Last Saturday I drove down from
Georgetown to the convention in South Portland, signed in for the game “Between
Two Fires”. The scenario was based on the British withdrawal from Concord along
Battle Road. The rules were Fistful of Lead: Bigger Battles. The original
Fistful of Lead were western gunfight rules that have since spawned a number of
period variants. Last year a scenario based on fighting outside Bastogne in
1944 was played at the convention. I wasn’t fast enough signing up. I’ve never
played any of the Fistful of Lead (FOL) rules, so this was my maiden voyage.
I ended up commanding a company
of British grenadiers and a weaker light company. The other British player, who
had once played FOL before, had a similar command and the Lt. Colonel in
charge. The rebels had three full strength companies, one of them being light
infantry, all irregulars. We were attempting to clear the road to Boston for
the rest of the force behind us.
We didn’t have a plan beyond that. My ad-hoc improvisations ensured that I suffered severely as a result. FOL proceeds by card play using a standard
deck of cards. My light infantry activated first and filled their cartridge
boxes. I should have activated the grenadiers first and saved the lights for
later. My grenadiers blocked the road when the other grenadiers activated
before them. It was a sign of things to come.
Next, I had my grenadiers move
over the wall to their right, where I discovered how slowly they moved in the
dense woods. A fairly large party of enemy light troops was in the woods and my
light company crossed over to help deal with them. My grenadiers next got back
into the road, formed in a formation that looked like a column, though all units
on both sides were in a loose mob.
Now this apparent column on the
road faced a rebel unit in a loose line behind a wall. My ingrained column-loses-firefight-to-line kicked in. In truth, all my figures
could fire, so the firefight wasn’t as one-sided as it appeared. But that’s hindsight. At the time, I marched
into close range, hoping their first fire would be unlucky. Instead, they
rolled a tad over average, shooting a number of my lads down and putting a lot
of shock on them. The Lt. Colonel used his special activation card to remove
three of their four shock markers. Thank you, Lt. Colonel! My next activation
was a wild card, used as a queen of hearts. This brought two of my casualties
back, crying “I’m not dead yet”. I decided to charge, hoping the rebels would
run from cold steel. Wrong, they stood and beat me back into the road. Another
rebel unit then fired into me and caused the remaining grenadiers to flee into
the woods. My next activation saw the real queen of hearts bring back one more
casualty and my grenadiers stayed out of the line of fire for the rest of the
game.

Meanwhile the two understrength
British light companies slowly whittled down the tenacious rebel light troops
in the woods. As the game wound down Crown forces obviously had not cleared the
road to Boston. We had lost much more heavily than the rebels and most of our
losses were my poor grenadiers. Promotion was not in the cards for me, unless
my parents could pony up the funds for a serious purchase.
Hindsight says I should have
moved up the road rapidly with my light company covering my left, peppered the
rebels, drawn their first fire at long range and then tried to roust them.
It would still have been a hard row to hoe but hopefully better than the
disaster that I perpetrated.
The table was gorgeous and the
game master had done a great paint job on his Perry miniatures. We had played 7
or 8 turns in a tad under 3 hours. Of the five players, only two had any
experience with FOL rules. Well done and the conversation around the table was
agreeable.
Now for my take on the rules.
First, let me say that I only speak for my taste, each to their own.
I am not a fan of various types
of dice in a single game. This used D12, D10 and D8 dice. The card activation
sometimes kind of died down. Each unit gets a card, and each officer, including
the company commanders. If their unit doesn’t have shock to rally (and possibly
some other things that I’ve since forgot), when their card is drawn, they have
nothing to do. Waiting at the tail end of each turn for officers to activate
and then do nil slows the game. On the other hand, the card activation creates
some chaos, which is always a good thing. I liked the scale of the game but am
not sold on all the mechanisms.
The fellow across the table who
shellacked me was Nathaniel St. John, who has published a set of American Civil
War rules called The Devil to Pay. The rules are available online for free https://www.thedeviltopay.com/ . Each
player is a brigade CO, with 3-5 regiments and a battery. It uses D6s solely.
There are only 14 cards played in a turn. I’d use chits since that saves
shuffling. Toss ‘em in a cup and shake. When troops activate, all players on
that side activate. Not knowing what phase comes next ads to the chaos, which,
as said before, is a good thing.
Possible drawbacks are the number
of markers needed to indicate orders and hits. I’ll make some small and discrete
ones. Also, every base (not yet hit) rolls a D6 needing 4+ for a hit. Some
turns might see serious damage. On the other hand, it should give a fast
game. Like Loose Files and American
Scramble, once a unit has a hit for each base, any additional hits cause lost
bases. The rules do allow units to skedaddle before the next card (or chit) is
drawn, at the cost of becoming disordered.
I hope to give these a try. Been
looking for a set of rules where the base units are regiments (battalions) and
batteries. We’ve been playing Bloody Big Battles where the base units are
brigades or divisions. Excellent games for whole large battles, but sometimes
you want to know the 114th Pennsylvania is going in.
Here are some pictures of other
games I saw, lovely tables and figures.