Archive for September, 2003

Yet Another Piquet Variant

Wednesday, September 10th, 2003

My occasional opponent, Ian Marsh, humoured me last night and agreed to play Piquet instead of his own ruleset Huzzah. I, in turn, humoured him and we played a variant of his design: Matched Action Piquet.

While I really like Piquet, I have often felt that it combines two different systems that are attempting to solve the same problem.

The game uses initiative rolls, which determine how much impetus a player has to perform actions. These are similar to the PIP dice in DBM or the command and control rules in Warmaster or the command chits used in Terry Gore’s Warfare series of rules. Each of these has the idea of limiting the number of orders that a general can issue and thus preventing the player from simply micro-managing his troops and managing to advance the whole army.

Piquet also uses a command deck of cards that govern which actions can be performed. A player has to wait for the right card before he can move his infantry, etc. The decks are a good system for representing national characteristics - probably the best system I have seen for doing this.

Where Piquet falls down is that it combines these two systems into one game and the player is not only restricted in the number of orders that he can issue but also in the type of order. This is what causes a lot of players’ frustration and turns them against Piquet, the fact that you can wait a long time to get a turn if the initiative dice are against you and then when you do get initiative you still can’t do anything!

What Ian’s Matched Action variant does is assign a number of action points to each officer in the command chain and allow them to use those action points to use their cards. New action points are only assigned to the C-in-C and they have to be transferred down the line of command to be used. Because each individual officer has their own action points, you can adjust your plan by concentrating on one sector of the field and passing action points where they are needed.

How many action points you have depends on your officers’ quality (and I ended up with a Poor C-in-C meaning Ian’s average commander has more points to use) and the command deck reflects your army’s national characteristics.

Ian is going to revise the rules following our playtest, but it is worth reading through them if you play Piquet. We played the Complex version of the variant where each officer has his own pool of action points.

We found the game enjoyable as you were always doing something, even if only drawing new action points or transferring the points to sub-commanders for your next attack.

The variant eliminate the long runs of initiative that result in one player feeling left out of the game, but still avoids being a YouGoIGo game. Give it a try.

Rules, Rules and more Rules!

Friday, September 5th, 2003

Like most wargamers I know, I collect rulesets. My shelves are lined with sets that I bought because they looked interesting, offered a new system or new idea or simply had some really nice photos. A lot of them I have never played, most I have played once or twice.

Over the last few weeks I have played a different ruleset each week and writing the games up on this blog made me realise that it’s a long time since I played a game with the same ruleset and really learnt the rules. Every game recently has been a process of learning the rules as I play and that takes away something of the enjoyment of just playing.

So, I have decided to try and stick to some standard rules and to try and play those regularly. So far I haven’t come up with an exhaustive list.

For Ancients I will be sticking to Warhammer Ancient Battles for larger games, DBA for small occasional quick games and the Games Workshop LOTR rules for skirmishes. That doesn’t rule out the occasional game using Glutter of Ravens, but I really need to sort out my armies and their basing before playing GoR again.

For ECW, I am pretty happy with Forlorn Hope, though I do find the number of morale checks a little tedious. Once you play the rules regularly, you can just roll and decide if it is worth checking morale, but the system is still slightly slow. I am wondering about trying out Warhammer ECW with my 15mm figures to see how they play and if I like them then at least they will be the same mechanisms as WHAB.

For Napoleonics, I am happy with Piquet for home games where there is a reasonable amount of time to play in. I don’t find that they give you a game with a conclusion quickly enough to play at the club. You need a result in 3 hours, and Piquet doesn’t do that. Although to be fair all the games I have played have been with Piquet novices, which may be while the games were slower.

I’ve looked at a number of other Napoleonic rule sets: Huzzah, Vive L’Empereur (which combines Piquet and Bruce Quarrie’s rules), Napoleonic Fire and Fury (which looks interesting for brigade level games), Napoleon’s Battles (which I quite liked when I played it), Horse Foot and Guns (which I hated) and Shako. None of them that I have played really offers a complete game with a result in 3 hours and a style of game that I enjoy, so I’m open to suggestions.

For Darkest Africa games, I am happy with Chris Peer’s In the Heart of Africa rules with the possibility of using The Sword and The Flame for larger games.

For Victorian SF I have fixed on GASLIGHT which does everything I want.

For Three Musketeers: Blood and Swash works well.

For WW2, I am still undecided. I’ll stick with Rapid Fire for quick games as friends use it, but I am quite taken with Battlefront WW2, though I have yet to play it. I also enjoyed the Crossfire games I have played.

Which just leaves rules to choose for periods where I haven’t painted the figures yet such as Franco-Prussian, Pirates and Stargrunt SF.