Charles Vasey - Jun 16, 2007 5:25 am (#177 Total: 194) I worship His Divine Shadow I managed the first ftf play of A LAS BARRICADAS after much solitaire pain. The rules do need sprucing up to cover a number of Great Unsaids and a number of Repeating Differently problems. That said (and assuming Assault is part of a Movement Action) we were ready to go. We played a small scenario is which a force of Republicans (led by me) had to clear some horrid Falangists from a village before the rest of the Nationalist infantry and HMGs arrived. Naturally with a first game of a new system we made a complete bog-up of the correct strategy but the result was an engaging if undemanding tactical game that went down to the wire. A few points registered with us (Caveat: we may have monkeyed up the rules). • This isn’t Squad Leader and you don’t vanish like you can in that game, so be prepared for a longer fight and be prepared to close for action. [Each counter has three steps and each stack is likely to have three counters. Morale only seems to cut in when you lose a unit, so that could be the seventh step loss – based on one bit of the rules, or a bit earlier if the two players choose losses, based on another bit of the rules.] • Range seems shorter than in Squad Leader. [Of course I could check the scale but I left my copy at St Georges Drive. We failed to remember that we can fire out to double range at reduced value. Artillery tend to shoot out to 7/10 hexes and rifles out two hexes as an indication.] • The initiative system determines who moves one stack next. There’s a plus 1 for being scenario attacker. [In our scenario the stated attacker looked to be the wrong way round so we altered it]. And you get a +1 for having the initiative last time. [Note caveat above]. This meant as attacker I tended to do all my stuff then the Narsty Nationalists did theirs. I wonder if this was intended. • The command control rules involve some very low figures. [Possibly confusingly you count the range including the hex you occupy, so a 1 means just your leader’s hex]. This can mean some units, like big Communist 6 counter units, cannot manoeuvre as one stack. They wander around straggling. I am not sure as a model this works, do poorly led units break apart – or move more slowly together? [Of course I just cheat and break the stacking rules, but I doubt I’ll get away with that again.] • There are choices between assaulting or firing at every stage, and when the initiative starts to change you can get some very exciting passages of play. • The combat system is tot up fire points, roll 2D6 and take the score (if any) and divide by your target’s terrain divisor. [Out in the open the divider is 2, but in forest it’s 3]. But you round up fractions. The result is that at most combat levels if firing with a reasonable stack you’ll get one hit. It can be a lot of work to get there; but snakes eyes is correspondingly cool. • The battle tends to proceed with both sides popping away until you both approach stack collapse when it all gets splendidly chaotic. This compares to Squad Leader where sudden collapse of a part of your troops is always possible. This does mean that the morale difference between my Carabineers and my Communists does not appear until fairly late on. But an assault does modify for morale and I can imagine a few banderas of the Legion going through militias in short order if they survive fire (as they will early in a battle). • The game looks splendid, although the markers are too big and too bright and get in the way of the Cool Counters (which go to 11 for coolness but a wee bit less for legibility). We’ll be playing it again.