As happens normally in this blog, I am here to publish something different, to break with the established ideas, with this wargame it has been very easy, in the first part of this article you will be able to see how the game works with muskets during the 18th century. Let's take a look on the AAR:
Intead of using chips, I preferred to use cards
The troops advanced covered be the walls
The firefight finished with the red side as winners.
After this first test, I saw that I needed discharged, wounded and activated markers.
Following the success, for the second time I decided that this wargame has possibilities to be used as a wargame for bigger battles, in this case I have used the armies for the Nine Years War that I have half painted.
This time I changed a pair of rules, the first one is that each unit is activated by the card (chip) of its colour, and each unit lose one miniature each time that it suffer a wound. Is when a unit loses half of its miniatures the moment when the unit starts to suffer -1 and is considered Disordered (Wounded in the original rules). In addition,I added markers for discharged weapons (the Red Cross) and Disordered (The bell) Well.. that's all, let's watch the AARs photos:
At the end the white side lost the battle, this time because the dices didn't help them.
In conclusion, the wargame works very good not only as skirmish but also as big battle encounter, the next step is to use 6mm stands for really big battle with no less than 6 units per side, with cavalry and maybe artillery... no doubt about that is more to come!