Last time the Aztec and Tarascan forces met, the Tarascans proved no match for the mighty Aztec Empire. Will this time prove any different?
The rules are To The Strongest, the miniatures 10mm Pendraken and the generals are both…well…me. The Aztecs just about edge the scouting tests so the Tarascans begin deployment and the Aztecs move first. The green dice represent ammo. Individual based figures are heroes and shock missiles. Casualty tokens represent disorder.
Once again Tarascan archery proved no match for Aztec might. This is somewhat contrary to the historical outcome where the Tarascans repeatedly defeated Aztec incursions. I do still enjoy TtS as a ruleset for this but the rules around ammunition allowances put a shooty army at a disadvantage, especially without cavalry in play. This may just be down to my poor handling of them and a number of failed activations, but I think it partly comes down to the ammunition rules. Had the Tarascans won the scouting I’d probably have placed the mercenaries in front of the main Aztec advance rather than the flank, then even if they’d still had the string of poor activations they would at least have been a bit of a barrier.
I am tempted, however, to just run a central pool of ammunition rather than using it per unit as it doesn’t really feel right that they’re having to replenish so often. Whether this will include all the standard ammunition and the reserves or have a separate reserve pool that does then require replenishment I’m not sure. Part of me is tempted to just do away with ammunition as a concept entirely. Or adopt the system from FK&P which only consumes ammo for long range and double shots.
In this game I went for a “chit only” approach of using the chits for activation and combat. This did make the game flow quickly, but I think I prefer having the division between the two mechanics so may revert to using dice or cards for combat, or even a different coloured chit set, just to provide a bit of separation between them. I suspect this is a side effect of solo play where you’re repeating the same actions for both sides so having something to break that up, like switching to dice, is a nice transition between combat and activation.
No doubt these forces will meet again in the future, so until then, thanks for reading,
2 thoughts on “Battle Report – Down Mexico Way”
Nice post, and I agree with you on the ammunition front. I hate excess bookkeeping in a game. In my Feudal Patrol games, which is admittedly are skirmish games, the only ammo issues are caused by a fumble card – which is easily fixed – unless you are a Conquistador in which case your arquebus, crossbow, or falconet is done for the game (and may have blown up in the case of the black powder weapons).
Thanks! Yeah, I’ve seen suggestions of a house rule just checking for “out of ammo” after firing (with those with more ammo allowance finding it easier to pass) then it’s just a single status to check rather than individual ammunition. I’ve been tinkering writing my own rules for a few periods recently (though not Meosoamerica… yet) and keeping book keeping to a minimum is something I always prioritise. Sounds like an interesting mechanism for Fedual Patrol. It’s a ruleset on my to-do list to investigate, but as I’ve recently invested in a LOT of different rules recently it’ll have to be one for future.
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