Last night at HAWKs night Duncan ran a very interesting game, based on a concept we had discussed a couple of times. The idea is that one formed unit is advancing toward the other. Both units have deployed skirmishers. The game represents the skirmish fight between the units as the gap between them closes. In the picture above, the long blocks of wood along the left represent the front to the advancing American unit. The right edge of the table represents the front of the stationary British unit.
Duncan chose to use G.A.M.E.R. for this game, with just slight modifications. He used the carbine stats from WWII, created his own hand-to-hand modifiers, and made some rules for firing at formed units. The point of the game was to get skirmishers within 24 inches of the formed enemy units and then shoot at them to inflict casualties that would hopefully influence the result of overall battle (e.g., stop the Americans from closing or force the British to withdraw rather than stand and fight). At the end of each turn, the advancing American unit moved six inches. When the two formed units came within 24 inches of each other, the game ended. Casualties on the formed units were counted up and morale checks made at the end of the game based on those casualties.
So how did the game play out? Chris and I were the American skirmishers. Greg and Don were the British skirmishers. Each of us had a platoon of skirmishers, composed of three squads. Two squads were deployed. One was formed as a reserve.
Early in the game, one of Chris’ deployed skirmish squads routed off the table, so he had to deploy his reserve. He and Greg beat on each other, but by the end of the game, Chris was unable to get any shots on the formed British unit. I advanced steadily, but luck was not with my units. Even though I deployed my reserves early, I only got three shots on the formed unit. Don’s skirmishers really crushed mine, inflicting many casualties on the advancing American line.
At the end of the game, based on casualties inflicted on the two formed units, the British line had to make one morale check, and the American line had to make four. In the case of the advancing American line, the result was a charge toward the enemy, followed by a pin result. The British morale check also resulted in a charge toward the enemy. So, while the result of the skirmish fight was a convincing British victory, Duncan declared the result of the battle a draw. If the objective of the American line was to close with the enemy, since the American line did so, I would call that an American victory.
Though G.A.M.E.R. is still under development, it is interesting to see how other HAWKs are already using it outside its intended purpose. When I began this development journey, I thought that I would use GAMER for WWII and science fiction skirmishes. It works surprisingly well for black-powder era games.