Alex - a very entertaining video. There were a few minor modifiers that were overlooked; but, otherwise you did a splendid job! GdA2 has many layers and nuances to it; and, it’s difficult sometimes to remember everything - especially when you’re also trying to shoot a video! Looking forward to seeing more games of GdA2 - it’s one of my faves!!
42:49. The British Artillery battery can fire in support of the line. They would fire with 3CD, (canister and a column affective / canister range). Usually pretty devastating stuff. Add in artillery assault and that’s 5CD!!! Ouch!
Thanks for sharing! Lovely mins and terrain. As I mentioned earlier I still miss lots of rules and I’ve played heaps of games. My excuse is I’ve had my brain rattled by explosives 😆👍
@ it’s always much harder playing solo because you don’t have anyone to catch rules you might have missed. But GDA2 is well worth the effort and is imho the best Napoleonic Divisional level rule set available by far.
As always, great batrep that was entertaining and fun to watch. Not sure it (General D'Armee) would be as fun, for me, to play. Thanks for posting video.
Assaulting a Village: the Skirmishers conduct an evade, but before that they shoot with their SCD, and then withdraw ‘formed’ behind friends or a full withdraw move. The Chargers get to throw one CD at the Skirmishers. This is important as the skirmish fire might cause enough casualties (including combined with the target of the charge) that the Chargers might become shaken or disordered (which isn’t of any consequence in an attack on a garrison as there is no ‘Charge’ procedure as such) 😊 The chargers then continue on to the 5cm point and receive fire from the garrison. They then move straight into contact with the garrison for close combat (in that phase) after dealing with any possible discipline tests that firing may have caused. You did it almost completely correct 👍 other than the BSL not getting to shoot. 😊 Fwiw I still miss things and I’ve played scores of games 😆 In the 2nd round of combat the reinforcements don’t drop a die as it’s the second round of combat. 16.5 states “in THE first round of combat” which suggests (imho) that’s the first round in the phase not the 1st time a unit fights.
40:10 British Line, Vets and Elites are ‘Drilled’ so get an extra CD when firing. Because the Brit’s caused 3+ casualties in the charge the French lead charge unit should throw 3 dice and take the lower two THEN they can use re-rolls 😁👍 also, the British BSL should have got their shots in before evading
With only 1ADC it might have been worthwhile the Brits using one of the CinC tasks and played ‘Chief Of Staff’. They would automatically gain 2 ADC which would have given the faltering Bde a reroll and more ADC for other tasks.
45:32 I think the French Artillery wouldn’t be able to shoot at the Royal Scots. It seems the French BSL is blocking the line of fire. They might be able to get a single CD. See 12.2.1 But it could also be the POV from my perspective 😄
Thanks for the video, really enjoyed it. We are playing often General d'Armee and the ruleset provides us with really great moments. The game is not exempt of design decisions that I think could be reviewed in a third edition. Here the main points I'd would want an improvement on: -slightly overuse of gimmicks with dice (AdCs, Initiative, Combat, etc). If you know a bit about statistics, all of this could be streamlined -Skirmishers are definitely the wrong scale in my opinion for the way they are played in the game. It is like a game within the game. For the effect, the skirmishers take too much time and introduce too much granularity. They work well at a Brigade level as is but for a divisional game, it is a bit an overkill. -The execution of orders and special commands given to the brigades work ok but it feels overall clanky rather than an intuitive workflow of battlefield friction. -The quick reference sheet is overcomplicated in regard of the relatively low complexity of the game. Same colors all over the sheets are used and it is difficult to find anything at once. In spite of all those points that could make one run away, it plays well and gives us a lot of great moments. The author could release such great sets of rules if he were supported by a product developer. But such is the fate of our hobby, enthusiasm with what we have to make it happen. Within these constraints, I think Dave Brown made quite a successful game.
I love playing GdA2 and enjoy watching videos like these. I think in the second round of a garrison combat if one side opts for lighting withdrawal then they cant get ganged up on by a second enemy unit - they only fight one unit versus one unit. Thats the reason for opting for a fighting withdrawl - it limits the risk of the eithdrawing battalion sustaining a high numbet of casualties. I haven't got the rules book at hand right now, so can't double check it.
Yes, you’re entirely correct about the Fighting Withdrawal. It’s by far the safest option when a garrison combat reaches a second round (which it usually does). The attacker can then only use one of his assaulting units. (Section 16.4.1).
If the BSL has 2 or more bases of rifles they gain an extra SCD. I’m not sure if your 95th ‘BSL’ are actually predominantly 95th or just making up the BSL as stand ins for the Light Companies
Alex - a very entertaining video. There were a few minor modifiers that were overlooked; but, otherwise you did a splendid job! GdA2 has many layers and nuances to it; and, it’s difficult sometimes to remember everything - especially when you’re also trying to shoot a video! Looking forward to seeing more games of GdA2 - it’s one of my faves!!
@@get_the_lead_out thank you!
42:49. The British Artillery battery can fire in support of the line. They would fire with 3CD, (canister and a column affective / canister range). Usually pretty devastating stuff. Add in artillery assault and that’s 5CD!!! Ouch!
