Pete Berry's Polemos ECW - published by Baccus |
There are many reviews on the Internet (mostly very positive about the rules) so I thought they'd got to be well worth trying out, so I was very pleased an opportunity finally arrived this week.
Si prepared by reading through the rules (I'm a Dyslec so it would takes me twice as long!) and he picked a scenario for the action from Charles Grant's Scenarios book, published smoke years ago by WRG. It required one force (Roughly double the size of their opposition) to advance across the table and fight their way through a defended gap between two low, wooded ridges.
Map of our table (drawn in PowerPoint 2007!) |
Attackers;-
- 3 x cannon with teams
- 8 x bases of mixed infantry
- 3 x bases of cavalry
- 1 x base of muskets (Forlorn Hope)
- 2 x cannon with teams
- 4 x bases of mixed infantry
- 1 x base of cavalry
- 1 x base of muskets (Forlorn Hope)
The intention was to just play a friendly encounter to get to know the rule mechanisms, which neither Si or I were really that familiar with.
The defenders wait expectantly on the road between the ridges. |
The attackers march through the village towards where they plan to do battle! |
The brave defenders cavalry unit declare a charge on the attackers. |
Then you carry out any ranged combat and finally any close combat.
Initial charge forces on base of attackers back. |
Attacker's Forlorn Hope assaults the defending cannon on the right hand ridge line |
The defended right hand ridge |
- No effect
- Halt
- Recoil
- Take "Shaken" points
Finally at the end of the turn, both sides can try to rally troops by removing "Shaken" points with any spare TPs. A Word Of Warning here;- don't expect dramatic outcomes. ECW firearms were pretty ineffective - especially their artillery!
The melee in the centre (on the road) is moving towards a bloody climax. Note the 6mm D6 indicating "Shaken" points |
We marked "Shaken" points with little 6mm dice. You can collect up to 3 before you are forced to rout. If you rout into other troops who won't yield, through impassible terrain or off table, then the base is lost. This is the only circumstance when you need to remove casualties!
The final sequence of the turn is to carry out an army morale check, with a D20, if you've lost more than 5% of your total units.
Conclusions.
We liked it! The mechanisms are really quite simple once you get into them and soon you're playing off the QRS in isolation.
The book has soft covers and is printed on glossy paper in black and white. It has examples of play together with diagrams to explain the rules further. Over half the book is made up of historical army lists and historical notes together with some really interesting designer notes. There is a card QRS provided as well as it's inclusion in the rear of the book.
There are a couple of things that we struggled with;-
- Manoeuvre:- changing formation, wheeling etc. needs some thought and practice.
- Advance to contact;- It takes forever for the two armies to meet one another when foot can at best advance only 2BW per move (100mm) when marching. On our little 3ft square table it took about 4 turns before any attackers were near enough for the defender to react!
Now where's shall I get some more 6mm figures from........
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