7 HYW units painted to date - slow and steady |
What prompted their unpacking after all these years? It was a desire to tryout the OHW ACW rules using a spreadsheet to calculate hits and track a units status, without showing me the status other than when they had to retire. As a solo player not knowing a units status, other than it has been engaged in combat for a certain number of time, helps create a level of suspense with not knowing whether the next combat will cause it to retire. I should point out here units don't get eliminated when their 15 points are lost (why becomes clear later on).
So to the spreadsheet and the computer assisted bit of this post. I use Apple Numbers but this can also be done with Microsoft's Excel. Each unit is recorded on 4 columns over 10 rows (see picture below).
Spreadsheet showing all cells |
So taking Red Unit 1:
- Column B rows 1-9 have the formula RANDBETWEEN(1,6) where a random number between 1 and 6 is generated each time the spreadsheet is updated.
- Column C rows 1-9 is entered for each attack. For a D6 attack 1 is entered, 1.3 for a D6+2 attack and 0.7 for a D6-2 attack. Not totally precise but good enough for my game.
- Column D rows 1-9 is normally set to 1 for each attack and changed to 0.5 if the unit is in cover.
- Column E rows 1-9 is calculated by multiplying the column values in the row, BxCxD to get the total hit for an attack. Rows 1-9 are totalled using the SUM formula in row 10.
- Column C row 10 uses the formula IF(E10>15,"Rout",).
The above spreadsheet cells are then repeated for each unit involved in the game and columns containing random numbers and hits are hidden and cannot be seen (see below).
A view at the end of the game |
The other rule difference was units were not eliminated, but instead are forced to retire on their movement phase if the spreadsheet showed them as routed. Because of the way random numbers are regenerated each time a new attack is entered into the spreadsheet, means that some units which were previously routed could revert back to normal as a lower set of random numbers have been generated. I treated these units as regrouping and able to move or shoot until routed again.
Union army composition:
- 4 x Infantry
- 1 x Artillery
- 1 x Cavalry
- 2 x Cavalry
- 1 x Zouave
- 3 x Infantry
First moves - the dice behind each unit is for identification |
Mid game |
Game end - a draw |
Good to see your chipping away at two Projects- the 100YW Minifigs are coming along nicely with the painting and basing...do like your ACW 15mm Armies- do you have Artillery for the Union and Confederates Peter? Regards. KEV.
ReplyDeleteHi KEV - I unpacked them all and found I can make up for each side 12 infantry (24 figures), 2 cavalry (8 figures) and 4 artillery (2 guns). The rebasing will not be easy as they were well and truly fixed to their bases, flocked and then varnished. Getting the bases removed may end up with some damages. Regards, Peter
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