April 2, 2019

Thoughts On Artillery

I've been terribly busy with work so the painting total for May has been truly pathetic, just 20 figures finished for the entire month. Quite appalling. I might get a few more in before the end of the month, but maybe not.
 I like to get in a little painting session most mornings before I head off, just 15 or 20 minutes, you know, cup of tea, bit of quiet morning radio. You 
can't actually get a massive amount done but it adds up. Anyway, this past month I've been leaving an hour or so earlier, so no chance of getting anything done, and in the evenings I'm too knackered.
Thought though, can take less energy, and I've been thinking about artillery in ITGM.
This was prompted by something in Noel's blog  http://garagegamer.blogspot.com/  where he mentioned they were playing a game using smaller sized gun batteries. I've done this a few times, where normal battery sizes are reduced by one gun, and its usually resulted in an excellent game.
Austrian 6lb battery: This could go down to a 3 gun battery
So, thinking about this leads to possibly expanding some rule changes to go along with this reduction.
I've always resisted tinkering with ITGM, its always seemed a case of "its not broke, so why fix it?" and to a certain extent I still adhere to that. Whatever set of rules, whatever period, there are ALWAYS knock-on effects from even the tiniest rule change. As long as these are foreseen then all well and good, but they often aren't. However, I think I can say I'm probably as familar with ITGM as much as anyone so I reckon I can cover most eventualities.
If we reduce battery sizes (4 gun down to 3, 3 gun down to2 and 6 gun down to 4) then obviously this will reduce the effectiveness of artillery on the battlefield (and I can already hear the Russian players squealing in protest). This needn't be the case. To compensate for reducing battery sizes one simply increases the number of batteries. Whats the point? I hear you say? It means individual batteries are not so powerful, are not quite so immune to enemy action, and would need to be sited more carefully and protected by infantry, cavalry or terrain.
There are a few other rule changes concerning artillery I'd like to throw into the mix while we are about it.
Horse artilley fire twice in a turn if stationary.
Why?
I've never read anything that supports the notion that horse gunners employed a higher rate of fire. I HAVE heard that when PG originally wrote the rules he lacked horse batteries so made the few he did have more effective.
So I'd do away with that rule. With most horse bttys now being only 2 guns (except Russian and Prussian which would be 3) it would make them less devastating. At the moment there is a tendency in games not to have that many of them. I think I'd sooner see more small battys than the occasional larger one.
Russian horse guns: Not so fearsome if there were only 3 guns and they fired just the once per turn
(from J.Lander's collection)
The benefit of having 2 gun bttys means that their frontage is less than a 6 man cavalry squadron, so providing they are anchored on terrain, or other troops then they can't easily be charged. They are however quite vulnerable to counter-battery fire..but it would be the same for both sides. 
Another rule I would do away with is firing guns overhead (as opposed to howitzers) from the flat up onto hills and vice-versa. It didn't seem to happen much from what I can gather. No problem with firing over friendlies from hill to hill.  
French foot artillery: Connoissuer figures 
Lastly, there is the minus 4 incurred by guns firing cannister at single rank cavalry. Noel is convinced this is a misprint which has been followed by convention for years.
If one reduces the battery sizes, and does away with the minus 4 against single rank cavalry then it actually ends up about even (the guns might be a little ahead) when you look at the fire tables.
So, those would be my changes.
Incidental problems would be to do with the possibility of more formations with muliple bttys which would lead to more Grand bttys and convergence of fire. Therefore care would have to be employed in how you construct OB's. 
Take a "typical" game.
lets say currently you have 3 corps, each  of 10 btns and a cavalry regt each with a 4 gun btty. Plus a reserve btty of 4 guns. You also have a cavalry corps with a 3 gun horse btty    
A total of 19 artillery models. If one reduced the btty sizes this would go down to just 14 models.
This may not be desirable. How to solve this? Giving extra bttys to formations willy-nilly might not be the answer because one increases the ability for units to converge fire. One solution could be in this instance to fiddle about with the poundage, ie allow some or all of the guns to be 12 pdrs, or one could perhaps give the cavalry corps 2 x 2 gun bttys. Or one could give some of the infantry outfits additional 2 gun horse btty's to accompany their inherent cavalry, and introduce a another rule forbidding convergance fire between horse and foot from the same formation.
Just a few thoughts.
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April 1, 2019

Eye On Kickstarter #61

Welcome to my Eye on Kickstarter series!  This series will highlight Kickstarter campaigns I am following that have recently launched (or I've recently discovered) because they have caught my interest.  Usually they'll catch my interest because they look like great games that I have either backed or would like to back (unfortunately budget doesn't allow me to back everything I'd like to).  But occasionally the campaigns caught my attention for other reasons.  Twice a month, on the 2nd and 4th Fridays, I'll make a new post in this series, highlighting the campaigns that have caught my attention since the last post.  In each post I'll highlight one campaign that has really grabbed my attention, followed by other campaigns I've backed or am interested in.  I'll also include links to any related reviews or interviews I've done.  Comments are welcome, as are suggestions for new campaigns to check out!

