I have just gotten through the first Turn of the "Wagon Train" tabletop teaser.
http://steve-the-wargamer-teasers.blogspot.com/ I have been trying Brent's
suggestion of subbstituting Moves for Turns in scenarios for other systems.
I have set the game in the AWI with the British attempting to bring a column of
supplies the length of the table against American oposition.
What I have discovered is that the British (wagon train) are having a walk
through. A full Turn and the first American unit has yet to see the table!
American forces enter at randomly determined points on the table edges, at
randomly determined 'periods'. Due to the vagueries of the dice and the card
draws the second American "Move" card which will bring on the first of six
groups has yet to be turned. And the wagons are galloping down the road to the
fort. I have decided that for my replay of this scenario I am going to make the
wagons move at half the rate of limbered artillery (grant suggests the wagons
move at artillery speed,) with a D10 commander in charge of the wagons they get
an average of 2 movement segments per move, lightning speed at 12" per movement
segment on the road! I am also going to count initiatives rather than "Move"
cards as "periods" this should bring on the Americans much faster and make the
british have to work for a change.
I'll report on how these modifications work out.
This is my first serious run at using these rules (despite having had them since
publication), but I find them quite quick moving and definitely great for solo
play. I am using just the basic sequence decks for this first run, but next time
will add some special cards for a bit of spice.
cheers,
--dave
Asian World Imports
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