I have alluded a couple of times to a secret set of rules I am working on for a major figure manufacturer for a new line of figures. We are targeting Cold Wars 2020 in March. Because of the compressed development schedule, I am having to re-use bits and pieces of ideas from previous development efforts. It normally takes me there to six years to develop and write a set of rules. For these kinds of early play tests, a very small crew is best. Later, when the design is more mature, I will open up play tests to the whole club. So a couple of folks came over, and we put a lot of surrogate troops on the table to test out activation (didn’t work well) and combat (worked fine). We used an odd assortment of mismatched figures for this first play test to obfuscate the subject of the rules and figures. I will be making a LOT of adjustments to the rules before the next play test in August.
We also worked on a couple of details for Feudal Patrol ™. Feudal Patrol is the version of Combat Patrol ™ for early black powder and mediaeval periods. The big stuff is all working fine, and the design of the Action Decks are pretty much complete. In this play test, we were working on magic, confirming that the cavalry rules from the Napoleonic supplement to Combat Patrol were okay (they were), and testing a few new things. Once you include things like long pointy sticks, you have to consider fighting in two ranks, which we tested and seemed to work okay.
Chris wanted to try out a change in how melee is resolved. In Combat Patrol: WWII, when a figure loses melee, he drops back, and the unit takes a morale check. For a melee heavy game, like Feudal Patrol, Chris thought that the defeated figure should also be stunned. That seemed to work fine.