We wound up having 5 of us for the game; unfortunately. Kevin had to bow out at the last minute due to work obligations. Either that, or it was his recent election to the Board of HMGS making him feel overwhelmed, LOL! As I wrote to him, I voted for you even though I like you!" :-) Anyway, on the Allied aside we had Kyle, Chris, and Thomas; it was the first visit to the Table for Kyle and Chris. Chris plays more board games, but had played miniatures with William Keyser years ago (a fellow Connecticut resident, and the author of the From Valmy to Waterloo rules. Kyle had never played historical miniatures before, but is starting a D&D Campaign which my older daughter (who likes games, unlike my wife and younger daughter, neither of which is much for games) is evidently going to be a participant!
Barry and I took the French; Barry once again drove all the way from his home in Maine and back for the game. Now that's a dedicated grognard! Our initial advance was finely synchronized, while our artillery bombarded Hougoumont and La Haye Sainte.
Thanks so much to Barry, Thomas, Kyle and Chris for playing! I had a blast!
Rules/Scenario Changes from Playtest
Game took about 3 hours to reach a conclusion. Therefore I am going reduce the hits taken by each unit by one across the board. That should see units eliminated faster.
Add Zone of Control (none for LI and Units in BUA's) and diagonal movement rules similar to those in To the Strongest!
Eliminate most of the special rules: the retreat from fire rule, Conscript, Steady, Impetuous, Reluctant and Shock attributes (In the end, they didn't really add much to the game, and some were often forgotten). KISS!
Change rules for Ney so that he simply acts as additional commander who may lead units of any command.
Earlier release of Guard Cavalry Turn 3 vs 4), Guard Infantry Infantry (Turn 6 vs 8)
Transfer one Line Infantry from D'Erlon to Reille; that will make all 3 French commands have 10 units each.
Finally, perceiving the grid on the hills was sometimes difficult. I had planned on making custom ridge lines for the game, and even bought a new foam cutter to do it. Barry has been doing some terrain boards and had a nifty idea about using ceramic magnets to hold the components together. Barry explains "The magnets are from JoAnns fabric, I used a 3/4” speed bit to drill the holes in the foam insulation. The metal tabs were cut from thin sheet metal(from Home Depot or Lowe’s HVAC isle) and then I cut the area they are to go into with a utility knife. Both magnet and metal plate were hot glued in place."
However, I am planning to transfer the bulk of my Geohex terrain to another gamer who will pick them up at Historicon, and space in the car will be tight, so it makes sense to use the Geohex (prior to transfer) for this event at least. We had a variety of ideas for marking the grid, but I think I may just go with rocks on 1" bases, which I already use as casualty markers for other games. I may need to make some new ones, though. That is pretty quick to do, however. If I am happy with how the game goes such that I might run it again at other and/or future conventions, I may tackle some custom hill/ridge terrain for the 6" grid.
Looks good, Peter! You are exactly right in that a large convention game like this ought to be stripped down to its essential pieces. Good luck at Historicon!
ReplyDeleteThanks, Jon. Hopefully it will finish in the 2 to 2.5 hr time frame; even 30 minutes should suffice to reset the game for the next iteration!
DeleteGame looks great and looks like it played really well, should be great fun for those lucky enough to play it at the convention, best of luck but I doubt you will need it, cracking set up!
ReplyDeleteThanks for the support, Donnie!
DeleteImpressive looking game and a clever idea regarding connecting the boards!
ReplyDeleteThanks, and welcome, Utgaard!
DeleteI liked everything about yhis game....except the result, of course....can't have Napoleon winning Waterloo, it's just not cricket, old chap!
ReplyDeleteWell, I did my part to see Wellington victorious! :-) The big thing of course is that the Prussians are left out of the equation aside from need to beat the allies before their arrival is really felt.
DeleteGreat project, and hope it all goes well at the event!
ReplyDeleteThanks, Aaaron; hopefully it well. The ,ore aggressive the paly, the faster the game will go! :-)
DeleteEnjoyed the report and reflections. It all seems to be coming together nicely.
ReplyDeleteThank you,. Richard!
DeleteWow - quite an impressive game!
ReplyDeleteThanks, Dean; effectively, there are 30 units a side.
DeleteGlad it went well and minimal fixes needed
ReplyDeleteYes, mostly clarifications and slashing unnecessary chrome!
DeleteThat was a good play test which did its job in terms of yielding a solid list of adjustments. Everything looks great on the table.
ReplyDeleteThanks, Lawrence. I am, sure I will learn more from 3 (!) convention games that may be helpful if I run this again from time to time at different venues.
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