Been a good while since we used AOR rules and yet the were very easy to pick up again and we had no problems getting into action with them.
I fielded the Prussians and Mr B the Austrians.
Really like the shooting and combat systems of the rules but they do feel somewhat less dynamic overall than newer sets we have used as they lack any inertia/multiple moves, Pips etc, but they certainly do work.
Brigades are activated by turning a card for each but every unit gets to move, shoot and fight each turn generally if they so desire.
As in any SYW set the use of supports is key for morale.
The Austrians were in large units being 16 figures vis 12 for Prussians (although scenario default is 18 figures) however this is a scenario for an earlier version and in V3 Austrians no longer have these large units by default (12 figures like every other nation) and we could soon see why as they shoot with extra dice and absorbs casualties better (ie harder to achieve 25% losses on them).
Only other minor issue we had was that Infantry to charge must pass Charge Initiative, which is excellent and reflects period pretty well, except that we found this less satisfying when wanting to charge a village/town as average Grade 2 Infantry need to 1-2 to go in.
We thought that they were more likely to charge in these circumstances as only real way to take built up areas was at bayonet point.
Easy fix is give -1 for charging such areas as Towns, Redoubts or similar.
Combat was pretty bloody especially in Cavalry actions.
Really like the Army Withdrawl system which is quite innovative (especially for its time).
We got to try pretty much every aspect of rules and had a very enjoyable game with mass charges, flags captured, Commanders killed and fought to a completion in 4 hours (Prussians forced to withdraw).
Prussian advance in centre
Prussian Grenadiers deploy to shore up left wing
A venerable but solid set of rules!
ReplyDeleteIndeed they are and very easy to get back into despite the time gap
Delete