Frequent games with the 10mm armies over the last couple of weeks have made me more conscious of problems with the system being used for basing units and displaying unit information. Blocks of figures are grouped on sabots with magnetic material holding them in place and a strip is left clear at the back for information markers to be placed. Most markers remain throughout the game but the morale count marker has to be changed every time a unit suffers a morale loss.
There are several drawbacks. First, the bare strip doesn't look good and the aesthetic effect is made worse by the design of the markers themselves. The state flags are OK but the rest don't harmonise and are quite fiddly to deal with. Second, having to have enough morale markers to be able to cater for all the changes that may occur during the course of a battle creates clutter on or next to the table and the act of changing them slows down play. Third, and most significant, it is easy for players not to manage to grip the sabot itself, which is rather thin, catching the figure blocks or markers instead, causing blocks to fall off, markers to slide under blocks and pikes, muskets or swords to be bent. This again slows down play and causes frustration. What is to be done?
A reply by Nick Dorell on the Twilight of Divine Right/Sun King Facebook page to someone else's query about how best to track unit status drew my attention to the idea of using different coloured tufts on a unit base to code information. After thinking about this for a while I have come up with a prototype for a new style of sabot and marker system.
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Assuming the standard green tuft on the picture above indicates a trained unit, this pale tuft can mark a raw one. I'm looking for some reddish tufts that would be suitable for elite units. |
I will try a few of these out in the next game to see how they stand up to playing conditions. I hope the fixed blocks at the back will mitigate the problem of displacement of figures and markers. It seems to do so on tests so far. The key question is whether the marking system is clear enough for a variety of players with different levels of familiarity with the rules.
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