Post by bruce on Jun 28, 2016 3:03:10 GMT
ESR Review Part 2
Forgive me if I repeat myself a bit. I have now played a couple of games so my review is evolving. The sample scenario is part of the Complete Player edition, a rear guard action between defending Austrians and pursuing French. Set up is not difficult, the opponents are undersized corps, with commanders of your choice.
My first try left me fumbling with issuing orders and moving units effectively. I did not think through the consequences of my orders carefully. Orders carry over from turn to turn. Once you order a move or an attack, it goes forward and making adjustments may be difficult or delayed. I had masked batteries, waited too long to deploy units. One battle line got its left flank caught in some woods when I casually deployed from marching without properly estimating possible obstacles. The whole attack formation was held up as a result. I relieved myself of command.
A couple of things were clear. I had to curb the tactical mindset many of us grew up with and see the big picture. Also, don’t wait to deploy – you may move a little faster in march formation (ployed), but you are too vulnerable. Above all plan movement carefully and think ahead.
I made some quickie special bases and markers to help track units and status and started over, seen above. This photo shows only the French Left looking toward the Austrians and their objective. Another division is off camera to the right of the village. This time things went better, quicker. The Austrian commander issued a Defend order once his formations had moved into position. Some units seemed out of position tactically, but on the whole the Move orders went okay. The French issued an Attack order and moved forward to contact. The Reformation Areas show the infantry with the attack order (A) and the cavalry with a Support order (S). Commander ratings indicate a decent leader (B) with average tactical ability (1) and a less than average (C) leader, average tactical. These ratings and other factors help determine ability to activate orders and take actions.
I had some trouble understanding the second phase of the turn, Artillery Fire and Skirmishing. I was not the only one. I went to the Yahoo group, where designer David Ensteness answered. The Assessment for these factors continues into the Combat Phase. This is a streamlined turn phase that took me some getting used to.
Diced were rolled, results were clear and combat went smoothly. Units have combat ratings, some have additional interesting characteristics as modifiers. Formations accrue fatigue numbers which ultimately degrade their performance as in Blucher, but in more detailed and interesting ways, I think. The Austrians hung on and won by keeping the French from breaking them within the allotted time frame.
MORE PROs: The Complete Player rule set gives excellent reference information for the forces of every nation and for early, mid and late periods. This allows you to create realistic formations and select commanders with appropriate values and modifiers. Other games do this, but this one does it very well.
And it looks to me like you get realistic, historical results, similar to Champ d’ Honneur. Plus there is pressure for commanders as you watch your plans unfold and try to react and reach your objective.
There are some fun components like “Leader Fate” to assess.
The Reformation Area behind every formation helps mark flanks, is also a rally area, and must be preserved or you are in trouble. An interesting game concept I liked.
You do not need to worry much about unit facing, utterly exact measuring for some things.
SOME (Minor) CONs: If you like terrain based tactics, linear details like forming square, ordering volleys and getting hits, etc., it may take you a while to adjust to the scope of this game. This is not really a Con, but the shift in perspective took me time to absorb. For example, artillery range seems impossibly short, but after a while you realize it fits with the scope of the rules.
It did not always seem clear to me how some of the rules and turn phases interact. The Yahoo discussion group was essential on a couple of questions.
Good solo game? Not sure yet. The Orders phase rules create some uncertainty, some unforeseen results. There are a fair number of details for one player to handle if you consider larger scenarios, but I think modifications could be made.
INITIAL THOUGHTS: This is a game with a broad perspective, well organized, and with some innovations, like the Reformation Areas to set it apart. I think it is also flexible enough to allow for interpretations and house rules. There is some vagueness for us literal minded players. But I think this is somewhat deliberate. Author David Ensteness is sincere, committed, has done a lot of work on this, and is very accessible. Bruce