Follow Me Men! First Impressions | Print |  E-mail
Written by Don MacVittie   
Tuesday, 13 February 2007
Don, Lori, and Mitch give Follow Me Men! A try for use with their fantasy RPG to handle large combats, effectively melding their love of RPGs with their love of table-top gaming. And we let you know what we think.
Follow Me Men! First Impressions
Jan 20, 2007
by Don MacVittie


One Braincell Fantasy Wargames - the excitement is on!
For this afternoon's wargame, Mitch, Lori, and I decided to try out Follow Me Men! a quick-play set of skirmish fantasy rules by Jim Wallman.

Our goal is to find something that we can meld with Castles and Crusades so that we can quick-play fantasy battles relevant to our gaming world of Nordalia.

We set up a small village for fun, and a group of nomadic soldiers known as the Doornians were set up to defend it. For our battle we chose 14 figures each side, with one wizard, one priest, two heroes, two armored knights, and a bunch of archers each.


The Setup.

The attackers came at the village relatively quickly, and their wizard made mush out of the Doornian archers before they ever got a shot off. As the sole surviving archer ran for the hills, the Doornian wizard responded with a Great Storm, and similarly decimated the attackers' archers.


The Wizards take their toll in turn 1.

Then the attacking knights charged the gates, and came right through, threatening the sole hero standing there to defend it (actually the leader of the archers, still swearing at his cowardly last man). The Doornian Knights closed on the invaders, and the Doornian Priest and Wizard threw the might of their magic at the gate, but alas, the attackers were smart enough to make their troop impervious to magic (for a time, but it turned out to be for the whole game for us...).


The attackers charge the gate

The Doornian heroes and knights converged upon the gate, attempting to keep the attackers out of the town, and the area inside the gate became the site of a general melee. Many brave men fell in and around the gate, but the attackers' priest kept converting their normal soldiers into heroes through his magic arts, and in this way the attackers managed to hold their stand inside the gate.

The attackers' wizard was not at rest while the combat boiled in the gate though, and he, with the help of the priest, was able to paralyze the Doornian spell-casters.

With no spell casters capable of fighting, and outnumbered nearly 2:1, the heroic Doornians fought to the last, but the outcome was obvious.

One bright spot during the long wait for the Doornian spell casters to become unfrozen was when the attacking wizard attempted to shoot a paralyzed priest with a lightning bolt. "That's not very heroic" I said, just as the caster rolled a miss and blew up a tree.


The brave attacking wizard kills a tree

Once the last of the brave defenders went down, I conceded the game, allowing both my priest and wizard to be captured, as they were still paralyzed.


Mitch and Lori celebrated the Doornian defeat

Overall, the rules are as simple as Mr. Wallman claims, and fit well with our idea of how we want these rules to fit into C&C. We'll be house-ruling things to make the fit tighter and cover things like assaulting castle walls with siege engines, but I believe for small unit battles this will be our system of choice. To complete a game with that many shouts and curses in an hour and a half the first time we played it is amazing to us.

We are still hoping that War in the Age of Magic (by Peter Pig) will fulfill large-unit battle needs for us, but we all had a good time, and like Mr. Wallman says in his rules...

" My brain is too simple for this, so I tend to write rules that one require a single brain cell to use and understand. This tends to make games easy to learn and play, and, amazingly, are just as much fun as the dense and complicated game rules for which you have to pay a King's ransom. Odd, isn't it?"

Thank you, Mr. Wallman, we did read on, and we did enjoy.

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