Showing posts with label Shadows of the Eagles. Show all posts
Showing posts with label Shadows of the Eagles. Show all posts

Wednesday, November 26, 2025

Gilly with Shadows of the Eagles

Another try with Shadow of the Eagles rules today at Stephens and he choose to use the Gilly scenario from GDA (a favourite scenario of ours)

We also tried the newer Skirmishing rules (almost a complete re-write) which does away with skirmisher screens (now just a single dice roll at longer range ala Valour & Fortitude) and amends formation widths and numbers of dice used by Light Infantry in skirmish and in fact we simplified it further.

We tried to accommodate the Grenadier trait from GDA by making Light Infantry Superior/Regular (superior for Training which includes moving and firing but regular for Motivation) but this did not quite work as intended as Superior a rather more powerful effect in SOTE. 

With hindsight we would restrict the Superior status to truly Elite units with Grenadiers/Young Guard as Regular/Superior which would enhance their melee and morale but not training attributes.

Hits in system are very debilitating to units as you cannot rally off last 2 and whilst carry hits (up to being weakened) does not effect firing it has massive effect on melee as you count total losses suffered not just those in the current combat. 

So a unit entering melee with 2 or 3 hits if enemy has none or 1 is pretty crippling as generally they would lose combat and fall back (with a further hit).

Two attack columns managing to contact a line seemed to favour the columns as Line spreads melee hits across two targets but suffers all losses leading to line suffering greater loss overall and Falling Back

This seemed especially tough on cavalry who cannot shoot and rely on melee, but maybe in SOTE we need to better husband mounted arm for later in game ?

Foot in Line seemed in little danger from mounted with no real need for square (unless of course foot are inferior)

Certainly makes things decisive but maybe a bit harsher than we are used to and the rules do play quickly and systems are generally easy to understand.  

Plan is to re-try V&F next














 

Thursday, November 20, 2025

Shadow of the Eagles - a proper play with 1813 Prussians vs French

Game today with Stephen and I chose to try Shadow of the Eagles to see how it fared in face to face play.

And lo and behold as expected a much better game when not solo as too much to juggle for older head when trying to manage 2 sides at once.

I set up table using GDB terrain generation system which worked fine and I chose 1813 Prussians and therefore Stephen had French.

Used the nominal army lists we found (18 pts for French and 19 for Prussians) so I had 21 units and French 18 or so, maybe a bit large for a test but worked fine.

No real scenario just a straight up bash to test rules.

No problems encountered bar a couple of minor queries re Evading skirmishers and Rout Tests and think we managed to test most aspect of rules with possible exception of how assaults on BUA are handled.

Stephen had a more up to date set of updates than I have with main difference being Skirmish Screens are reduced from 2 to 1 fighting dice which is better vis a vis Light Infantry with their 2 whilst in skirmish.

All in all an enjoyable game with a playable system that allows a quick style decisive game which is what it is designed for.

For me a bit bland overall compared to FOB or other sets but a nice alternative for a quick game type.















Tuesday, November 04, 2025

Shadow Of The Eagles - a bit more solo play













Another solo session trying SOTE system and a lot more close combats and losses have occurred.

Close Combats are easily resolved if they occur, as often the charge process causes a unit to fall back without actual 'fisticuffs' ensuing.

Having a second line is hugely desirable (if not always possible) and pulling damaged units back to attempt to Rally (Generals very busy with this) is key tactic as any lengthy front line engagement will see units implode.

Squares are very tough for Cavalry (as they should be) although being in Line vs mounted not really an issue (as far as I can tell) as both have same basic fighting dice (2 in column 4 in line) with charging cavalry really only gaining a +1 to hit for a charge and possibly taking hits from defensive fire. 

Really the mounted need to target weakened foot or their flanks which is not unreasonable.

Overall the rules are easily understood and very playable, only real caveat is that there is a bit of 'memory' involved for remembering which units made a significant move (over half etc) as this impacts firing or occasionally which units do or don't benefit from charging bonuses. 

And its been awhile since I played a set that has Skirmish screens for each foot unit but these are easy to implement.

The influence of authors SYW set Honours Of War is evident although artillery in SOTE seems much less potent than in HOW.

Will be interesting to try these in face to face game.



Several units are weakened (yellow counters)









Guns ion either have had surprisingly little effect








Saturday, November 01, 2025

Shadow Of The Eagles - solo try, French vs Prussian 1813

Had a solo bash using Shadow Of The Eagles rules (used once before) as a test for possible upcoming game (Stephen and I both keen to try these in anger).

Set up a table using Glory is Fleeting terrain system (any system would suffice) and fielded a French vs Prussian 1813 set of forces in a nominal attack (Prussia) vs defence scenario.

Nothing scientific in OOBs just a mix of foot and cavalry with requisite artillery supports, French do have a Brigade of Young Guard with Prussians having slight (4 units) advantage in numbers.

