Bill Ramsay - Jun 23, 2005 6:28 am (#25801 Total: 25801) It could be that the purpose of your life is only to serve as a warning to others Out of the Wrapper and on to the table at Chez Ron last night was Richard H. Berg's latest GMT game, Men of Iron. The game includes the battles of Falkirk, Bannockburn, Courtrai, Crécy, Poitiers and Najera. We played Falkirk as a warmup, followed by getting started with Bannockburn. The game system is similar to RHB's "turnless" game system used in his BSO games. Units are grouped into Commands, with a leader. The leader has an activation rating that is used to activate his Command. When the initiative passes to a player, he gets one free activation with any one group. The units of that group can move, fire, shock attack or rally. When that group's activation is complete, the player can attempt to activate a different group by rolling against the group commander's activation rating. If they succeed, they activate that group, otherwise the initiative passes to the other player, and they get one free activation (followed by possible continuation as above), and so on. Fire combat and shock combat are pretty straightforward. For fire combat, there are four types of missile troops - Longbows, Wooden Crossbows, Genitors and Slingers. Longbows and Crossbows have a range of 3 hexes, while the Genitors and Slingers have a range of 1 hex. Roll a 10 sided die, add a few modifiers, and compare to the table, which has columns for Foot and Mounted, disordered and not. Results are Disorder, Retreat, Retire (which means they flee to their Standard), and Eliminated. For Mounted targets, there's also an Unhorsed result (more below on this). Shock combat consists of cross-referencing the attacker's unit type with the defender to get a modifier, adding in the defender's Defense modifier, any other modifiers, then rolling on a table (Shock or Charge, depending on the type). Results are Disorder, Retreat, Retire and/or Eliminated. There's also the possibility of Continued Attack, which forces the attacker to move into the vacated hex, without changing facing, and attacking all units in its Frontal hexes. Falkirk is pretty much a solitaire exercise, as the Scots haven't really got a prayer. They're outnumbered in Cavalry 10-2, and bows about 30-6. Their pikes are in a static schiltron "square", and can't move. The nice thing was that it gave Don and I the opportunity to learn the rules in a fairly simple scenario. Once we figured we had it down, we moved on to Bannockburn. Bannockburn seems like a very interesting battle so far. The English are pretty much in disarray (all their pikes start disordered and scattered), while the Scots have virtually no cavalry. Don won the toss, so he went first, and began advancing his troops towards the scattered and disorganized English. On his left, I was able to organize my longbows in time to blunt an attack by Moray, while on his right, I attempted to use Clifford with about half of the English mounted Men at Arms to clear his bowmen. Unfortunately, I ran into a wall of Scots arrows which succeeded in unhorsing all three of the men-at-arms units I charged with. So.. next time I'll try to soften them up first. We're still in the middle of Bannockburn, and we'll finish next Wednesday. In the spirit of full disclosure, I should say that I did the original Crécy, Poitiers and Agincourt maps when RHB published these battles for BSO Games, but had nothing else to do with the game design and/or development. For what it's worth, Knut Grünitz did a much better job than I.