Really glad to see someone tackling this game, thank you. Figured the leaders would eventually go up front to help change from March to Charge. The pacing of the vid is really slow, but probably is necessary when trying out a new system like this. So keep the vids coming please!
Thanks--yes, it's a little slow because I don't have the system down well but I did want to work my way through so I could get into it more quickly. I'm always looking for videos like this but like you said, not much is out there.
I think the + leaders (1 or 2) are best used fro changing orders and then possibly helping with attacks. Although then you may lose them on a "9" roll. As brigades start to fail, then you have to move them back to help facilitate commitment of support and reserve.
@@thegeneralsretreat1645 Even with the Involuntary Commitment rules, of course one does not want to lose all their Brigades in the Front Line box. Assigning a leader to Direct or General command is of course one of the interesting decision-trees in the game.
@@steveoh9285 yes-having support brigades is not useful if you’ve lost all the front ones-then it’s too late. Timing so you can engage and do Relief in Place is a big part of the game.
I may have misunderstood your explanation, but if you roll a two hit artillery the secondary single/yellow hit is placed regardless of whether there is a unit in the space or not--it will impact any unit that moves through that hex later in the turn.
Yes, you are absolutely right--you don't need a unit in the hex. Also, you don't need to initially fire at a hex with a unit. One thing I may have overlooked on the Allied side, is firing at hexes in front of my line so as to interdict French units entering those hexes. That would further hinder charge attacks.
Couple of things--enjoying your videos as we're all working through a very new system. Second thing: I think you do have to use your initial volley in a charge or (on defense) in response to it--and it would be risky to not use it as you are likely to lose it (a good use of cavalry--check their attack on infantry rules), and last thing--I'm curious how you make sense of the commitment/relief in place rules (I've asked on BGG and not gotten a lot of clarity) as to the mechanics between the command display and the brigades on the board! Keep it up!@@thegeneralsretreat1645
Yes, in this game the artillery fire works in some way as "barrage", so you mainly try to put obstacles between your line and the enemy line to downgrade their CV in case of charge. You don't need to fire against units, as the artillery fire will not cause casualties. Regarding the artillery fire, I believe that you can fire over one friendly unit/stack (I guess stack), but enemy units block the LOS so you cannot fire against enemy artillery units that are deployed after their own lines. Correct me if I'm wrong.
Really glad to see someone tackling this game, thank you. Figured the leaders would eventually go up front to help change from March to Charge.
The pacing of the vid is really slow, but probably is necessary when trying out a new system like this. So keep the vids coming please!
Thanks--yes, it's a little slow because I don't have the system down well but I did want to work my way through so I could get into it more quickly. I'm always looking for videos like this but like you said, not much is out there.
I think the + leaders (1 or 2) are best used fro changing orders and then possibly helping with attacks. Although then you may lose them on a "9" roll. As brigades start to fail, then you have to move them back to help facilitate commitment of support and reserve.
@@thegeneralsretreat1645 Even with the Involuntary Commitment rules, of course one does not want to lose all their Brigades in the Front Line box. Assigning a leader to Direct or General command is of course one of the interesting decision-trees in the game.
@@steveoh9285 yes-having support brigades is not useful if you’ve lost all the front ones-then it’s too late. Timing so you can engage and do Relief in Place is a big part of the game.
Dragoons may not change their status during the battle.
Ah, I missed rule 2.1.2--right at the beginning!
I may have misunderstood your explanation, but if you roll a two hit artillery the secondary single/yellow hit is placed regardless of whether there is a unit in the space or not--it will impact any unit that moves through that hex later in the turn.
Yes, you are absolutely right--you don't need a unit in the hex. Also, you don't need to initially fire at a hex with a unit. One thing I may have overlooked on the Allied side, is firing at hexes in front of my line so as to interdict French units entering those hexes. That would further hinder charge attacks.
Couple of things--enjoying your videos as we're all working through a very new system. Second thing: I think you do have to use your initial volley in a charge or (on defense) in response to it--and it would be risky to not use it as you are likely to lose it (a good use of cavalry--check their attack on infantry rules), and last thing--I'm curious how you make sense of the commitment/relief in place rules (I've asked on BGG and not gotten a lot of clarity) as to the mechanics between the command display and the brigades on the board! Keep it up!@@thegeneralsretreat1645
Yes, in this game the artillery fire works in some way as "barrage", so you mainly try to put obstacles between your line and the enemy line to downgrade their CV in case of charge. You don't need to fire against units, as the artillery fire will not cause casualties.
Regarding the artillery fire, I believe that you can fire over one friendly unit/stack (I guess stack), but enemy units block the LOS so you cannot fire against enemy artillery units that are deployed after their own lines. Correct me if I'm wrong.