Pike & Shotte Italian Wars AAR

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  • #144013
    Peter Douglas
    Participant

    Just got approved to revised forum but been gaming P&S fir years. An AAR of our latest game can be found in my blog.

    #144031
    Charge The Guns
    Participant

    Hi Peter. Did you mean to leave a link to your blog? I think I found it.
    http://singlehandedadmiral.blogspot.com/2018/08/pike-and-shotte-game-pass-clearance.html?m=1

    Lovely figures. Couple of thoughts on the challenge the attackers had.

    Did you remember the +2 on command roles for a column on a road? Often speeds up troops, but the dice can still spoil a great plan!

    Were the Swiss Elite? This gives a 50% chance of shrugging off disorder. I’d have thought Swiss in this period were obvious choices for being classed as Elite. They also look like a large unit. Large units can also shrug of disorder by taking a casualty.

    Sometimes the dice still conspire against you. 🙂

    #144154
    Peter Douglas
    Participant

    Thanks CTG

    Obvious newbie error, I thought I had pasted the link but had a blunder roll!

    We didn’t use the road rule, which might have helped although it’s doubtful how good roads would be in the period. We did allow them one free move on failure while in column.

    The Swiss were Elite, but the disorder mostly affected the non-Swiss troops! Still I think there was a unit of hand gunners that should have checked.

    If I were to do it over, I would give the attackers an extended move of X plus the command result, X being 2 or 3. I’d restrict the moves so that they couldn’t close to musket range, and rule that the attackers couldn’t fire on that move and then let the defenders have next go.
    Cheers and thanks for the comments and fix
    Peter

    #144224
    Charge The Guns
    Participant

    Good idea to give the attackers a bit of a hand to get them on faster to start with.

    The group I play with has always felt a bit uncomfortable with double/triple moves and shooting. We have played all of the BP sets (BP, P&S, HC) with a ‘club rule’ that you can only shoot if you only single moved. No particular reason other than the horror of an attacker storming three moves towards your well planned defences, and getting the first shot off.

    Perhaps something similar would help if you allowed the attacker a few triple moves.

    #144237
    Peter Douglas
    Participant

    I’ve seen that before. We actually limited it to at most two moves with shooting, but one and shoot makes more sense.

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