The rules are fairly simple, a good thing not bad, which often serves to give a better game as one can concentrate on strategy than on looking through the rules each turn.
Based on the 100 Days/Waterloo campaign, the idea is to eliminate over half the respective armies blocks (these based roughly on a half corps each or so with artillery and cavalry elements)
Movement is a simple point to point move with some restriction in the number of block which can be moved all at once. Simple but effective.
As it turns out, the campaign played in about two hours or so, had some exciting moments as both our dice rolling was quite poor and sixes hard to come by. I hate when sixes are required as inevitably I roll ones. Perhaps I need more wrist action to get them to turn over?
A neat little campaign idea is to have the Allies lose a whole unit should Ghent fall (one from the Allies), Liege (from the Prussians) or Brussels (one from each!). This simple mechanic, has the Allies looking to protect these three cities and the French to take them, all the while knowing that the destruction of armies is still the main task.
I have been looking for a simple map system and campaign focus for my miniatures collection as I want to run a campaign to generate tabletop battles and for player focus on the larger campaigning purpose. How many tabletop battles have you been in, in which the player unknowingly has found himself outnumbered 3 to 1 and under a flank attack? And he cannot complain as, well, he put himself there! Good stuff indeed!
|Allies (British, Hanoverians, Nassau and Dutch-Belgians - did I miss anyone?) in red, Prussians in green, French in blue.|
|The "battle board" This is one of the 'opening' battles which are small and over quickly. Personally I still like the pomp and colour and eye-candy of the tabletop action!|
Thanks for Dave in coming over, and leaving this game with me to study as use as my guide with my 100 Days Campaign collection in the near future.