Wednesday, December 31, 2014

More Might and Reason played before work today


Got another blast with M&R before starting late shift today.
Prussians gained upper hand pretty decisively destroying 9 Russian units for only 1 unit lost in reply ( although several badly mauled) which is a mere one from victory required. 
They did suffer the loss of the vaunted Seydlitz however after his shoring up a unit in melee.
Prussian superiority in musketry was telling (they hit on 5-6 rather than just 6) and their Mounted arm simply out diced their enemies. 
Units are destoyed in M&R if they lose all strength points or if decisively beaten in melee ie doubled score, and with several 1s rolled by Russians it was bit of a bloodbath.
Frederick can certainly be Great with M&R !!
Great fast play set of rules which gives good plausible results despite a lot of abstracted detail.
I like the way infantry must fire at least one volley at an opponent before entering melee and the test for all but agressive types (Grenadiers or Guards) to actual 'charge' home.
My only real gripe as such is that shooting is bit of a non event at times as Infantry and artillery (mounted do not fire) both require a 6 (Prussian foot a 5+) to get inflict a hit. 
This coupled with short musket ranges makes infantry a juicy target for mounted at times as Cavalry can charge 3-5 times musket range.
The command system works really well with subordinates sometimes be tardy or foolhardy.
The use of Command Dice from CiC is good method as they can add dice to subordinates command rolls and combats or rallies. 
In this scenario Frederick being great rolls 4 command dice per turn with poor old Fermor rolling only 2.
I also like the turn length and 'pulse' system meaning turn length is somewhat unpredictable (minimum of 1 pulse and maximum of 4 each turn).
A decent system to,play solo as well.






















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