Ney v Wellington 1

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Thanks for the memories! The Allied skirmish line is perhaps a bit too far forward in places, but OK if they keep falling back. I wouldn't want to be out in the open in skirmish formation with all that French cavalry coming for breakfast!

Aquadoc
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I have this in my loft somewhere
Will be an interesting watch

chrisgoddard
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I agree with your analysis on the game system. Seems to have been put together specifically to model Waterloo. It gives Wellington the opportunity to react to French initiatives.

PaulTaylor-slfk
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Hi, kind of late on suggestions but...
Stay in column as French while moving behind a solid line of skirmish.
Morale stays higher, casualties will fewer n both skirmish lines will need to roll 6 s.
When close enough charge your columns in mass and with greater movement rates you hit those Dutch Belgians, they lose and your gaurd light cav n divisional can follow up next turn.
The routs on and you must get to the cross roads go on line and struggle with Wellingtons bits and Brunswick troops.
Hard for French to win but can't if the Dutch Belgians are not crushed.
Thanks for video!!!
Getting ready for Wellys Victory.

seanhejnal
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55:39 Gotta comment on this - I'm one of those guys that can't stand ambiguities in game rules, and I hate even more the suggestion that I should just "go with it and make up your own rule and have fun with it!" Uh, no. Part of the vibe in playing games - for me - is discovering how the game system works, how the designer put all these things together to create this simulation, how well do the rules mesh, etc. If I'm patching it together with my own rules, it makes me doubt the whole thing, it's like "Well, what am I playing here?" OK rant done.

EDIT: I'm glad you point this stuff out is my point, lol

tommcdermott
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One problem with the skirmish rule is that it allows skirmishes to retain their advantageous target status when stacked. This annoyed us so much we house rules that stacked skirmishes changed target category.

PaulTaylor-slfk
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I love that map. Now, where's my pipe...

brundebrauc
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I am playing this game now (whilst waiting for the recent iteration of the system ‘Winter’s Victory) and enjoying your play through.

I dont quite get your complaint about when to check LOS. The rules say, apart from the obvious same level blocks, if units are at different elevations there are only two cases to check, which amount to one since a troop automatically adds a height level, and that is the last hex in line from higher unit to lower unit that is higher than the lower unit’s one. So you don’t need to check every such hex along the line…

jonathantownsend
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Have you tried the hexasim the eagles series? I could send you the Austerlitz one.

simovoutilainen
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Didn’t someone come up with an improved combat system for OSG?

marchhare-lmon
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I think you do have to be able to see a target unit to declare a charge attempt.

PaulTaylor-slfk