103 Gamonal (10 November 1808)

More
12 years 2 months ago #626 by alecrespi

Alessandro - Website Admin

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

More
12 years 1 month ago #667 by Bayernkini
Played just first time Gamonal.

I forced the Spanish to use his starting Guerrilla by playing a
Elan card.
Then following a Mounted Charge and later a Bayonette Charge.
So i could overrun the Spanish right flank and finally win the game
6:2 for French.

My dice are the hell!

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

More
12 years 3 weeks ago #707 by Mark-McG
Michael draws better cards than me!! :blink:

With a pretty straight up hand on Assault, Attack & Probe spread over 3 sections, the French won 6-2, but it seemed less than certain throughout the game, and the Spanish dice were quite cold.

Spanish could win this on occasion I think. :unsure:

Glory is fleeting, but obscurity is forever.
[img][/img]

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

More
11 years 6 months ago #812 by Mark-McG
so should the Spanish start with 2-3 Banners in thisone just to balance it up? Hard to see what other balancing options there are here.

Glory is fleeting, but obscurity is forever.
[img][/img]

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

More
11 years 6 months ago #814 by Bayernkini
I think, changing the number of command cards would help a lot in most outbalanced scenarios,
so i would test it with only 5 or 4 command cards on french side.

My dice are the hell!

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

More
9 years 2 months ago - 9 years 2 months ago #2332 by Tarheel
First time playing this one.

6-4 French.

Spanish, I think, played as well as they could.
French had terrible rolling.
French had terrible cards.

Still a not too difficult win for the FR.

I will only play this scenario again, if the FR are reduced to 4 cards. Its really the only way to come close to giving SP a chance...as reflected by the 93% FR wins.

I cant help but wonder who the heck playtests such unbalanced scenarios?
Last edit: 9 years 2 months ago by Tarheel.

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

More
9 years 2 months ago #2333 by Mark-McG
Whilst reducing the Command cards might seem an option, this playing showed that 6 Command cards can be just as bad as 4 Command cards. French hand was 4 Probes and 2 Scouts at one stage. The winning card was a Counter attack of the Spanish play of Assault Centre.

So I think the Spanish need to be helped, rather than the French hindered.
My view is that the Guerilla Marker mechanic should be changed, such that each Guerilla Marker is played at the start of any Spanish turn for a banner. This gives the Spanish a better chance to win, and puts time pressure on the French.

That being said, it was a convincing French victory historically, so the French should have to work harder
www.historyofwar.org/articles/battles_gamonel.html

I'd give the Spanish a 2 banner head start, plus the modified GM mechanic to make the French work.

Glory is fleeting, but obscurity is forever.
[img][/img]

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

More
9 years 2 months ago - 9 years 2 months ago #2334 by Tarheel
The guerrilla thing makes the SP feel different, so I have a love/hate relationship with it. I'm wondering if the SP just don't have enough of them for this scenario.

In terms of the cards, reducing FR to 4 does take the power out of their Rally, Elan, Assault cards to some extent, but you may be right that its not enough.

Combining 4 cards with giving 2 guerrilla markers?

Speaking of guerrilla markers...I often wondered if an alternate mechanic where play of a marker could be used instead to allow the SP player to make a 4 dice attack immediately (alter by terrain)on a unit as it enters a square (fire as if by ranged and the usual roll from FR player to attempt to avoid by rolling a xsd). This would represent the behind the scenes ambush tactics.
Last edit: 9 years 2 months ago by Tarheel.

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

More
9 years 2 months ago #2335 by Mark-McG
I still think that nerfing the French isn't the way to go. Giving the Spanish a leg up towards victory, and generally pushing the French timeframe seems the better option to me. Historically, the Spanish simply appearing on the battlefield was a victory of sorts. The Spanish strategy consisted mainly of keeping armies in being, of maintaining resistance, and attritioning the French.

I also detest the Guerilla Marker mechanic, which gets used in ahistorical ways. 3 Guerilla Markers would see the Spanish artillery & Grenadiers Grande Manoeuvre up to point blank, followed by 3 Spanish actions as they cancel French moves. In the game this works, but it never happened historically. So for me, the GM 'breaks' the balance of the IgoUgo system.

Glory is fleeting, but obscurity is forever.
[img][/img]

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

More
9 years 2 months ago #2336 by Bayernkini
Another alternate use of the Guerrilla Marker could be a really sabotage action.

Determine any opponent unit everywhere on the board and roll 4 dice.
Each corresponding unit Symbol and XSW are hits, flags cannot ignored
(similar rule from MM44 - Barrage).

My dice are the hell!

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

Time to create page: 1.181 seconds
Powered by Kunena Forum