he rules are working nicely but as Steve refines them down its important to keep playing the tweaks to make sure they are working as planned.
A couple of changes to share with this weeks test game. Russians defending for a change.
Some changes to artillery dice and some amends for Cavalry post combat in the main.
The rules need to give us the kind of game we need, decisive without being too simple. We have 2-3 hours to play an evening game with 2 -4 players, for tonight's game we had well over 1,000 figures on table so quite an ask for set of rules. Lets see if they deliver.
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Also for dense targets artillery gets an extra firing dice. However unlike the other dice it does not impact your ammunition if you get a 1 or 2. With this is mind its a different colour.
The Allies start with 4 infantry divisions on table and one Cavalry division. A brigade of Russian Guards is off table and the first A class troops we have used.
I quickly arranged my forces to defend the three villages across my front, my centre being a little weaker than my wings as this was where the guards planned to come on and save the day.
Long range so needing 6 to hit. I get one hit but roll 4 1's depleting my ammo by 3 rounds. Not a great start.
I have started with 10 rounds as denoted by the red dice.
Already I am down to 6. Its an interesting take on ammo rules which really makes you think about how you use the artillery.
Next turn I fire again with better results but again ammo being burned up.
With the French closing in I activate the Guards to bolster my centre, Steve plays a card to cancel the activation and they remain off table. Bugger!
As the French close in on my central division Steve plays a killer card, I must remove D6 of ammo from any gun, of course he picks my 12 Pounder and the dice roll removes all its ammo so the gun is removed from table. Gutted.
As Steve closes he declares a charge on my central division now lacking its artillery support. I play a card to cancel his successful activation and the French division stalls its assault for one turn.
Meanwhile the Italians press forward to assault the village. I play another card to double my firing dice for one turn on one unit, the village defenders prevent the Italians from closing.
The French smash into the rest of the Division flanking the village and push them back. I could really do with the guards brigade at this point.
The French guns play on the already damaged infantry. Steve plays another card to cancel an activation and again my Guards fail to enter the table.
The Cavalry on the right (supported by Bakewell Tarts) have a quick dustup and bounce off each other.
Hit by artillery the infantry in the centre are now shaken, they could really do with the Guards to take over.
The artillery forces a morale which the Russians fail and one unit is broken.
The Italians charge again and take the village in the centre.
Finally the Guards are here and pushing forward to punish the French. Its our first use of A class troops in these rules so be interesting to see how they get on.
To my left the Russians charge and re-take the village.
With the French at their weakest on my left I decide to launch a counter attack with my Prussians, the first line of French is forced into retreat.
To their right the French assault the next village AGAIN in.
And push my Russians out of the village with heavy casualties for both sides AGAIN.
The Prussians push on and smash into the next French Regiment.
And again on the extreme left the Prussians pile into the French.
All three French regiments re forced to retreat but not destroyed and the Prussians are left unformed and reorganising on the captured ground.
To my right the Guards engage their first French and destroy them barely missing a step.
I was enjoying the game so much I missed a couple of the actions, particularly the cavalry on the right, sorry.
To be honest one of the most enjoyable Napoleonic army level games I have ever played. And I have played quite a lot.
The game was hard fought and close, even at the end it could have gone either way, but the French certainly had the edge, especially in artillery.
The village changing hands as forces re-formed and tried again felt very realistic, as did the cavalry fighting itself to a stand still. The cards represent the unexpected on the battle field, like the blunders in Black Powder but better. Playing a card to remove my 12 pounder batteries ammo was frustrating, but how many times did a batteries ammo caisson get hit during artillery exchanges and take the battery out almost entirely?
The Guard being delayed, no more unusual than a brigade getting caught behind the baggage or confused orders about where to deploy.
All in all, thoroughly enjoyed.


















































