People are finding the rules are a bit of a struggle to work through until it clicks, and need help getting to the point of grasping the flow of the game.
There is a real need for a step-by-step walkthrough, including photos with useful markings and text boxes as in some of the AARs. FOGAM could have used one too, but the only one I saw was in German. I'd be happy to collaborate on the text portions - I haven't the tools to mark up photos effectively.
My thought would be to focus on the center and wing of a pike and shot battle, covering the engagement of the center, the victory of one side on the wing, and its falling upon the flank of the foot (who imprudently failed to provide an adequate second line). Cannon on a hill would play a role, and I'd throw the Dragoons in on the wing among some hedgerows, Dragoons being quite cool. ECW including a poodle would not be a bad choice, though showing off the Late Tercio mechanics is tempting as well.
Suitably marked photos would make the situation on the ground clear. Text captions with highlights and indented details (such as actual die rolls/mechanics) would make it easy to skim or peruse the explanation as the reader wished.
Mike
PS A Youtube video would be considerably more challenging to script, play and narrate at a good pace, and dauntingly long.
Potential players need a visual walkthrough
Moderators: hammy, terrys, Slitherine Core, FOGR Design
Rather than a standard AAR, I'm conceiving a staged fight intended to include targeted plot elements (sort of a wargaming "reality show").
This means play the battle, roll dice, but "correct" the actual die rolls, distances, decisions etc. to keep the story on track.
The key presentation issue is to keep the photo captions relatively brief - 2 or 3 lines as a summary, and use the collapsed/openable "for spoiler click here" boxes to pack in the nitty gritty details of each step so they don't stop the flow of the page. People can always go through the details later.
On further consideration regarding range of troop types and the need for a historically credible scenario based on the companions already in circulation, I suspect Swedes vs. Catholics/Imperialists would work best. THese are popular armies and allow Light Horse, Dragoons, Light Foot, Commanded shot, Artillery Light and heavier, Swedish Brigades, and Late Tercios, in addition to standard P&S.
A good overall story would posit the Swedish divisions attacking under threat of a flank march that never arrives (good period touch and not much of a narrative commitment). The Swedes would advance after dealing with enemy skirmishers, the Catholics, including foot supporting guns, defend a position centered on a FF redoubt to allow illustration of a successful assault on works. Movement will include permitted shifts for terrain and not clipping friendlies, CMTs, wheels, and divisional issues.
The plot will have the mounted right wing of each side defeat its opposition and try to regroup and turn in on the enemy center. The Finns ride off in a cavalier pursuit, while the flank strength of a late tercio handicaps the Swedish attempt to roll up the lines. On the other side, the leftmost Swedish infantry BG is flanked and routed, unable to shift so it bursts through the second line behind.
The actual final result of the battle can be decided on the table so long as the interesting bits, including the things giving rise to questions, all make it into the story. For example,
* moves such as forming P&S BGs into column to pass lines, wheeling the infantry support out from behind the guns
* shooting mechanics, including "per" calculations, reductions for cohesion and disorder not cumulative, converging fire on a target, artillery overhead from a hill
* Charges, evasions attempted and successful, interceptions blocked and successful, melee fighting in two directions and late tercio mechanics, break off by foot and horse
* Rout, shift, and burst through (end first line foot is flanked due to inability to intercept, routs, etc.
* Support and non-support due to cohesion level, combat etc.
And more . . .
This means play the battle, roll dice, but "correct" the actual die rolls, distances, decisions etc. to keep the story on track.
The key presentation issue is to keep the photo captions relatively brief - 2 or 3 lines as a summary, and use the collapsed/openable "for spoiler click here" boxes to pack in the nitty gritty details of each step so they don't stop the flow of the page. People can always go through the details later.
On further consideration regarding range of troop types and the need for a historically credible scenario based on the companions already in circulation, I suspect Swedes vs. Catholics/Imperialists would work best. THese are popular armies and allow Light Horse, Dragoons, Light Foot, Commanded shot, Artillery Light and heavier, Swedish Brigades, and Late Tercios, in addition to standard P&S.
A good overall story would posit the Swedish divisions attacking under threat of a flank march that never arrives (good period touch and not much of a narrative commitment). The Swedes would advance after dealing with enemy skirmishers, the Catholics, including foot supporting guns, defend a position centered on a FF redoubt to allow illustration of a successful assault on works. Movement will include permitted shifts for terrain and not clipping friendlies, CMTs, wheels, and divisional issues.
The plot will have the mounted right wing of each side defeat its opposition and try to regroup and turn in on the enemy center. The Finns ride off in a cavalier pursuit, while the flank strength of a late tercio handicaps the Swedish attempt to roll up the lines. On the other side, the leftmost Swedish infantry BG is flanked and routed, unable to shift so it bursts through the second line behind.
The actual final result of the battle can be decided on the table so long as the interesting bits, including the things giving rise to questions, all make it into the story. For example,
* moves such as forming P&S BGs into column to pass lines, wheeling the infantry support out from behind the guns
* shooting mechanics, including "per" calculations, reductions for cohesion and disorder not cumulative, converging fire on a target, artillery overhead from a hill
* Charges, evasions attempted and successful, interceptions blocked and successful, melee fighting in two directions and late tercio mechanics, break off by foot and horse
* Rout, shift, and burst through (end first line foot is flanked due to inability to intercept, routs, etc.
* Support and non-support due to cohesion level, combat etc.
And more . . .
