And to our surprise, it all worked! It was indeed 2 1/2 hours into the game before the first complaint about the rules was lodged! Legitimately I must add, as Seth and I had kinda ignored the issue, not knowing how to deal with realism vs the game/rules on the table. Won't bore you with the particulars however the rest when well and the players seemed OK with all and we were happy with the game.
The scale is such that elements combat upon contact. Only artillery conduct ranged fire and that up to a mere 16". Kiss'em to kill'em. |
While we had the table for the two game sessions (9 hours), with a long dinner break, we actually had two complete games (or would have if Seth and I were not chatting, talking to others and bagged from the day)
The first had five players and was to a conclusion - the Allies depleted having banged themselves against the French elites, the second just Seth and myself working on the rules commanding up to 50+ elements but having the turns move at about 10 minutes a turn regardless. Once we finalize the concepts, and all the players have a couple of turns to get the factors in their heads I believe it is possible that Borodino could be fought to a conclusion in 8 hours or less. My French Imperial Guard upsets the numbers somewhat by staying around longer, be most elements have a "shelve life" of 4 turns or so. The players ability to judge when to bring in the reserves is the real part of the game, the combat itself a simple process. That is what 'scale of command' we wanted to achieve.