Saturday, 6 April 2013

Troops, Weapons & Tactics - Capture the Farmhouse.

We finally made a decision on what set of rules to try out and at last got to play our first game of Troops, Weapons & Tactics. Rob, Andy and myself gathered our mix of terrain and figures and set up a couple of 'playtest' games only to realise that all three of us had only really skim read the rules...

Despite this, after much page flicking we managed to get to grips with the majority of the system and were even able to cram two games into the afternoon. The rulebook itself could probably do with a better layout - as beginners we found the some of the rules too spaced out across the book, meaning all three of us rustling through our copies as we double checked if we had remembered a rule correctly.

The two games were played over the same terrain set up with a central farmhouse playing the key objective in both. We were left with a fairly satisfied feeling with them overall and the desire to use the rules again - hopefully this time with a better idea of what we are doing!

If I can make sense of my notes I will try to post a batrep with some more pics...

Figures in the photos are Artizan, Black Tree, Bolt Action and Crusader.
The farmhouse is from 4Ground.
Roads by Last Valley.
Bocage scratch-built by Andy.


  1. Nice looking set up. Could I ask how your road sections were made? They look really effective.


  2. Cheers Steve,
    The roads were bought at a recent wargames show from a guy who trades as "Last Valley Scenics" on eBay. He is usually at most of the major shows. I think each piece was only about £2.00. They are made of hardboard with texturing and flock on the edges. I can highly recommend them.
    Hope that helps?

    1. Cheers Mark, I'll see if I can track him down.


  3. I agree the games went really well considering the limitations we set ourselves by not reading them. The main problems I found were as you mention, the bad layout of rules with it often being necessary to look in three different places to really tie down a specific question, but also a somewhat too frequent reliance on their being a GM present. Many modifiers seemed to require a moderator to set or complete agreement on both sides to use. Is that spot a 7 or 8 is very basic, yet not made clear especially from the section on spotting with the need to move the end of the book and the umpiring section to clarify and even then the numbers given where only a guideline. One rule in particular read "...happens at 9" normally." without any example of what normal or abnormal was or what to do about it if is happened. In an RPG I expect this kind of thing, in a wargame I expect to be able to play with just another player when required.

    The strength of the game was in the relationship of command to the squad and its make-up of teams which gave a good feel to using the group in attempted coordination. I loved the simulation of command breakdown under fire without detriment to control when disengaged. It was very evident the need for higher level command without making it a replacement for lower level when present. In the first game only having squad leaders made it very hard to develop action in the face of damaging fire were as with the inclusion of one extra command figure in the second totally changed the feel of the game. Looking back on the second game and the way I was able to to move across a fairly open area against a dug in unit (even though it was aiming the wrong direction) felt real, it worked as a game but it also felt like descriptions I had read of the way similar actions panned out on the real battlefield and that combination is what I look for in a any wargame. Excellent.

  4. They are a good set of rules but I would agree the layout is not the best, but with Chain of Command due out in the summer I think the Lardies are going to 'update' their skirmish level rules.