English on the right. The left has turned into s stalemate.

The situation at the end of the game.  The Germans lost sight of the victory conditions and had no way of winning on turn 8.  The English were content on sitting on their gains.

The situation at the end of the game. The Germans lost sight of the victory conditions and had no way of winning on turn 8. The English were content on sitting on their gains.

The artillery rules are still somewhat up in the air.  Mark (the author) suggested that each unit in the hex gets attacked by artillery.  Normally the type of unit gets attacked by direct fire, either soft targets or hard targets.   So, if you are lucky, artillery can be very deadly.  The game was played out on my computer using VASSAL.

Look Sarge! No Charts! Thoughts….

March 25, 2013

LSNJ is a really fun and straight forward game.  It is, like most other games, not without its problems.  here are some thought son the matter and some suggested rules modifications.


In LSNJ morale is handled with two special dice.  The first die tells you if your unit actually fails or not.  Elites fail 1 in 6, Regulars 2 in 6 and Green 3 in 6.  The default state is OK.  The second specially marked die tells you the effect should you fail.  The problem here is that some of the results of this die is OK.  There should be no reason to have the default state as one of your results as well.  A simple solution is to change the OK result on the effects die to the following: For this move, the unit may fire at half effect or move a half move.  Damaged elements may not fire but may still slink away at half speed.  The unit may not charge an enemy in close combat this move.  The unit automatically rallies at the end of the move.

This is not a huge problem either way but it is a minor annoyance from a game design perspective.  The change will also make morale failures slightly more frequent.


Here is a more controversial problem I see with the game.  Artillery and air power is pretty weak in LSNJ, especially against heavy tanks.  In some cases artillery can’t actually hurt some tanks.  This is also true for rocket armed aircraft.

The evidence: There are numerous videos of even machine-gun armed aircraft strafing tanks.  Rockets proved to be more effective.  Bombs could pick tanks up and throw them in ditches.  Massed artillery strikes would be devastating with the concussion alone.  During the Battle of the Bulge, the allies were waiting for the skies to clear so that they could bring their air force into the fight against the tough German armor.  If the aircraft really couldn’t hurt a Tiger tank, the allies would be in BIG trouble.

The other issue with shooting in general is that the rules for LSNJ applies a flat -2 for a flank penalty.  Most tanks of WW2 had armor of about half that (or less!) than the frontal armor.  For instance, a King tiger had about 7″ of sloped armor in the front and a little over 3″ in the flank.  The top armor was about 40mm.  It was suggested by the author that “tanks at the Platoon scale would not necessarily be facing the same direction.”  Actually, in WW2, most units still moved in column along a road and fought in a line, generally facing the same direction.  usually they would face their front armor to the biggest threat.  Even if they took a more positional defense, some flanks would still be exposed.

Solution:  So here is a more untested solution.  I’ll knock them out in order, indirect fire first.  For indirect fire, the results are based on near misses and direct hits.  I think it is safe enough to simply cap the defensive value for armor at 10.  That is, you have to beat a 10 with a D10 plus your attack strength.  For lesser vehicles, use the front armor value.  Most of the anti-armor values of artillery are pretty low anyway.  So, this will hopefully make artillery effective without being TOO effective.

The second part is to change the flank penalty based on armor.  First, we need to determine what part of the defense value is armor and what is your chance to hit.  The lowest defensive value of an armored vehicle is 7.  This is for most half tracks and armored cars.  Basically this is enough to turn small arms fire but not anti-tank fire.  So deduct 7 from the total frontal armor of the vehicle and then divide the result by 2.  Example: A tank with an 18 armor value would have a flank modifier of 18-7, which is 11 divided by 2 which is 5.5.  Using my gut feeling, this is a heavy tank so lets round down to 5.  Its a modifier or what you take away from the front armor.  So less is better.  Now this would be a lot to do in game but adding a simple note to each stand or chart line will make it easy to remember.

The final bit about shooting.  There is a “death ray” quality about long range shooting in LSNJ.  At anything past 1500 yards, gunnery was just not that accurate.  Donald Featherstone in his book “Tank Battles in Miniature” gave an excellent chart on hit probabilities for vehicles.  The first shot would have a pretty low chance to hit.  The rest of the shots on the same target would have a much better chance of hitting.  Here is the data:

Range in Yards.  The first number is the chance to hit for the first shot.  The second number is the chance to hit with each additional shots on target.

  • 500  78%/95%
  • 1000 37%/90%
  • 1500 10%/80%
  • 2000 2%/20%
  • 2500+ 1%/15%

There are accounts of German gunnery taking out Russian tanks at 3000+ yards.  You will here fan-boys of the German army bang on at how good the German guns were.  They do neglect to tell you how many shots it took to achieve that result at that range!  In looking at the numbers it is pretty clear that the first shot is a ranging shot.  Other shots are much better aimed and it is the second shot that will tell the story.  So how does this apply to LSNJ and other games where one “game shot” is actually multiple shots?

