- Posts: 181
- Thank you received: 16
OT2019 Round 5
First and foremost - allow the French player a view of the Allies hand at the start of the French player's turn. This represents the pre-battle reconnaissance that the French achieved.
Secondly, how about making the balloon a presence on the battlefield? I think a permanent capability in the control of the French player as long as the balloon remains active would help bring the theme out in more games than relying on sporadic scout card draws. Here is a suggestion that I am thinking of trying out:
a) A French leader block is added to represent L’Enterprenant, Captain Coutelle and the rest of the Aerostatic Corps. This leader block is based on the banks of the Sambre (clear hex on French baseline). The L’Enterprenant leader block should be specially marked. It may not move, except backwards to leave the board (representing the escape of the specialists from the battlefield). If joined by a unit, that unit may be ordered to move when-ever it would normally be the leader that moved.
b) The L’Enterprenant leader block operates in all other respects like a leader block and so it may be lost as a victory banner. OK, Coutelle was a technician rather than a military leader, but the leader benefits represent the "inspiration" to supporting forces to protect this valuable asset.
c) As long as L’Enterprenant remains on the board, the French player may elect to spend one order from an applicable card, to gain *one* of the following benefits:-
i) See the Allied player’s current hand
ii) Choose to draw an *additional* command card - choosing 1 to add to hand and putting the 1 or 2 others back
iii) Draw a Tactician Card
(ii) & (iii) represent the use of the balloon to improve command and control (I read it was used for signalling as well as for reconnaissance).
An "applicable card" is any card that can order a *leader* positioned on the French right flank. If a unit joins L'Enterprenant the two will need separate orders to activate both the unit and the balloon. This means that Leadership and Leader+3 cards will not be able to activate the balloon if co-located with a unit. Also, Grande Manoeuvre would not be able to activate the balloon, since the card restricts an order to movement.
Hope this isn't too complicated. At the end of the day, it is a leader block with a couple of rule exceptions and a special ability.
RiverWanderer wrote: We played the original rules but noticed that one French LN was not marked with a Conscript marker. Since the special rules simply stated that the French Line where inexperienced and didn't get the +1 in melee, we agreed to change this rogue LN to a Conscript like all the others.
That would be my error. I marked the French LN as conscript in the VASSAL file as a reminder, but overlooked one
Updated scenario file.
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Glory is fleeting, but obscurity is forever.
First thank you to appreciate the scenario.
About some Balloon changes you propose:
1) First be sure I'm part of the players who respect the rule changes so even if I don't go with your proposal, I respect them a lot and will just say: Play the way you love it best and enjoy it my friend: FREEDOM!
2) I'm also part of the players who, when adding a special rule in their house scenario, want them to be few, simple, short, easy to write and using if possible official mechanisms already existing (even if not the case here lol). To be honest I never play neither read the notes of a house scenario when I see many complicated special rules written. OK I did it once with my Leipzig but even if I adore it, I respect the players who don't even want to give it a try.
3) If to be placed somewhere, the balloon was close to the Headquarters and both were (if my informations are correct) quite central under the town of Grosselie and very close to the front. So I would place it on the free hex between the French Leaders Morlot and Hatry!
4) Even if many illustrations of the time show the battle and the balloon because of the originality of the fact, the French reports don't say it was a major reason of the victory. For this reason, for the simplicity of the rules and for not to break the balance of the scenario, I deliberately preferred my light balloon special rule.
5) For those who regret that without scout card the French may never use the balloon rule, a simple (always stay simple) possible rule could be: "At the start of any turn during which a scout card is played (Allied or French): The French player can watch the full opponent hand".
Allies(Rob) 3 vs French(Greg O) 9
Action started on the right with Allies taking first banner, but the French responded and eliminated two units and a leader to take an early lead. Then the battle moved to the center with an infantry clash and then an Allied cav charge. The French held in the center exchanging some banners, and counter punched on the left, culminating with a French Bay. Charge and then a Assault Left Flank that secured the day for the French.
Could you take the discussion of the scenario over to the Scenario discussion, rather than here on the tournament discussion.
If I might remind everyone, for the purposes of the tournament, the Special Rule remains that at the end of the turn when the French player plays a Scout card, they can forego the choice of two cards, and inspect the Austrian Command Cards in hand instead.
Glory is fleeting, but obscurity is forever.
GG06 Fleurus (26 June 1794) [OT2019-Round Five - 1st game]
French 6 vs Allies (Greg O) 9
The French got off to a huge start, slamming into the left flank and picking up a quick 5 banners. The Allies refused the flank with an artillery and to full strength LNs and the battle shifted to the center and right flank. The Allies fought back steadily and eventually secured a 9-6 victory.
French 8 (David) vs Allies 9 (Nigel)
French Right Flank
The French forces refused to give up the advantages that the ridge of hills gave them on their Right Flank. Preferring to maintain fire at a distance on the opposing forces and inhabit the town denying a VP to the Allies.
French Left Flank
The French forces on the left flank fought superbly and again maintained a fairly static front repelling all attempts by the Dutch to push them back.
It was in the centre that all the action was. The Allies threw themselves at the French line which refused to yield. The French took an early lead and it was looking like an early night for David. However eventually the tide started to turn.
Because the French had orders to maintain a presence in each of the towns, some of their best and freshest troops were tied down.
The Allies stayed out of range tempting them to come and get them. Withdrawing their own wounded troops to the rear.
In a definitive war of attrition (last man standing) it came down to 1 Allied Field Artillery in the centre and a small French force in the town of Hippignies firing at close range for the win. All other units were either hunkered down protecting the towns or too damaged to risk. The French had one infantry unit attempting to get to the front, but they arrived too late.
Both sides had chances to win throughout. But the Allies managed to outlast the French for a Pyrrhic victory.
A thoroughly enjoyable game which ebbed and flowed until the end. Thanks David for the game look forward to the return bout.
soul1st (Twan) (Allies): 9
Togan Alper (French): 8
In the first part of the game the Allies got some banners by driving the French from the town hexes or the French moving off the town hexes. Later on the French were able to reoccupy most town hexes with a Grand Manoeuvre. Both sides had lost 5 units at that time. The decision came some time after that. The Allies had managed to occupy one town hex. The French attacked a lone leader that had fled after an Austrian LN was decimated. The French attacked the leader with a HC with one block combined with an artillery attack. The French had 8 victory points at this moment. The allies 6. The lone leader survived this attack. The French made a mistake and also retreated from a town hex. In the Allied turn the Allies claimed two victory points because two town hexes were unoccupied by the French. The undermanned HC was eliminated securing the Allied victory at a critical moment.
The Allies were lucky when the attack on the lone leader failed.
Togan Alper (Allies): 1
soul1st (Twan) (French): 9
Togan Alper did not have time to play the second game before the deadline and conceded the second game.
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