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generaldebrigade >>Die Kriegskunst >>1st play through, questions


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flick40- 07-12-2009
1st play through, questions
OK bear with me on this, our first attempt at these rules and here are some questions we had. We played the 1st scenario, Elmsdorf with modifications by changing out the cavalry/skirmishers for more infantry. The game was enjoyable, the allies destroyed 1 brigade and the second got away, a French victory though costly. The allies lost only 1 stand of troops. 1) Command, the C in C issues a change of orders to a brigadier in command range (hold to move). The roll to change fails, the change order marker stays under the active order marker. The next turn the C in C is out of command range of the Brigadier, do you still count the +2 for the C in C on the next attempt to change? We assumed no but the C in C did issue the original change of order thus our reason for asking. 2) Are troops allowed to move obliquely? We assumed yes but with penalty ie. something along the lines of AOR rules 3) Charging into the flank of an infantry unit on a follow-up, the melee is a draw, on the next melee do they get to turn to face or suffer another flank melee? 4) Charge, 20 figure infantry unit charges 16 figure unit they begin the charge less than 3" apart. The rule says declare the charge and move 1/2, aka 3", this brings the units into contact without a morale check for the attacker/defender and no defensive fire. (we lined thru the stop 1" before contact portion of the rule as was mention by Angus in an earlier post, perhaps it should be there) We played it by stoppig 1" away and allowing the defending unit to fire, checked morale (failed) so no charge. So whats the process when units are that close? 5) same issue as above but now the shooting phase as the charge did not go 'home', do either unit get to fire? 6) Double six, risk to general, rolled a 7 gets wounded and removed from play 1 turn, next command phase he comes back. Where? Same location or elsewhere? We left him where he was and he came back same spot, though that turn he was gone cost that brigade 2 morale failures. 7) As already noted in previous posts the play sheets need rewrite, some things dont match the wording in the rules, other things are not lined up where they should be etc. Minor annoyances. 8) We noticed certain commands didnt have 'requirements', movement command for one. It says you have to declare where you are moving the brigade when issued but nowhere does it say you have to move anybody to meet the requirements of the command. Now yes it is the intention of the command to move the brigade from here to there. But unlike the assault command where it gives 'requirements' on how many battalions in the brigade have to be doing what to meet that command, movement does not. This example made us feel we werent playing with a ruleset as much as a guide book. Luckily I play with another experienced mature gamer but there are those who will be "if it doesnt say it I dont have to do it". (WRG gamers who I used to be one :) ) One things for sure with these rules, you have to think ahead. Now that we have a feel for the rules, we will do scenario 2 next week.

angus konstam- 07-17-2009

Flik 40, I sort of understood everything apart from that Gaelic gibberish at the bottom! Now, co-writer Dougie Trail is on vacation at the moment (funnily enough he's in Sarasota, poor fellow), and he's the main mechanisms guy, while I'm the ideas one. However, here's my simple version of a reply; 1. No. 2. I do, when nobody's looking, but technically you should do it by wheeling. The idea is to make moving a lot tougher than - say - a Napoleonic game. That's part of the whole feel. You need to think it all through a few turns ahead, and develop an eye ofr the table! 3. They're caught in the flank, poor dears. 4. I've no idea. I'll check with Dougie, but I imagine they's stand and shoot. I'll tighten that rule up, and post something. 5. Yes 6. yes 7. Well, the editing left a lot to be desired, and we landed up with typos (my fault), a messed-up diagram, and messed-up playsheets (the publisher's fault). They tried to get smart and condense it all onto two pages, and in the process they imported old playastest versions, and mixed up the 15mm and 28mm sets. I've posted decent versions of the playsheets on my wargaming website, so until they publish a fix (along with the first scenario book), then that's the best we can do - sorry! 8. Yes, there's a difference between British and American schools of rules. The latter are far more legalistic, and cover every possible nuance. British ones tend to be more like guides to play, and expect problems to be resolved through common sense and amicable discourse. Of course, we all know gamers who can't do that, so I've been trying to tighten them up. One problem is that we had to harness the rules to the existing "vehicle" of General de Brigade. That meant keeping their style and format as much as possible. The answer is to think like a British officer and gentleman rather than a Prussian colonel or a New York lawyer when you use 'em, and you shouldn't go far wrong! Best Wishes, and good luck with the second game. let's know how it goes! Angus Konstam www.edinburghwargames.com

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