Friday, February 9, 2024

Battle of Motien Pass - RJW - TMWWBK Playtest

Just finished up a very nice and successful playtest of an RJW skirmish game using The Men Who Would Be Kings. The rules seemed to work out very well for the scenario - which was based loosely on the the Battle of Motien Pass. A small engagement during the early part of the Russo-Japanese War - a few months after the larger Battle of the Yalu River. The Japanese objective was to storm the  Russians who were in hastily built entrenchments. The Russians were to survive 6 turns with half of their army fir a victory. The Japanese had 15 units at the start of the game and the Russians,  12. At the end of turn 6, the Russians still had 8 of their units, but the Japanese had taken over the first line of trenches. The game was called a close tie. However, if more turns were to have been played, the Japanese would've likely destroyed the remaining Russian units.

The table was set up with two lines of trenches in an oblique facing on the table. The Japanese were allowed to have up to three units occupy the small hamlet with native huts along a stream in the foreground. The Russians were allowed to arrange their units within their defenses prior to the start of the game. All cover and obstacles, including the hastily dug trenches were rated as light cover - increasing hits for casualties by only one more needed. All unit leaders were rated at 6. The Japanese infantry and Russian Cossacks cavalry were given a Discipline of +2, Japanese cavalry +1, and Russian infantry and all crewed weapons having no increase.
It was pointed out after the game that the Japanese should have some of their artillery moved up by around 12" from the table edge at the start of the game. This would allow for their more effective use as crewed weapons only have a movement of 4". As the set up has the Russians in an oblique line, only half of the Japanese guns would need to be moved up.
I ran half of the Japanese force and charged their sole cavalry unit into a Russian infantry unit in light cover. This was more to do with fleshing out the HTH rules more than common sense. They ended up being killed off in a later turn.
Japanese were unlucky in failing to activate a lot of their units in a couple of turns. However, the Russians had decided to vacate the first line of trenches early in the game, so balanced their lack of movement a bit.
One of the Russian players distracted by an enemy Poodle agent.
One of two Cossack mounted units - late in the game the Cossack units used their Skirmish rule and got some shots off at the enemy.
All in all a very successful playtest with only the more forward placement of some Japaneses artillery at the start of the game was felt needed to balance the game better. I really like how the rules played out - especially the way shooting and combat uses a D6 per figure - unlike the usual 6 or 12 for half or full strenght units in the Rampant family of rules. The tests for Pinning and Rallying also seemed to flow smoothly too.  Thanks again for checking out the blog and wishing you the best.

18 comments:

  1. Looks like a very successful trial game dean - your table and figures are lovely too! It's a few years (sign of our age I guess!) since I played TMWWBK but it's always provided a good game, as far as I recall.

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    1. I agree! Game looks terrific and a test game with few road bumps is a success. I will look at TMWWBK more closely. Perhaps this would be appropriate for Spanish-American War?

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    2. Thanks, Keith and Jonathan. It worked out really well - especially for a first go at the rules - and scenario. Although having played enough Rebels and Patriots and Rampant games made it a fairly quick learn. Seemed a lot more streamlined - particularly as I mentioned firing and HTH dice are per figure and not having to remember if your unit is above or below half starting strength. The skirmish rule is also very fluid - half move, and half shooting dice - very good for cavalry with rifles, as the ones in this game. Artillery is a lot more deadly too - especially when compared to Bolt Action. The latter only have 1 shooting dice - here you get either 3 or 4 per fig (cannon or machine guns).

      Jonathan - I think you should give it a go with Spanish-American War.

      Warmest regards, Dean

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  2. Great looking game Dean! Sounds like the rules and scenario worked well.

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    1. Thanks, Mike. Yes, they worked really well - a good set for fast play, and easy to pick up. Warm regards, Dean

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  3. That is a lovely looking table Dean and a fine way to spend an afternoon.

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    1. Thank you very much, Norm. It definitely was an enjoyable game - everyone had a good time. Best regards, Dean

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    1. Thank you very much, Michal! Best regards, Dean

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  5. Nice to see the collection getting a run out Dean, the table looks great 👍

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    1. Thanks, Matt! I've already committed to hosting it at our big annual con in May; as well as later this month at a game day. Best regards, Dean

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  6. Best sort of testing a game. Lots of situation covered, lots of terrain types used. Nice looking jaunt and clever works representation. Never played the rules although have them 'in the library.'

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    1. Thanks, Joe. To me, they seem an improvement over earlier sets - like the Rampant series as well as Rebels & Patriots. I really like how shooting and fighting are 1D6 per figure. Much easier to track and recall during game play. Warmest regards, Dean

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  7. Smashing looking game. Glad the playtest was to your satisfaction.

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    1. Thanks, Richard. I have to say it went off better than expected. Kindest regards, Dean

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  8. Great looking game and the best way to test out the rules

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    1. Thanks, Neil! Yes, I was very pleased with the way it played out. Kindest regards, Dean

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  9. Magnificent looking game, table and figures Dean.
    Regards, James

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