GG02 Austerlitz (1805)

More
6 years 11 months ago #4694 by sharpe1812
Readers: This is the best of the base map Waterloo scenarios.
The following user(s) said Thank You: GG

Please Log in or Create an account to join the conversation.

More
6 years 11 months ago #4718 by sharpe1812
This is my favorite scenario of the Waterloo series. After playing it a few times, I have made some changes to give the French attack on the Anglo-Allies to develop:

Instead of getting "flags" to negate the advance of the Prussian reinforcement track, I have changed it to the "infantry" symbol (2/6). In this way the French attack on the Anglo-Allied line can mature, and the Wellington player will end of saying "Give me Blucher or give me night."

In addition, if the Allied player rolls a "flag," he may advance the Pr reinforcements and roll again. On this 2nd and, possibly, subsequent rolls, only "flags" will advance the track.

Players may use "The Force March" card to add or subtract 1 to the Pr reinforcement track. When this is done, the card turns into a Probe 2 for ANY one section.

Setup: Substitute Perponcher's Br Line for a Br Gren to represent the Highlanders of Picton's division. The French LC on their right flank becomes a LNC. These changes are a nod to Barker's (I hope I got that right) QB Alt scenario.

I turn Hougoumont and La Haye Sainte into farmhouse hexes.

Banners for Victory: 12

Allies add 1 banner for each group of reinforcements that enter play for a max of 2 points (1 for Blucher group and 1 for Zieten group)

Please Log in or Create an account to join the conversation.

More
6 years 2 months ago #5111 by LARS
Not even close, the French made no headway. I ended the game at 9-4 for the Allies with the Prussians having surrounded and destroyed a French Line unit in Papelotte.

Please Log in or Create an account to join the conversation.

More
6 years 2 months ago #5112 by LARS
Hougoumont did change hands twice with Reille managing to take it, but the British Guards took it right back. D'Erlon went up towards the Allied line and came back with nobody...

Please Log in or Create an account to join the conversation.

More
6 years 2 months ago - 6 years 2 months ago #5113 by GG
Sharpe & Lars: TY for your interest into my scenario!

I made them by the time the 6th expansion was not yet there and because I wanted to see the Prussian arrival while playing a basic board 1vs1 Waterloo scenario.

My first intention was also to find a balance around ... let's say ... 66% allies victories for to respect history while keeping the battle enjoyable!

I made also the same with Austerlitz and in Epic: Waterloo and the Berezina! Those last two are great for us but with a slightly different balance if play by others because here we don't play the Epic & LGB the official way about the card hands!

I have many more ideas about adding other scenarios but have no much time those crazy days ... So I simply enjoy the numerous official and house battles!

Regards,
GG
Last edit: 6 years 2 months ago by GG.

Please Log in or Create an account to join the conversation.

More
5 years 8 months ago - 5 years 8 months ago #5350 by FrenchricusRex
Great scenario. I played this scenario twice through with my boss. We played with the original (blue) deck, but with the other rules from the GMT expansion in effect (Grand Battery, Garrison, etc).

The French won both games, the first being 10-8, and the second being 10-3. Both ended just after the arrival of the first wave of Prussians (two or three turns later) but before the arrival of the second wave.

Based on this these two games alone (a very limited sample) I might reduce the French hand to 5 cards. Still an excellent scenario!

"Rogues, would you live forever?"
"If my soldiers were to begin to think, not one would remain in the ranks." ~Friedrich II
Last edit: 5 years 8 months ago by FrenchricusRex. Reason: Rules clarification

Please Log in or Create an account to join the conversation.

More
5 years 8 months ago #5351 by GG
TY to appreciate my scenario!
Strangely when I play it the allies win 60% of the time. Are yoi sure you wanna change the rules before trying new tactics with the allies?

Please Log in or Create an account to join the conversation.

More
4 years 10 months ago #5833 by GG
Warning: Check the few changes I made recently to restore the historical Allies force:
- 6 cards from the start for the Allies
- 1 Tactical card with each Prussian arrival
- Prussians arriving at 10 and 13
- First hex of arrival not a movement
GG

Please Log in or Create an account to join the conversation.

More
2 years 9 months ago #7316 by RiverWanderer
Here's a variant that will make the Prussian arrival less "trackable" whilst (I think) preserving the probabilities set for the original scenario.

The following special rules replace the start of turn die roll for Prussian Reinforcements:

1. At the start of each Allies turn, add 1 to the turn counter.
2. When the turn counter reaches 10, roll 10 dice; if there are 10 non-flags rolled, Bulow's force arrives. Repeat this each Allies turn, rolling the number of dice equal to the turn counter, until Bulow arrives. Previous dice rolls are not saved.
3. After Bulow has arrived, reset the turn counter to zero. Continue to add 1 to the turn counter at the start of each Allies turn.
4. When the turn counter reaches 2, roll 2 dice; if there are 2 non-flags rolled, the Ziethen's force arrives. Repeat this each Allies turn, rolling the number of dice equal to the turn counter, until Ziethen's arrives.

I've played one test game so far. The Allies lost despite Prussian arrival on turn 11 but the French took an early decision to commit to securing their south-east flank.

Please Log in or Create an account to join the conversation.

More
2 years 9 months ago #7317 by GG
Please play as you want for sure but sorry for me I won't change at all this beautiful balanced scenario!

Please Log in or Create an account to join the conversation.

Time to create page: 1.353 seconds
Powered by Kunena Forum