I think the game works pretty well at close range as it is pretty clear that many of the tanks will get hits when positioned at or under 1500 yards or in game terms at close range.  At long range it becomes problematic.  The chance to hit based on an average is about 17.5% for the second and subsequent shot.  As the chance to hit at this range with the first shot is extremely low, we can discount that shot as an automatic miss.  If we assume a tank takes 5 shots in that time period at long range, then its chance to hit with at least 1 shot will be about 51%.  Adding just one more shot, the chance to hit increases to 60%.  Given that the range is great, the chance to hit is low and the danger of being killed is equally low, it is unlikely that the tank would fire all that quickly.  So how do we apply this result?  LSNJ already has an automatic miss on a natural 1.  So we can simply extrapolate that rule and make the automatic miss a 1-4, which ties in nicely with our 60% chance to hit at long range.


To summarize, LSNJ is a fine game.  It is straight forward and easy to pick up.  With a few simple changes (one a bit time consuming!) the game experience can be improved without sacrificing the games simple elegance.

  • Change the OK result of a morale failure to half move or half fire for that move only.
  • Armor value against artillery and air attacks is capped at 10.
  • Flank penalty (the time consuming one!) is front armor – 7 divide by 2 (round up or down based on armor).  Lower is better.
  • At long range, direct fire shots against tanks miss on a raw die score of 1-4.




Dertosa with AMW on my new VASSAL Module

November 24, 2012

I played out a full game of AMW on my new VASSAL module.  The only rules modification was that I allowed light infantry to pass through and be passed through by other units.  I did change the Carthaginian army a little.  The African infantry had a 5+ armor instead of 6+.  I also added Spanish auxiliaries.  Below are screen shots of the fight with a brief synopsis of the action shown.

Some clarifications before the start.  Moves are all straight ahead.  Formed (ie heavy) troops may make 1 turn at any point during the move.  Light troops may make any amount of turns during movement since turns are free for light troops.  If a unit is forward an to the side of the front corner of an enemy, it may only flank attack that enemy if the enemy is already engaged to the front.

Both armies advance. The Numidian cavalry races ahead of the Punic line to harass the Roman cavalry.

Both armies jockey for position. After a round of skirmishing, the Roman cavalry charges home and causes damage before they are obliged to leave the field.

On the right, the Numidian cavalry advances and harasses the Roman heavy infantry. In the center both armies continue to maneuver. The velites screen the main body. On the left, the Punic cavalry charges home. An indecisive melee ensues.

On the right, the Numidians continue their hit and run attacks on the Roman heavy infantry. In the center, the Punic heavy infantry attack the Roman velites and cause considerable damage. The velites fall back and 2 units of Roman heavy infantry counter attack with mixed results. On the left, the Punic cavalry manage to rout their Roman counterpart, only to be hit in the flank by Roman heavy infantry.

On the right, more shooting from the Numidians. Center gets bloody as the Punic phalanx loses cohesion. The Spanish infantry are charged by the Triari, who cause some damage.On the right, the Elephants make themselves known. The Roman heavy infantry are routed, but not before they severely damage the Punic cavalry.

Numidians continue to harass the on the right as casualties mount on the Romans heavy infantry. Roman heavy infantry wheel in to help finish off the Punic heavy infantry. In the center, The Triari are flanked but continue to hold thanks to their heavy armor. Casualties mount on the Spanish heavy infantry. On the left, the Elephants are on the loose, with no way for the Romans to stop them. A Roman heavy infantry is charged in the flank and is destroyed. The Punic cavalry fail to rout the remnants of the Roman Velites.

The Romans are running out of troops. The Punic army, though more numerous, is quite thin as well. Numidians score another hit. The Elephants dispatch another Roman heavy infantry and the Triari are finally routed. Romans patch together their line as best they can.

Maneuvering and harassing across the board. Roman heavy infantry fall just short of the Punic slingers. Roman heavy infantry close with the Spanish and give a lack-luster performance.

The Romans are in big trouble. In the center, they decide to guard against the biggest threat…the elephants. If they survive, they may flank the elephants and cause some damage.

I said IF they survive. The Elephants charge the Roman heavy infantry simultaneously with the slingers charging the flank. 9 casualties later, another Roman infantry is routed and the Roman army morale collapses.

This was a battle using typical Roman tactics vs typical Carthaginian tactics.  The light infantry did their damage before being spent.  Allowing them to pass through the lines to escape felt right, as that is how the primary sources say they did.  So the Romans tried to soften up the center and then attack with a frontal assault.  The Triari made a rather desparate move to attempt to kill off the Spanish infantry in the center before they got flanked.   They made good progress but in the end, were getting whittled down.  The Elephants finished them off.  Speaking off elephants, they are quite strong as they can roll 8 dice against EVERYTHING.  The hits caused are casualties.  NO SAVES!  So it would seem the better practice for the elephant player is to keep them in reserve or in position to strike before the enemy can missile them to death.  The enemy player should do everything possible to dispatch them, either with missile fire, or melee with expendible troops such as Velites or other light infantry.