You can also see my full Kickstarter Profile to see what I've backed or my old Eye on Kickstarter page that was too unwieldy to maintain.  Also, check out the 2019 Kickstarter Boardgame Projects geeklist over on Board Game Geek for a list of all the tabletop games of the year.
So, without further ado, here are the projects I'm currently watching as of the second Friday of March, 2019:



HIGHLIGHTED CAMPAIGN
Fail Faster: The Playtesting Journal
  • GJJ Games Backed
  • Over the last year I've spend a lot more time refining my own game designs in the hopes that I'll be able to get something published soon. I've done a lot of playtesting, refining, and updating. I've never been very good at taking notes, even in school, so any notes I did jot down for playtests were usually on the pages of rules that I had printed out. As I make changes to the games and need new rules the old ones get tossed, along with my notes. I've been trying to force myself to do a better job of logging the amount of time a game takes, who I play with, etc. but I'm still not as diligent as I should be. Fail Faster: The Playtesting Journal aims to make the whole process of playtesting a game, and in particular tracking data and notes for playtests, a whole lot easier. And easier is definitely something I need. I'm really excited to get my journal and see how well it helps me keep my thoughts and ideas organized.


Designing a board game requires a lot of creativity, but also some discipline when it comes to the most vital part of the process: playtesting your game. The Fail Faster Playtesting Journal will guide you throughout your playtesting process to ensure that you're capturing the right information as well as guide you towards improving your design.

At its core, the Fail Faster Playtesting Journal contains pages to keep track of 36 playtests. The journal is most useful if you dedicate one journal to each game that you are designing, but you could easily use one journal to keep track of all the different games you're designing. Each section has been tested and planned for optimal use of space.





Feudum: Rudders and Ramparts
  • GJJ Games Backed
  • People Behind the Meeples Interview
  • Feudum is by far the heaviest game I own. It's also one of the most beautiful. The artwork and components are absolutely stunning. Now you can add even more stunning components and some additional variation to gameplay with the Rudders and Ramparts expansion.


Graphic Novel Adventures - Season 2
  • I backed the Graphic Novel Adventures last year and, unfortunately, have only gotten to play one so far. However I've had fun with that one and the others look really awesome, too. The artwork and quality is top notch and this second season looks great, too.


Planetoid
  • Palm Island is one of my top games from last year. It's a great solo game that you can play without a table just about anywhere, so it goes with me everywhere. Planetoid also looks like a fun casual game, although it definitely isn't as portable. It's got great table presence though, and a nifty way of flipping up the tiles.


Lord of the Chords
  • My family is very musical. My wife plays piano, violin, cello, dulcimer, and more. My oldest son plays Spanish classical guitar, piano, and is teaching himself French horn. My middle son plays piano, sings, and takes dance. My 20 month old dances to anything with a beat. I play the radio (and poorly according to my wife). Here's a game that we can all come together on though. It's educational, all about music theory, and filled with puns (I've been accused of making a few bad puns from time to time, too).


Throw Throw Burrito
  • This is the next game from The Oatmeal (after Exploding Kittens and Bears vs Babies) and looks to be just as silly. I'm mainly watching this to see just how high it's funding level will go. Currently it's at $1.4 million, so it's not doing quite as well as Exploding Kittens, but still, not too shabby.


Fuzzy Mage Fight
  • People Behind the Meeples Interview 1
  • People Behind the Meeples Interview 2
  • This is the second game from the team that brought you Wanted Earth and it's a huge change from the miniatures heavy combat game. Fuzzy Mage Fight is a battling card game with really awesome artwork. I was scheduled to review this, but unfortunately it didn't work out for my group. We found it to be too unbalanced and it felt unfinished, despite having some interesting mechanics. Even though it wasn't right for us, go check it out and see if it's right for you - it's already funded and knocking out stretch goals.