Receiving the nearly complete latest version of V&T, I decided to run it through Norm’s simple test scenario again. My 15mm troops are double-ranked since there are so few units.
Since the units were locked in combat at the village, both Prussian flank battalions advanced to give support to the garrison’s attack.
I may have messed up here, this perhaps should have been the Prussian phase. If so, the French got too many dice.
It looks like I screwed up here. The dice look like the Landwehr won the fight, unless I knocked over a die while removing the cotton ‘smoke’. It’s the sort of mistake that wouldn’t happen with two players. But in a solo game, with much attention to photo ops, all sorts of mischief is possible. In any case, it was a close run thing. If the French legitimately won, they are in need of some serious R&R before standing off a counter-attack. If the Prussians had managed a win, they would be in desperate need of reinforcement before meeting a fresh enemy brigade.
Aside from errors about what phase it is, I think the only rules mistake made was allowing melee supports for attackers only. There is a slim chance I can try this once more before our seasonal migration to the north country.
Why do I make all these errors? So you don't have to. 😉
The rules have an unusual feature: you can limit game length
by the actual time, and there is a method to pick the winner that makes sense. Each
time a unit becomes shaken or routs, the brigade CO gets a setback. Once the
brigade fails a Fortitude test, the overall CO (none in my tiny test game) gets
a defeat. Add the number of objectives held/taken and the number of defeats
inflicted on the foe for your side’s score. Rather neat.
4 comments:
Another good run through Vincent and easy to make mistakes when playing solo, making notes and taking photos as I know from experience. I think I still prefer BPII, but the rules do have some neat mechanisms it seems.
These rules look interesting. I'm always on the lookout for rules that would do big battles (24+ units a side), especially if they have some interesting 'major morale' rules.
May I ask, how long would this game have taken if you were not blogging it, versus a live opponent?
And, I know what you mean about making silly mistakes when playing solo - it's inherent, I think.
Forgot to note how long the game took: just under 90 minutes. I'm sure with two players it would have been about 60, say 15 minutes per turn. Faster once both players were praticed.
I have also got my player turns muddled with this game - again solo!. The rules are moving on nicely. For the period, at the moment, I am most interested on how rules handle BUA’s. There are plenty of accounts that have repeated attacks and counter-attacks over small villages, but for the most part, our rules seem to allow for one such effort before the clock ticks to end the game.
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