The capable young Herr General Paul von Stollen issued orders to his troops at midday when it became clear that the invading Zichenauers were not going away. |
General Phillipe de Latte meanwhile sent his squadron of Batthyanyi Dragoons to the northwest through the center of Maddening toward Bretzel Farm. |
The game is afoot! In turns one through three, both armies sorted themselves out and began to carry out their missions in earnest. As a reminder, each general must take and hold two of the three settlements along a main road running from southwest to northeast along and through undulating farmland in the contested Duchy of Schleiz. The settlements in question are, from southwest to northeast, Hasenpfeffer Farm, the village of Maddening, and Bretzel Farm. The winner of the game is the commander who controls his objectives by or before the conclusion of 10 turns.
"Scales, Turns, and All That Kind of Stuff!"
For our purposes, we a consider a turn as equal to a period of time somewhere in the area of 15-30 minutes. But we don't really worry about strict man-to-figure ratio, time, or ground scales in A Tangled Mass. At its heart, our game is about maneuvering colorfully painted and glossy toy soldiers on a pleasantly laid out stylized miniature terrain. We are quite happy to leave strict military simulation to the von Tschisswitzes, who just moved in across the street.
-- Stokes and Young Master Paul
P.S.
We use the colored bingo chips as (morale) status markers:
Green = Holding Steady (Continues to follow most recently issued orders)
Yellow = Under Pressure and Hesitating (Halts all action for a turn).
Orange = Shaken (Retires one normal move distance to rear but still facing enemy and in control of officers and NCOs. One inactive turn required for officers and NCOs to restore order and steady unit.).
Light Red = Fatigued and Wavering (Retreats at the run in disorder one charge move to rear. Two inactive turns required for officers and NCOs to restore order and steady unit. -1 per D6 if attacked during this activity.).
Dark Red = Exhausted and Breaking (Routs at the run two charge moves to rear. Mounted general required to rally unit and lead it back to line. Fights as permanently shaken thereafter with -1 per D6 and no attacks or other offensive behaviors permitted).
Black = Destroyed (Shattered mob flees two charge moves toward nearest table edge and remove from game. -2 per D6 if pursued during flight.).
Purple = Charge!/Counter-Charge!
Blue = Activated Stollenian Units
White = Activated Zichenauer Units
P.P.S.
More on these emerging morale rules in a future post.
Comments
The vignettes and woods look terrific on the tabletop.
The morale rules are emerging, but please feel free to play with them a bit to produce something that works for you. Right now, we are taking a fairly fluid approach about when to test and leave that up to players to discuss and decide. We suggest the following: After 25-30% casualties, attacked in flank or rear, surprised or shaken, and after a round of close combat (melee).
Kind Regards,
Stokes