Game of Blucher today against Stephen using his recently painted British with my 1813/14 French arrayed against them.
We had planned to try the Scharnhorst campaign system but with Rugby World Cup final on we decided to just plow on with simple set up (although we did use one of the Scharnhorst maps).
We also use two base in lieu of 4 base units (has no effect on game play)
Great game with my Guard Corps getting right into British from get go.
My Guard Cavalry mugged 2 British Heavy Dragoon brigades (although we both started off on 8 dice per unit) and turned British left flank.
However my Guard Infantry despite being tough succumbed to a barrage of shot and shell with 3 Brigades destroyed.
On my left my Cavalry Brigade held a British Foot Brigade at bay whilst I moved up a Conscript Corps.
Wellington is a very good Commander with the Intuitive ability allowing him to roll his own Momentum dice meaning he knows exactly what he can do each turn.
Combined with his Mobile trait he has great flexibility.
Napoleons Legend status means his army is tough to break but often the French are left with unused units as unknown Momentum level means they cannot plan as well.
A really slick and fun set of rules even with the inherent abstractions of this level of force representation (not many Volleys fired compared to Skirmish Fire).
And hearty congratulations to the greatest team playing the greatest game on the planet and winning (kudos to Australia for making it a great final)
Historical Wargaming using Miniatures, PC & Board Games as played by Sgt Steiner
Showing posts with label Blucher. Show all posts
Showing posts with label Blucher. Show all posts
Saturday, October 31, 2015
Tuesday, March 17, 2015
More Catching Up.....The Return...............
Busy here again but did manage to get some gaming in (including Pbem stuff)
Managed a game of No Retreat! with my Dad which I narrowly won as Soviets when Initiative changes on Turn 12.
Great game this and so playable.
Also a 'live' game of Blucher against Stephen using my 1813-14 French against his Russians.
We both enjoyed this and like its playability and feel fpr Corps level game.
Abstractions abound but it simply works for scale it is set at and another hit from Mr Mustafa.
I fielded two Infantry Corps one of which was Guard and a Cavalry Corps.
The Russians had 4 Infantry Corps containing several Guard and Grenadier types and two Cavalry Corps.
I also joined in an ACW game using Across A Deadly Field (by the late John Hill) at Stephens with his brother.
A Regimental level set that seems quite complex at first glance but plays quite quickly (much more so than Johnny Reb) but retains a lot of period flavour.
I have the rules on iPad but must get a physical version (and maybe some ACW troops !!)
Managed a game of No Retreat! with my Dad which I narrowly won as Soviets when Initiative changes on Turn 12.
Great game this and so playable.
Also a 'live' game of Blucher against Stephen using my 1813-14 French against his Russians.
We both enjoyed this and like its playability and feel fpr Corps level game.
Abstractions abound but it simply works for scale it is set at and another hit from Mr Mustafa.
I fielded two Infantry Corps one of which was Guard and a Cavalry Corps.
The Russians had 4 Infantry Corps containing several Guard and Grenadier types and two Cavalry Corps.
I also joined in an ACW game using Across A Deadly Field (by the late John Hill) at Stephens with his brother.
A Regimental level set that seems quite complex at first glance but plays quite quickly (much more so than Johnny Reb) but retains a lot of period flavour.
I have the rules on iPad but must get a physical version (and maybe some ACW troops !!)
Saturday, February 28, 2015
Blucher solo play test
Managed to get a solo play through of the Blucher game I had set up on an unexpected day off.
Very enjoyable with another slick set of rules by Mr Mustafa.
Was able to use a little programme to sort the 'hidden' Motivation rolls (normally your enemy rolls 3 dice which he keeps hidden until to equal or exceed this total with your activations)
I did not use the Concealed Unit rules so first section of the Sequence of Play void.
A Movement Phase follows wherein the active side issues Orders to units and groups of units.
Meant to be by Corps first then individual units but I got this mixed up a couple of times.
The CinC can be used once per phase to issue a group order.
These activations cost Motivation Pips (MOs) counted against the total rolled by enemy (or in my case the app).
This a slick system with some tough decisions as to what is most important to activate in case you expend your current limit.
Several times I was left ruing a couple of missed moves.
Movement is free flowing with Infantry able to either Pivot at start of move and move 2 base widths (a unit being 80mm wide using my basing) or can Move any direction and end facing any way but restricted to 1 base width move.
Cavalry go 4 and 2 respectively Artillery 2 and 1 if Foot and 3 and 1 if Horse (who can also move and shoot).
Movement includes Charges all based on the direction of the unit centre point and precludes any firing
Infantry units can adopt Prepared status (sort of forming Square) when faced by cavalry.
Firing phase is next and is simple enough with units rolling a number of dice based on current Elan (ie strength/morale points), range (1-2 BW for musketry 1-2 and 2-8 for Artillery) and type with several modifiers for tactical situations and Traits.
Each roll of 6 (or of a single 5 in certain circumstances) yields a Fatigue Hit on target (ie reduces Elan level)
Artillery are slightly different in that it has no Elan but has several Ammo slots which reduce in effect as used.
Then it's Combat (melee) which again is easily conducted with hits occurring on 4+ and each side rolling a number of dice based on Elan and situation.
Infantry need to be in prepared status against mounted otherwise they have to re-roll any successful hits.
The same applies to any unit flanked (except prepared units)
Outcomes are based of hit differential but with a successful attacker still suffering 1 fatigue.
Losing units generally retreat 2BW unless Infantry facing Cavalry who must retreat/break off instead if Infantry not destroyed.
After that it roll for enemy MO amount then enemy takes turn.
All very playable stuff.
There are several other factors covering terrain and Commanders the most important being several Traits that units may have, such as being Steadfast which garners an extra dice when defending in melee or Shock which garners an extra dice when attacking in melee.
The rules include a mini Campaign system entitled Scharnhorst but I only used it to generate the map having not really read it through properly but it looks good method of generating a tabletop battle after a sort of mini game itself.
All in all I enjoyed playing Blucher with a lot of "just one more turn" ensuing.
I believe I only made one or two mistakes in gameplay.
I forgot to call count Traits a few times and when a defender retreats, I simply moved them back 2BW when they should also have ended up facing away.
This would slow them down getting back as they would potentially have to turn and so restricted to slower move rate combined with being at risk of being charged in rear.
Friday, February 27, 2015
Blucher game set up
Set up a solo test game for newly arrived Blucher rules but things bit mental again at work so have had no time to actually play as either working long hours and/or exhausted when home.
I plan to retire at 55 so roll on July 2019 !!
Hoping to get a run through soon.
1813 French versus Prussians (300pts each as per rules)
Note units are set up unconcealed (Blucher has cards in lieu of units until spotted/revealed) as rather pointless solo.
Also skirmish stands not required but I am using them to denote units with that trait.
I plan to retire at 55 so roll on July 2019 !!
Hoping to get a run through soon.
1813 French versus Prussians (300pts each as per rules)
Note units are set up unconcealed (Blucher has cards in lieu of units until spotted/revealed) as rather pointless solo.
Also skirmish stands not required but I am using them to denote units with that trait.
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