![]() ![]() Archer took a depletion/skedaddle 1 (D/SK1 for short) and so that portion of Archer’s brigade was tied up for a good portion of the morning. ![]() Finally, the only assault combat came when the “Hot Headed Rebels” chit was used to force Archer’s 6 strength points-4 morale unit to attack Cutler. Though it is not a likely occurrence, it is nice to see that the game can make up for a freak cannon shot. AP Hill (Command rating Poor) rolled a “6,” the Inspired Leadership chit put him back into the cup and he managed to roll another “6.” Without that bit of luck, the CSA would have had a very slow start. As for the actual action, the CSA slowly moved forward even with Heth’s replacement as a poltroon. Clearly hit by artillery fire, as no troops had actually moved yet, Heth (Command rating Poor) shows General Polk how it is done. So here we go, it is 9 am and the very first chit pulled out of the cup was the “Fog of War.” My roll was a “66,” which meant a Confederate General casualty and since Heth (Confederate generals are in italics) has to be the first CSA leader lost, down he goes. Units can be activated or not, multiple times. For example, a Commander rated a “Poltroon” will be unable to activate any of his units within one hour a third of the time, he will activate a small number of his subordinate units half the time and he will activate most of his subordinate units in some manner a sixth of the time. The player who controls that commander then rolls one die and cross-refers the commander’s rating with the die roll and activates those sub-units, with either an Attack, Defend or Maneuver order. If it is a Commander’s chit it will also provide his efficiency rating, which is a measure of how likely it is all, some or none of the units under his command will be able to perform his order to the best of their ability in one hour or less. It usually contains the name of a Corps Commander, Division Commander or a Random Event. ![]() Finally, I played solo and did not try to roll for any optional reinforcements.īasically, in “The “Blind Swords Lite – The Devil’s to Pay: The First Day at Gettysburg” a player pulls a random chit. A big difference is that BOTH sides roll dice in any ASSAULT combat, which should make it harder to have lucky rolls decide combat. Offensive fire comes first, movement comes second, defensive fire is third and finally, there can be assault combat. The game scale is larger (250 yards per hex), most brigades have two counters (it isn’t a regimental system) and turns are now an hour long (not 20 minutes). Howard describing the results of the First Day at GettysburgĪfter running a few tests of the tutorial scenario of Hermann Luttmann’s new “ Blind Swords Lite” system in his new game “ The Devil’s To Pay,” I completed my first play of the full historic “First Day at Gettysburg” scenario.īefore I tell my tale of this first test, there are some points that need to be stressed about the new “ Blind Swords Lite” system. “I always thought that the dice had something to do with it.” ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |