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 complete French army at LaRothiere. What, you can't see all 45.000 of them? (we are dealing with large ratios here - more a 6mm game with 28mm miniatures) Still a nice looking wargame if I may say.|
|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.