Ancients D6 now in German

August 13, 2012

Bernd Kohler has translated version 2 of the game to German.  His version accommodates large stands of 4-12 figures depending on the unit type.  Rather than simply assigning 2, 3 or 4 strength to the unit, he modified the game to include all figures in the unit.  So from handfuls to buckets of dice rolling fun.  You can find it on the AD6 Page here in the German section right below 3.0.

Light infantry fend off an attack by a group of Elephants. From a game using the German version of AD6.

Some minor changes (AD6)

April 12, 2012

I made a minor change this evening.  Flanking now causes the target unit to fight with half dice for melee and morale.  Special abilities still cannot be used while the unit is flanked.  Also, the successors list still had “small shields” as an ability.  This was dropped in this edition and the list has been updated.

It’s Here! Ancients D6 Version 3!

March 20, 2012

New version of Ancients D6 is now online.

  • Updated (slightly) Graphics
  • New Turn sequence with missile fire rolled into movement
  • Streamlined abilities
  • Simplified morale system
  • Rallying now requires you to spend order points to remove damage from units
  • In all, a better flowing game

The Fantasy version will be updated in the next month or so, which means, when I can find time to play test.

Both Version 2 and Version 3 can be found here.



February 21, 2012

Here is my standard DBA 3.0 battle of Magnesia.  I have the Romans as the invader and the battlefield being a flat plane with a river on the Roman left.  The forces are as follows.


1xKn Gen 1xKn 1xLh 4xPk 2xPs 1xEl 1xWb 1xSch

Roman With allied Kn

1xCv Gen 1xKn 4xBd 2xSp 2xPs 2xAx

My play test rules are the same.  No supporting elements.  Pikes are changed to +5 (foot) +6 (mounted) +4 (against shooting, or in close combat against Ps, Bw, Cv or Lh).  They suffer a -4 penalty in bad going.

The situation at the beginning of the battle. Rome is in Red. The Seleucids have the first move.

The Seleucids get 6 for pips on the first turn but are content to advance at a slow pace and keep the line together.  The Romans get a 1 for pips on the second bound and elect to stay put.  The Seleucids get another 6 but continue their slow march.

The situation after 3 bounds of movement.

The Romans roll a 2 for pips and elect to kick out their cavalry to extend their flank a bit.

So far, no agressive moves from the Romans.

The Seleucids get a third 6 for pips and advance the main line across the front.   The Sch moves in in hopes of doubling the Roman general and forcing him to flee off the board.  They are supported by the Kn on their left.

The Seleucid attack on the Roman right gains momentum. The Sch and Kn drive the Roman Cv and Kn back.

The Romans get 3 pips, enough to do some maneuvering of their own.  They advance across the front.  The right gets some support from an Ax.

The Lh gets "Barkered", a Ps gets doubled and flees from the Triari, the Wb gets doubled by a blade, a Pk gets driven back by a Triari and the rest of the line locks up. The Sch is destroyed and the Seleucid Kn is forced back.

On bound 7, the Seleucid luck turns for the worst.  They roll a 1 for command points and are forced to use it to block the hole left in the line.  Hopefully they can slow the blades up.

The double overlapped Pk is destroyed, the El kills a Bd, and the rest of the Roman lmain line is driven back. The Kn pushed back the Seleucid Kn.

Rome has a chance to cause some real damage now but only rolls a 1 on their pip roll this turn.  To recap, Rome rolled a 1-2-3-1 for pips.  The General moves to support the Kn.

The El is destroyed by the Ps (2nd rank Ps!) and, quite unexpectedly, the Seleucid Kn is doubled, ending the game. Final score 4-1 (plus 1 for the Sch).

This particular game was pretty interesting.  The Romans were out manned on their right but made good progress against the lighter troops on their left.  The Galatian Wb was particularly disappointing.  The Pk cracked easily with a double overlap. Command failures occured on both sides but the Romans overcame adversity despite rolling less than 2 pips per turn on the average.  The Seleucids, on the other hand, probably could have made better use of their pips.  Their luck left them when they needed it most.  That is what lost the battle for them.

So, I am thoroughly convinced that movement does not break the game as some claim.  It is not any easier to gain a flank.  “Barkering” still works just fine.  Reserves work quite well for counter attacking (the El for instance!).

I settled in on Pikes being +5 because the relationship between Pk and Wb was +2 if the Wb were supported as well.  Since there is no support in this test, it made sense that Pk should be +5.  So what is going through your mind is that they enjoyed a 1 point advantage over Bd.  Well, they also had to attack on a narrow front.  So, I think it is a good compromise.  Sp will enjoy a boost in fire power over Pk  with only a 1 point deficit but again, Pk can attack across a broad front.  The extra verbiage for shooting and some unit types is necessary because Pk are weaker in the game against some types of troops.


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