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I was reminded that this coming Friday and Monday are Bank
Holidays here in the UK, so I should take a few days off work.
Well I care deeply about the wellbeing of every
member of the Bastionland Press corporate empire, so in addition to taking next
week off work, I decided to give myself a free day to work on a project that
probably wasn't going to go anywhere, and you know what that means...
The dreaded return of Project 10!
I've written about it
before, but I'm very aware that it lies outside of the interests of many
people that read this patreon/blog, so I've tried to keep it in the background.
Well, today is the exception, so let's get on with what I've been doing with
this little wargame.
The whole point of this game is that I wanted something I
could use with big bases of small-scale miniatures. This week I painted a block
of foot knights and a commander.
Bringing my 10mm collection to a still-tiny 4 (and a bit)
units.
Not quite the dozen units I'd need to actually test this
game on the tabletop yet, not to mention my delayed aspirations to create a
modular 1x1m battlefield. TTS is fine, but I want to get a proper feel for
this.
Who needs miniatures when you have blank cards?
Very much drawing on the aesthetic of 90s White Dwarf Battle
Reports, which were a huge catalyst for this project. Note the very first
example of artisan, homemade, oversized Combat Dice™
It's no substitute for seeing a miniature army laid out, but
it works as a stopgap and might even spur me on to paint more quickly.
Taking my luxurious variety of units for the Empire of
Steel, Guild under the Mountain, Guardians of the Wood, Raiders of the
Shadowrealm, Red Sun Horde, and the Army of the Dead, I had a morning of
playtesting, an afternoon of making changes, then repeated it all again the
next day.
So what's changed and why?
Traits
Look... if you're actually following the progress of Project
10 then my biggest piece of advice is not to get attached to any of the traits.
Treat them like a pet hamster. Enjoy the time you have with them, but know that
they are unlikely to join you in your retirement.
As these are the core of what makes units (and by extension,
armies) interesting in this game, I'm always changing them and trying new
versions, sometimes reverting to the original. I'm aware that any specific
changes I talk about here are just as likely to change again before you read
this, or snap back to a previous ruling, but I'll live dangerously and
highlight a few.
Missile: Previously this was split into Short and Long, with
each having slightly different restrictions for when they can fire. Putting
them together makes it easy, as units with this trait now just follow the
standard rules for shooting. You can't shoot after your second pivot. Done.
Artillery still has its "no moving and firing" restriction but it
feels more intuitive there. Again I'm dipping into Neil Thomas' wisdom here, as
he often gives an extended range to slings, javelins, and other short ranged
weapons favoured by skirmishers, representing a more abstract sense of that
unit's area of control, rather than a strict range based on their static
position on the board.
Tough: This trait has changed names a few times, but
represents units that are better able to withstand damage throughout the
battle, be it through armour, discipline, or physical resilience. Formerly
reactive (essentially having Damage Reduction of 1 point), it always felt
slightly at odds with the other traits, which largely occur on the unit's own
turn. It also increased the instances of "I roll... nothing happens"
which wasn't desirable. So instead it's now tied to Rallying, allowing a unit
to more readily recover after taking damage. The idea that damage represents
both casualties and failing morale is key to this, and I'll talk about it a
little more further down.
Loose: Look, I hate this Trait. I need it, as I want to
allow for units that are primarily made of skirmishers or other loose form
infantry, but it's probably changed more than any other rule. Dip into your
wargame of choice and find the section on skirmishers. It's rarely a succinct
little ruling, and commonly involves at least three special effects that apply
to this unit. Maybe they can move and shoot, or move through rough terrain, or
move through other units, or move after shooting, or move and shoot in any
direction, oh and they should be weaker in melee, but harder to hit with
missile fire, and less able to reform, and and... You get the idea. So
currently I've got a ruling I don't really like, but I wanted to at least point
it out and shame it in public. One day there will be a great rule here, but
today is not that day.
Terminology
Rolls of 1-3 are now called Hits, and 4-6 Misses. This might
seem small but it's one of those many tiny things that makes other rules easier
to understand, and gradually improves the quality of life factor of a game as
you bash away at it.
Terrain
I previously had a very clever set of terrain rules
that involved a grid with two axis. One was "affects movement" and
the other "affects shooting" and it resulted in 9 sub-categories of
terrain that had examples and made me feel like I was doing great work.
Well, something I've learned is that if you look at a piece
of your writing and think "oh yes, very clever" then maybe you
should stop patting yourself on the back and look again with a more pragmatic
set of eyes.
This very clever system was actually just a clunkier way of
describing 5 common types of terrain (open, rough, blocks movement, blocks
vision, blocks everything) and then 4 weird edge cases that didn't really need
a common rule.
And for similar reasons to my changes to the Tough trait,
I've taken a more hardline approach to cover. No more damage reduction for
being around some bushes. Either get in the woods (blocks vision) or deal with
getting shot at.
Flanking and Supporting
The rule that "flank and rear attacks roll double"
felt like a core part of the game. Almost too core. Out of curiosity, I
tried a version of the game with no bonus for hitting the flank or rear.
I actually, mostly, preferred it.
The previous bonus was so impactful that most games would
come down to "who can flank most effectively" and while I knew this
was going to be a "rank and flank" game, I didn't want it to be the
only way.
I'd previously tried a version of the game where flank and
rear attacks got +1CD, instead of doubling the damage, but I landed somewhere
slightly different (see the next section).
Supporting had always slightly annoyed me, as having these
big block units in two ranks always looked a bit wrong, not to mention the
strange situations that occur when you have a supported unit pivoting, or
getting flanked and everything descending into a huge central scrum. So that's
gone for now as well, and I've been enjoying battles that more readily use the
width of the board.
But you can't just remove the two most significant ways of
causing big damage in the game! Surely everything just grinds to a halt and
turns into the sort of attritional warfare I wanted to avoid, right?
So let's inject another one of those deliciously divisive
chaotic elements.
Shock
Gasp! A new rule!
I didn't include separate morale rules in this game as (like
in One Hour Wargames) I saw that all as being abstracted within the
damaging and eventual breaking of the unit. Likewise, any attacking reluctance
by a unit is modelled in the existence of the three "miss" results on
the Combat Dice. But I wanted to try something out, so I first tested the idea
that units would take 1CD of damage whenever they were charged on the
flank/rear, when they became Shaken, or when an ally within 1 measure was
Broken.
Well, the impact was huge! I rolled some unlikely results,
but I saw a chain reaction rip through an army, with 4 units Breaking as a
result of a single attack. The devil in me liked it, but really it just made me
want to keep my units further apart from each other, which didn't feel
right.
So Shock now exists in a tempered form with just the first
two triggers: Flank/Rear charge and becoming Shaken. It can cause small chain
reactions, and lets me explore a new design space with the Fearsome and
Dauntless traits, but the jury isn't quite out on it yet.
Rallying
In reaction to a number of the changes above, Rallying is
now slightly easier to do than before. You can basically do it in place of
attacking, so a melee-based unit that's marching through fire is probably going
to rally every turn. It's another Chaos element, so perhaps we're reaching
critical mass, but I'd always rather test something that's about to explode
rather than something that bores me to tears.
So I'm granting myself a little more P10 testing this week
before my break, then we'll return to the world of the primeval.