The higher level a leader, the more actions he is allowed to take. They are the leaders/heroes in the game that are needed to activate units. The only good thing is the ability of a unit to move or shoot if it hasn't done anything.īut then there is the issue of Big Men. So if a unit doesn't get to react, then it's turn is wasted. The Tea Time/Albatross cards end the Turn. I like being able to allow each unit on the table the ability to react/act before a turns ends as in TS&TF. What I don't like about the Two Fat Lardies systems is the Albatross cards that end the turn. I am used to playing card driven systems like The Sword and The Flame. This was my second time playing the Two Fat Lardies system. Joe had another player with American militia to rescue the settlers. Our job was to raid and burn down an English settlement. Steve and I had a French indian war party. However, I spent today playtesting Sharpe's Practice for the French and Indian Wars with Steve Hood and Joe Collins as our sadistic game master. That's what Cromwell gets to listening to an Irish captain named Collins! But the Royalists finally won after we routed the Parliamentarian cavalry off the board. I played the Royalists with Steve Hood against Joe Collins and Don Cox using Warhammer ECW. More 28mm ECW battle lines before the engagment.
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