Wednesday, 7 August 2024

The Fighting Retreat

This week I discuss the Art of the Fighting Retreat in tabletop wargames. Some rules have mechanisms that allow this, others don't, and sometimes this reflects the historical period those rules are designed for. But I also suggest how to introduce suitable rules into your existing games to make the fighting retreat a feature of your games.



Apologies: Once again I forgot to post my video from Sunday... my schedule has been shot all to hell this week and future disruption is likely, but I'll do my best to keep a basic schedule if possible. 

1 comment:

  1. You're absolutely right ... the rules sometimes dictate what type of scenarios or actions we can or cannot fight. Sometimes the rules simply are not suited to play out a specific scenario. It's one of the things I always think about when setting up a scenario ... do the rules support what the players are supposed to do in this scenario with their units?

    Other notable things are like being able to move several units in column across a chokepoint such as a bridge. Some unit-activation based rules are very bad in allowing for that sort of manoeuvre (first unit fails an activation test, you have an immediate traffic jam ...).

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