Game 1
Mark McG (Allies) 9 banners
Craterus (French) 6 banners
Played this match with v5 of the Module, which is relevent to the tale.
Things started well for the Prussians, and Bleddin fell early to Prussian hands and stayed garrisoned for the game. Destroying 2 French infantry, capturing a town was an excellent start, and the French response of LGM was handled. The Prussians forced back the French grenadiers and destroyed them, wrote down the French cavalry , destroying one and a leader and were pushing through the woods towards the weakened French right. Prussian losses were an LC and leader (Horn). Score stood at 7-2, after 2 hours of play which for my view seemed to involve a lot of machine time.. delay between selecting units for orders, targets, calculating attack dice. By this stage I had already forced one end of turn.
For reasons unknown, we fell into a situation where drawing a Tactician card immediately ended the French turn, and Allies couldn't end turn, nor force end turn, and we couldn't roll back individual actions, it was a group of 5-6 actions as a lump. Spent 55 minutes struggling with this issue, and eventually I did a fiddle that reloaded the game, replayed the logfile to the relevant point, which allowed me to fake a turn end and get the game somewhat back on track. However, David couldn't completely sync with the game, so I had to Force end every French turn from this point on.
French turn conducted, with the squaring needed complete, it was Prussian turn. Having now sat for 3 hours, my patience wore thin, and I conducted a Bayonet Charge hoping to end the match. I needed 2 banners, took one, but then failed for another hour to get the 9th banner, despite numerous attempts. In the meantime I lost all 4 units that charged, and in the end it was the Prussian cavalry taking down a French counterpart that saved the day.
Took us 4 hours to complete, of which I estimate 2 hours was waiting for, or fighting, the module. Will use 4.2.9 next time.