The never ending search for the perfect set of rules continues. This time Kevin, Mike and I tried out The Sword and the Flame. The rules have been around for some 40+ odd years, but this was our first real outing with them. The system uses a standard deck of playing cards to resolve Movement and Firing order along with wound resolution, but I purchased from The Virtual Armchair General web store the generic TSATF Action deck. It adds some Colonial flavor to the look of the game and simplifies the combat resolution. It also contains 8 "Event" cards to add even more uncertainty to the game. The deck also contains two "HALT!" cards which immediately ends whatever phase you are in. The deck is 62 cards thick, and we were amazed how many times the two HALT! cards ruined someones plans....
The action occurred in my Africian Imagi-nation of Colonial Butiwanto. This time the British were looking into reports of a growing rebellion in the Itzadri Desert. Mike and Kevin took the "Native" forces, each receiving a Cavalry unit, a Close Combat unit and a unit armed with rifles. They also each received a "Leader" to help motivate their units. They gave me the British forces because, well, I wanted to wear my pith helmet. I marched onto the board with two Infantry units, a Cavalry unit and an artillery unit.
We had a great time and learned some lessons. I learned that my artillery CAN shoot 48" (not the 24" I thought when I first looked at the chart) so there is no reason to move them WAY out in front of the rest of my forces and into Mike's Cavalry charge range.
Mike learned that a Leader on foot cannot run faster then a Cavalry charge. Q. What is the gooey stuff between my Cavalry unit's horses toes? A. Mike's Leader.....
And Kevin learned not to start your Cavalry unit WAY far away at the far end of the board with no Leaders around... 'cause you just KNOW they will fail activation after activation....
Fun was had all around and Mike and Kevin said they wanted to play again sometime. We ended up playing 12 turns (some shortened by the HALT! cards) and in the end I probably could have / would have won, but we just called it a rules learning experience.*
* I told my wife I won.... 😉
Here are some pictures of our 19th Century battle on the Dark Continent...
Kevin's Shooters sneaking along an oasis |
Mike's Cavalry forming up to charge my Artillery. The random movement distances were soon about to rear it's ugly head... |
I see Kevin and am about to deliver a devastating barrage of fire but... |
Mike rolls 16 out of a possible 30" of movement. His charge sputters out right in front of my artillery. I got all excited knowing I was going to blast Mike's Cav.....however.... |
Kevin's Cavalry who started way on the opposite end of the board and failed a number of movement activations.... |
Soon all Hell broke loose... |
This is what it looks like when two Cavalry units BOTH fail their Charge Rolls....RUN AWAY!! |
Kevin's Cavalry finally get into the game. One of my unit's Leaders has become a causality... |
We all had a really good time playing. As I said the HALT! cards and the Event cards really added to our game. And it wasn't just a game, it was an adventure.
Thanks for looking!