This is why I feel FoB is *not* good for such scenarios (including "we
all start off the table and come on in road column" scenarios). Using
the FoB rules as written it's entirely possible that the British could
pull there 3 Move cards (and even the extra Move 1 Brigade card)
before the Americans can pull any of their own Move cards. And if you
throw in the chance of a tied Initiative roll then the Brits could
reshuffle and do it all again. The same thing could happen in reverse
- the Yanks get all of their Move cards first and are all-over the
Brits before they can move once. When I come up with scenarios for
FoB I try to have at least some sort of screening force already
deployed on the table top to help delay the enmy in case they get a
run of Move cards. Note that I do this more for convention scenarios -
it sucks if your command starts in road column and then gets mauled
before you can even try to shake out into line. Also, for convention
scenarios I've been known to "stack" the decks so that there's at
least 1 Move card in the first 5-10 cards to reduce early game
"hosage". Finally, if there's an attacking side that needs to be
aggressive, I will rule that on the first turn the attacker
automatically wins initiative with whatever the difference was in die
rolls as the # of init points to use.
That being said, in your scenario I would make it so the wagons never
move more that 1 segment per Move card (if the commander rolls a "1"
then the wagons don't move). Or perhaps the wagons move as routers -
every time a Move card is pulled the wagons immediately move D6+D8
inches - no road bonus. You might also want the Yanks to come on
the first Move card instead of the 2nd - or perhaps the first Move
card after the Brits have pulled a Move card.
--- In Piquet@yahoogroups.com, "David Crowell" <gpfdavid@...> wrote:
>
> 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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>
> [Non-text portions of this message have been removed]
>