Monday, November 29, 2021

Thoughts on Field of Battle for New Players and Convention Games

First, let's be clear; with players of some experience, or solo games, I like Field of Battle just fine as written.  In fact, it's my favorite game by far!  However, the vagaries of the sequence deck can sometimes be challenging, especially when it is a long time between MOVE cards, which drive much of the game's energy. Hence the following thoughts, which I plan to employ at the next FoB game I will be running, the battle of Eylau, February 8, 1807. 


For FoB3, each side's sequence deck has almost the same composition:


3 Each:

MOVE
MELEE
ARTILLERY FIRE
INFANTRY FIRE
ARMY MORALE


2 Each:

TACTICAL ADAVANTAGE

1 Each: 

MOVE ONE COMMAND



Variable
1 - 3 LULL
2-4 LEADERSHIP
? 1 SPECIAL EVENT






Without unduly changing the character of the game, it could be played with small 10 card decks, with one each

MOVE
MELEE
ARTILLERY FIRE
INFANTRY FIRE
ARMY MORALE
LEADERSHIP
TACTICAL ADVANTAGE
LULL
UNIQUE EVENT
MOVE 1 [D6] COMMAND[S]

The MOVE ONE COMMAND becomes Move D6 (or it could be D4, or D8, etc depending upon the game/size), BUT the commands activated cannot belong to the same player (unless there are more activations than players, but even then no more than 2 per player). This is mostly to avoid players standing around with little to do.

For Eylau, the  UNIQUE EVENT card will be used as follows:

Each time the Russians turn the card, roll a D6; on a “1” heavy snow develops. All movement is halved, and all fire takes place at one range band farther than measures; no long range fire is possible. Once heavy snow begins, it lasts for the rest of the game; no need for any additional rolls thereafter!

For both sides, may propose a special action for any ONE unit or officer. 

GM will judge if the action succeeds, or if there will be a die roll to determine success.



Initiative:  Roll C-in-C's LD vs LD as usual, but compare the results similar to the Initiative roll:

Tie = both sides pick up all their cards, shuffle their decks, and then roll again
Difference of  1,2 = 1 Card
Difference of  3,4 = 2 cards
Difference of  5, 6 = 3 cards
Difference of  7,8 = 4 cards
Difference of  9, 10 = 5 cards
Difference of  11, 12 = 6 cards


I have also updated the back of my QRS with a summary of the cards and their effects. 

Also, for Eylau, at the start of the game, roll for one special characteristic for each player; it may be assigned by the player to any one officer they are playing:


D12 roll

Special Effects

1

Poltroon: DOWN 1 for all Rally rolls, BUT may always withdraw at FULL rather than half speed! 

2

Epileptic: LD roll of 2 also = no move. May re-roll failed leader survival tests

3

Fabian: DOWN 1 die type for MOVE rolls (Can go down to a D6!), BUT may *always*  expend 1 segment to change facing or formation.

4 - 9

No special effects

10

Aggressive:  UP 1 die type for MOVE rolls. 

11

Charismatic: UP 1 for all Rally rolls

12

Heroic: all units in his Command Group get UP 1 in Melee while he is in charge, but roll for Leader  loss on D8 instead of D12



8 comments:

  1. An interesting problem trying to maintain a level of pace and participant involvement while not overly adjusting the rules.

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    1. Yes, Peter, you have precisely identified the issue.

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  2. I would be inclined to add additional Move type cards (like your Move 1xD6 groups card) rather than reduce overall deck, 2 Move type cards out of 10 rather than 4 out of 23 seems pretty similar although likely more re-shuffles than with standard deck.
    FOB is pretty immersive as is with all the opposed dice rolling and overall speed of play.
    If players are not immersed I find it is usually down to other factors like checking phone constantly (grrr) rather than the game system itself.
    Mind you 6 is most players I have contended with not your monster games !
    Do like the Die Fighting style Commander grading in concept.
    Proof of pudding will be in the eating of course :-)

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    1. That would help but still doesn't address the clumping issue. Play it enough times, and it will happen, Fine for veteran players, Of course, the small deck concept still allows clumping, but puts limits on it.

      I figured a few "different" commanders would add just a touch of role play, but still the great majority will be standard officers.

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  3. Looks like another interesting set of rules. I can remember you previewing them before and thinking the cards look very much like Command and Colors, I'd like to try out some new rule sets with my Napoleonic group although I find trying to suggest new rule sets difficult with some players more open-minded than others. The inability to move for long periods might prematurely turn a few away without them giving the rules a proper chance, so I can understand the tweaks you are proposing.

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    1. Commands and colors uses cards in a decidedly different way, but there are certainly some similarities in overall concept. Because of the card driven nature of the game, Filed of Battle plays exceptionally well solo, too.

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  4. Good tweaks, especially the officer characteristics. I would like to try those. My problem with this game system is the totally arbitrary lack of movement. Artillery duels are a poor substitute for action while waiting for a move card to show up.

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    1. With more than 2 players a side, having the Move One Command card activate (potentially) several commands helps keep everyone in the game, and also make the decisions about where to use it best.

      Within reason, for me the LACK of predictability and control is precisely one of the big attractions of the system. You have to deal with the opportunities of the moment, and are not in complete control. The flow of the cards and resultant play helps create the narrative and drama of the game. Not for everyone, of course. The idea of this concept is reduce the extremes of that variation somewhat.

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