But they aren't quite what I was looking for. I suspect with a few more plays and getting a little more familiar with them these would be fine for a club game. I will be allowed to take photographs inside the centre, but one of the booking conditions forbids me from sharing them on public media. incorporate variable movement ranges in difficult terrain and/or bad. It costs £16.00 each to do the tour, and Sue and I booked on today’s tour. 2 were some tentative efforts to implement wargaming in the Marine Corps, none. Despite the terminology and the inclusion of rules for various theatre specific units they don't manage to convey much of the "feel" of the period to me (maybe that's just me of course!). The centre runs a two-hour-long behind the scenes tours on the afternoon of the first Thursday of each month. Overall these are a decent basic set of traditional style rules which will give a game in an evening. They allow you to play a game but I was hoping for something a little more sophisticated than a random arrival mechanism and very simple reaction table which doesn't produce much variety in the results. The Mutineer auto generation rules are useful but are very basic - the Mutineers aren't terribly intelligent - and have a few holes (you can generate artillery but they don't feature in the reaction table for example). With the British going first for the most part and being slightly better at firing and melee you need to have the Mutineers outnumber them significantly. As you can see the rules are pretty old school and allow a fast paced game.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |