Another try with FOGN today with Stephen fielding French 1814 against my Prussians.
Another interesting game although we spent way too much time pontificating about armies, tactics and comparisons to other rules !!
French had maximum possible artillery 3 medium batteries 1 heavy battery and 4 attached batteries which made Prussian advance a very nasty proposition indeed.
Thankfully I had a Cavalry Divn which was able to do an on table out flank otherwise it would have been an extremely frustrating day.
Artillery are tough in FoGN as the get to shoot every fire phase and can prolong (with CMT) and can pivot for free 1" to bear on a target.
With 6 dice at medium range they are hard to close with especially as they can generally get multiple shots before Infantry can close with usually being disordered or even worse wavered.
With units only being able to recover cohesion at end of their own turn and only 1 per Cmd it's tough to arrive in fighting order and makes attacking pretty tough.
I did manage to charge one battery (the veteran heavies with an officer) that miraculously failed to stand and so the crew abandoned their guns.
But we could not find any way in rules to destroy the guns (fair enough) but also it seems you can't move through them either so they are effectively an insurmountable wall in that state ?
As ever with FOGN the most time consuming aspect is finding relevant rules for things.
Eg Line Of Communication stand is mentioned in three seperate areas of book but one says the LOC. must touch table rear edge whilst another states it must touch rear edge and a road.
Perfectly logical but less than clear.
Also we failed to find what defines being in Cover ie all of a unit, most of a unit ??
Again easy to adjudicate (we said you had to be entirely in cover to benefit) but no such definition in rules which only mention moving in cover ir firing from cover.
We are going to try a Principles Of War Napoleonic next as a direct comparison as set at same Regimentsl/Brigade scale.
No comments:
Post a Comment