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Nap attack #2

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Nap attack #2

Postby ochoin » Wed Dec 20, 2017 2:14 pm

After the success of our first trial game of "General D'armee' we decided to repeat the game, shuffling the sides around & substituting Swedes under Bernadotte for some of the Russians. Additionally, I added a third & secret objective to the two of the village of Falkenberg & the redoubt. This was only known to the Swedish-Russian players. Bernadotte, to ensure he was retained as Swedish crown-prince, could not allow heavy losses to his Swedish units.

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The Confederation of the Rhine army, under Poniatowski, march for the village & redoubt.

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Needless to say, the Russians led the way with Bernadotte & escort watching on.

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A polyglot force of Bavarians, Westphalians & Wurttembergers with a Polish contingent.

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The art of deployment....

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Under the cover of the Swedish cavalry, a Russian infantry brigade moves to hold their right flank.

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The assault on the redoubt

The game, meant to go 10 Turns was wrapped up inside 9.

Already holding the village, the Confederation of the Rhine army by a super-human effort, over ran the Russian battery in the redoubt, capturing the second (of the three) objectives.

However, the Westphalian infantry brigade that had managed this feat was on Falter after three of its battalions were routed/retreating.

The CotR cavalry brigade was in a similar position, also on Falter after one of its units was routed.




In Turn 9, the CotR commanders diced to see whether the order of these brigades could be restored. Both failed the dice roll catastrophically, & both brigades were entirely dispersed, with all of the units being removed.




Although the CotR army had two fairly intact infantry brigades, given the time left, the threat of the still intact Swedish cavalry & the proximity of the Swedish Guard Brigade to the redoubt, the Swedish-Russian army would have regained the redoubt & ended the game with 2 of the 3 objectives. Victory for Marshal Bernadotte’s army! (though I believed he called in a firing squad to deal with his unreliable Russian militia units)

The rules simply work well. I made a few mistakes (eg not noticing an extra casualty dice for grapeshot etc) but these are now our group's Napoleonic rule set.




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Re: Nap attack #2

Postby Stavka » Wed Dec 20, 2017 3:00 pm

Lovely stuff, Donald.

I notice you were able to pull it off without having a table covered with unit status markers and other paraphernalia. Do you guys use a written roster or something like that?
"So long as men worship the Caesars and Napoleons, Caesars and Napoleons will duly arise and make them miserable."
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Re: Nap attack #2

Postby ochoin » Wed Dec 20, 2017 3:19 pm

I'm not sure how familiar you are with the game but we start with an OOB that lists units, strength & grade.

All the figures have unit names under their bases.

Various orders, morale states etc are indicated by the unobtrusive, laser-cut wooden markers provided with the rules.
Casualties (really, dead, wounded, run away & general efficiency) is indicated with one or two GW dice in a holder.

Apart from the skirmish line, there is no figure removal but once "casualties" reach a benchmark (usually '12' with Standard units), they disperse & you remove the unit.

Not a lot of clutter apart from the 'Wreckage of Broken Dreams'....
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Re: Nap attack #2

Postby Stavka » Wed Dec 20, 2017 3:22 pm

The rules are on my wish list. They seem a lot more streamlined and fast moving than GdB.
"So long as men worship the Caesars and Napoleons, Caesars and Napoleons will duly arise and make them miserable."
-Aldous Huxley


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Re: Nap attack #2

Postby ochoin » Wed Dec 20, 2017 9:51 pm

Stavka wrote:The rules are on my wish list. They seem a lot more streamlined and fast moving than GdB.


I've never played GdB, so I can't tell you.
GDa will be relatively quick as we all learn the rules: there's a fair bit of detail but not oppressively so (eg you have skirmish lines for all infantry brigades but all cavalry, light or heavy, moves at the same speed).

As activating brigades can be problematic & losing brigades can come quite suddenly, plans are a challenge to implement & games end quite suddenly.
In the game, above, the CotR commanders earmarked a brigade of Bavarian line infantry to carry out the assault on the redoubt. They had 2-3 Hesitate results & so were left behind & a largely Reserve & Small battalion Westphalian-Polish brigade had to do the job. It was their quality that ultimately caused a Falter then Disperse result. And with one turn remaining & no troops within a reasonable distance: Game Over.

If you pick up the rules, I will be interested in your opinions & experiences.

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Re: Nap attack #2

Postby paintinglittlesods » Tue Dec 26, 2017 11:48 pm

I found the rules fairly quick to learn, compared to GdB they were a cake walk.
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Re: Nap attack #2

Postby Essex Boy » Tue Jan 02, 2018 12:26 pm

Very impressive, Donald.
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Re: Nap attack #2

Postby ochoin » Wed Jan 03, 2018 4:17 am

Essex Boy wrote:Very impressive, Donald.


Iain! You're here!!

Thanks for the kind comment.

donald
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Re: Nap attack #2

Postby wrgmr1 » Wed Jan 03, 2018 6:43 am

Great looking game Donald! Love all the Bavarians, Westphalians etc.
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Re: Nap attack #2

Postby Essex Boy » Wed Jan 03, 2018 7:38 pm

ochoin wrote:
Essex Boy wrote:Very impressive, Donald.


Iain! You're here!!

Thanks for the kind comment.

donald


I am.
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