Napoleonic, WSS & ECW wargaming, with a load of old Hooptedoodle on this & that


Thursday 3 October 2019

A Gentleman's War

I've been very much enjoying Howard Whitehouse's new book for my bedtime reading. Entertainingly written, and the game looks like fun - and also looks like it's versatile enough to cover a few periods with minor tweaking.


One small concern - has anyone played the game? - does anyone understand the card play? - even a bit? There must be something obvious I'm missing; that section seems to provide a lot of detail, but I seem to have missed the overall system. Sat-nav approach to wargames rules. I'll read it again...

11 comments:

  1. I missed these somehow, and now I'm intrigued...

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  2. The short answer is "Yes" (though I've only played 6 or 7 games ) but I admit that I had to play a couple of "turns" (there are no turns per se) until I started to get it and a couple of games before I got to the point where I was using my hand to aid my battle plan rather than being opportunistic.

    More thoughts and observations available if desired.

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  3. I have neither obtained nor played these rules. Mr. Foley maintains a blog with a number of entries for these rules. You may find answers to your questions there.

    Dan's blog is: http://laststandatcairngorm.blogspot.com/

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  4. Played it a lot very easy once you get a few games in . Deal six card to start game , one side gets the red cards the other the black (jokers shuffled back into the deck . Start turning cards from the main deck - red activates a unit from the 'red' army , black card one from the 'black army' . Picture cards can activate a group of adjoining units (brigade movement) . The flow of cards can be interrupted by the cards held in the players hand or help when being charged . Mark each unit when moved/activated - when all of one army has moved/activated remove the tokens and start again (if you were lucky you could move/ activate all your units before the enemy get a go) . When a joker is turned from the deck remove all activation chits and start again , Jokers can be used to bring on reinforcements or incidents .

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  5. See another Tony over at Tin Soldiering On - 5th April this year, even gives a brief description of the card mechanism... no idea why I remembered that, need to get out more, it seems. Interested to see how you get on with them!

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    Replies
    1. That would be "The Good Soldier Svjek" above's blog.

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    2. Ha ha, Tony himself got in ahead of me, under the smokescreen of comment moderation.. The red/black cards idea is nice, I think Bob Cordery has something similar as an option in his Portable Wargame books.

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  6. Thanks everyone - especially Tony - having read Tony's note, the card play section in the book makes sense - previously I was a bit short on clues of when the cards were drawn and all that. Good - progress!

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    Replies
    1. Hi Tony...
      I have had a few games of this now... both with the early beta testing set and the finished rules...
      Once you get your head round the card activation system things crack on at a good pace...
      We managed a fairly large 7years War game at this years Wild Geese Wargamers get together in June with no real problems.
      It’s a lot of fun...

      All the best. Aly

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    2. Thanks Aly - the game looks good. Now that the card system makes more sense to me, I'm keen to give it a go.

      Separate topic - I was also looking at Charlie Wesencraft's Practical Wargaming - I played a hex-gridded game which was substantially cribbed from CFW for many years - that is also a good game. Among the legendary Old School rulesets, I think his morale rule is the best ever. I want to revisit that as well.

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    3. I have a copy of Practical Wargaming... I haven’t looked at it in ages...
      I may have to dig it out...


      All the best. Aly

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