So far played through 4 or so turns and all pretty smooth despite referring rules a lot (QRS available are decent but not learnt core systems).

Movement is straight forward modified only by a single Inept French Brigadier General and a Superior Prussian type (one of things I kept forgetting to roll for) as is shooting.

Had a couple of melees and again easy to work through as is the Morale system.

As a quick playing minimal preparation style set of rules they seem fine although in a face to face game no doubt issues will arise that I have not discerned.

No points system but should suit scenario play fairly well.

Hoping to give Valour & Fortitude and outing as well. 


















Thursday, November 09, 2023

Shadows of the Eagles playtest

Had a game with Stephen today using Shadows of the Eagles rules as quick trial as possible option for multi-player games.

Used the scenario from book but removed the river and reserve deployments to make for a simpler test game.

Stephen used French I had Prussians circa 1813/14

Got through several turns testing out just about all aspects.

I had thought artillery was weak in system but having played more extensively feel it is fine.

We did think Cavalry seems bit weak versus infantry overall and Line formation seems best in most circumstances (not a 'bad' thing) with attack column needing 2 on 1 for any chance.

Like the fact that close combat is not the result of every charge (especially once units take hits) and everything is fairly easy to resolve within system.

Units can get 'burnt out' so you need reserves and to soften enemy up before charging, which is all good stuff.

A decent rule set, well presented with nothing innovative nor daft. 






Wednesday, August 17, 2022

Shadow Of The Eagles a solo practice

 

Been reading lots of rules of late (including Cold War Commander 2 in preparation for game at Stephens) and after looking through Shadow of the Eagles I decided to give it a wee solo bash.

Used the initial small scenario from book with my French facing Russians circa 1812.

Both sides have 3 small Brigades (French 9 units Russians 10) so a nice size to deal with solo.

I tried them briefly solo upon publication but not since.

As per design intent these produce a pretty much an 'old school' style game with some twists.

One thing that stood out was how Assault Columns operate compared to most other rule sets.

They move faster than line and can wheel tighter and are a more vulnerable target to artillery and shoot with 2D6 compared to Line with 4D6.

All fairly standard stuff but when it comes to close combat they still only get 2D6 with no bonus for formation (most rulesets give attack column some form of enhancement once they get into contact) and Line still get 4D6 so really no contest unless you can get 2 Columns on 1 Line and even then its a equal dice off (unless individual unit status adjusts rolls).

Making attack columns too weak or too powerful versus line is a bit of a poser for Naploeonic rules and depends on how one feels the interaction reflects historic record. 

SotE certainly goes for a simple 'solution' compared to say GDA, not saying this is correct/incorrect but just a departure from many other sets regarding this matchup. 

Overall play of game is slick and with minimal amount of factors and troop grades etc to contend with. 

Movement is simple with one side going first (in order chosen by winner of an initiative roll) then other and Charges are the first thing performed as movement with units that 'stick' fighting it out in later Close Combat phase.

Fighting (which covers shooting and melee) is straightforward D6 system with 4+ being a hit with this hit number being adjusted up or down due to usual factors/circumstances.

Close Combat usually sees one side forced to Fall Back with possible Pursuit for winners.

Units are rated as Inferior, Standard or Superior for Training and Motivation which can effect Fighting and Rallying with units becoming Weakened (Shaken) at a certain level of hits (4 for Standard unit) and then Routed (Destroyed) and further level (7 for Standard unit) with ability to Rally off hits (first 2 always remain).

All the standard Napoleonic formations are broadly covered and Leaders exert influence with Command Radii, and Rallying (either when far from enemy or when leader attaches).

Units can activate by passing an Ability roll if out of command (which can occur if led by Inept type) and possibly garner a double move (if led by Inspiring leader).

Several other nuances with army traits, no points or lists as such just broad outlines for differing periods of Napoleonic wars.

All in all a decent set which seem designed for smallish (Divisional) games playable in an evening (options for larger Corps game) and whilst not presenting any great innovations (such as say Lasalle 2 or Soldiers of Napoleon) they do 'what they say on the tin'.

Conversely it was refreshing to have actual skirmishers on table as opposed to more abstracted/conceptual versions of recent sets. 




French Chasseurs and a Horse Battery line the stream







As their Ligne advance in center






French Legere in skirmish order about to cross stream 







Dragoons (heavy cavalry) line hill with Foot Battery






Overview from Russian lines







Russian Hussars in attack column (a mistake)






Russian Line advances with skirmish screens deployed






A Foot Battery duels with French Battery






Jager Brigade moves up on town with one Battalion in 'full' Skirmish order






View from French lines






Hussars getting pummeled by Chasseurs 






Russians column advance






Two columns try to 'gang up' on a single line (but due to Inept leader only one got in)






A further cavalry melee about to ensue