Thanks for sharing! Lovely mins and terrain. As I mentioned earlier I still miss lots of rules and I’ve played heaps of games. My excuse is I’ve had my brain rattled by explosives 😆👍
Cheers and thanks for the other comments. There's a lot to get your head around in GDA2, but it's worth it from the handful of games I've played.
@ it’s always much harder playing solo because you don’t have anyone to catch rules you might have missed. But GDA2 is well worth the effort and is imho the best Napoleonic Divisional level rule set available by far.
Great game and miniatures! Thanks for sharing
Thanks for watching!
If you throw triple 6 in a round of close combat a fire breaks out in the village. See 16.6.4 page 91
As always, great batrep that was entertaining and fun to watch. Not sure it (General D'Armee) would be as fun, for me, to play. Thanks for posting video.
Glad you enjoyed it!
Excellent game, plus your presentation was superior. You showed all the critical points of the game and didn't show any irrelevant play.
Thanks, I try my best!
Thanks for this enjoyed it
Glad you enjoyed it
great video thanks learnt alot
Glad it was helpful!
Assaulting a Village: the Skirmishers conduct an evade, but before that they shoot with their SCD, and then withdraw ‘formed’ behind friends or a full withdraw move.
The Chargers get to throw one CD at the Skirmishers. This is important as the skirmish fire might cause enough casualties (including combined with the target of the charge) that the Chargers might become shaken or disordered (which isn’t of any consequence in an attack on a garrison as there is no ‘Charge’ procedure as such) 😊
The chargers then continue on to the 5cm point and receive fire from the garrison. They then move straight into contact with the garrison for close combat (in that phase) after dealing with any possible discipline tests that firing may have caused. You did it almost completely correct 👍 other than the BSL not getting to shoot. 😊
Fwiw I still miss things and I’ve played scores of games 😆
In the 2nd round of combat the reinforcements don’t drop a die as it’s the second round of combat. 16.5 states “in THE first round of combat” which suggests (imho) that’s the first round in the phase not the 1st time a unit fights.
Great game enjoyed it well done brilliant 🤠🤠🤠👍👍👍
Thank you 👍
Excellent!😎
Glad you enjoyed it! I'm not sure how many rules I got wrong or right though...
40:10 British Line, Vets and Elites are ‘Drilled’ so get an extra CD when firing.
Because the Brit’s caused 3+ casualties in the charge the French lead charge unit should throw 3 dice and take the lower two THEN they can use re-rolls 😁👍 also, the British BSL should have got their shots in before evading
With only 1ADC it might have been worthwhile the Brits using one of the CinC tasks and played ‘Chief Of Staff’. They would automatically gain 2 ADC which would have given the faltering Bde a reroll and more ADC for other tasks.
45:32 I think the French Artillery wouldn’t be able to shoot at the Royal Scots. It seems the French BSL is blocking the line of fire. They might be able to get a single CD. See 12.2.1
But it could also be the POV from my perspective 😄
Thanks for the video, really enjoyed it. We are playing often General d'Armee and the ruleset provides us with really great moments. The game is not exempt of design decisions that I think could be reviewed in a third edition. Here the main points I'd would want an improvement on:
-slightly overuse of gimmicks with dice (AdCs, Initiative, Combat, etc). If you know a bit about statistics, all of this could be streamlined
-Skirmishers are definitely the wrong scale in my opinion for the way they are played in the game. It is like a game within the game. For the effect, the skirmishers take too much time and introduce too much granularity. They work well at a Brigade level as is but for a divisional game, it is a bit an overkill.
-The execution of orders and special commands given to the brigades work ok but it feels overall clanky rather than an intuitive workflow of battlefield friction.
-The quick reference sheet is overcomplicated in regard of the relatively low complexity of the game. Same colors all over the sheets are used and it is difficult to find anything at once.
In spite of all those points that could make one run away, it plays well and gives us a lot of great moments. The author could release such great sets of rules if he were supported by a product developer. But such is the fate of our hobby, enthusiasm with what we have to make it happen. Within these constraints, I think Dave Brown made quite a successful game.
Glad you enjoyed it!
Great game!
Thank you!
I love playing GdA2 and enjoy watching videos like these. I think in the second round of a garrison combat if one side opts for lighting withdrawal then they cant get ganged up on by a second enemy unit - they only fight one unit versus one unit. Thats the reason for opting for a fighting withdrawl - it limits the risk of the eithdrawing battalion sustaining a high numbet of casualties. I haven't got the rules book at hand right now, so can't double check it.
Cheers, glad you enjoyed the video, I'll look up the withdrawal rules again myself.
Yes, you’re entirely correct about the Fighting Withdrawal. It’s by far the safest option when a garrison combat reaches a second round (which it usually does). The attacker can then only use one of his assaulting units. (Section 16.4.1).
If the BSL has 2 or more bases of rifles they gain an extra SCD. I’m not sure if your 95th ‘BSL’ are actually predominantly 95th or just making up the BSL as stand ins for the Light Companies
Interesting game. I think the French got the best of the luck today.
Cheers, yes, I think they did. It will be interesting to add cavalry in future to see how that shakes things up.