Waterloo - 196 years on

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13 years 10 months ago #519 by Achtung-Panzer
Played the Waterloo scenario on Saturday to mark the 196th anniversary of the battle. This time Napoleon won by taking two of the three stronghold objectives and killing an attached general.

My opponent was quite new to the game. I had good cards to start and was able to attack wherever I wanted, forcing him to react rather than build his own attacks.

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13 years 9 months ago #520 by Hawkmoon
So we did at our club : Napoleon (I, lucky on almost cards and dices) won 8 / 4 against felonius Englishmen !
Vive l'Empereur !

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13 years 9 months ago - 13 years 9 months ago #521 by Bayernkini
If i look to the rating in the scenario site, the french win most.
Therefore we need fast a next expansion with prussian,
NOT with spanish troops :evil:

My dice are the hell!
Last edit: 13 years 9 months ago by Bayernkini.

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13 years 9 months ago #522 by Hawkmoon
Yes, the English need reinforcements.
I remember playing Waterlo the Card Game (middle of the 90s) and English always won the battle even if French beat Prussians before.
Vorwärts, Soldaten ! (unsure orthograph)

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13 years 9 months ago #523 by Achtung-Panzer
Any replay of Waterloo surely needs a time limit to add the flavour and context of the Prussian arrival. Either a maximum number of turns or a target number of turns to achieve objectives?

Any suggestions?

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13 years 9 months ago #524 by Bayernkini
Had already a few thoughts about it, maybe i can test it upcoming weekend :)

1. Variant:
Allies roll for the Prussian reinforcements at start of their turn 4.
The Prussian arrives the board then with a 5+ on a d6 roll.
Each following turn, the Allies roll again at their turn start
and adds +1 for each following turn, so in turn 5 the Prussian would arrive on a
4+, on turn 6 they arrive on a 3+ an so on.

How many prussian and the edge, on which they arrive the board, i have still considering ;)

2. Variant:
The Allies roll at start of turn 4
8 dices (crosssaber and flag are no units). And the kind and number of dice results shows the units,
which arrived board as Prussian reinforcements.

My dice are the hell!

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13 years 9 months ago #525 by Achtung-Panzer

Bayernkini wrote: Had already a few thoughts about it, maybe i can test it upcoming weekend :)

1. Variant:
Allies roll for the Prussian reinforcements at start of their turn 4.
The Prussian arrives the board then with a 5+ on a d6 roll.
Each following turn, the Allies roll again at their turn start
and adds +1 for each following turn, so in turn 5 the Prussian would arrive on a
4+, on turn 6 they arrive on a 3+ an so on.

How many prussian and the edge, on which they arrive the board, i have still considering ;)


To make it easy the Prusian arrival turn would be an immediate sudden death victory for the Allies? :whistle:

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13 years 9 months ago #526 by Freeloading-Phill
4 turns seems too soon to me with all the maneuvering for position that happens during a game.

I'd be more inclined to do something like:

Start the Prussian arrival countdown at 10.

At the start of British turn 4, and each British turn from then on, roll 2 dice.
For each sabre rolled reduce the countdown by one.

When the countdown reaches 0 the British win by sudden death.

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13 years 9 months ago - 13 years 9 months ago #527 by Hawkmoon
I agree with Phil ; his solution is similar to ending the night in M44 and according to me, will work well to simulate the arrival of the Prussians.
Last edit: 13 years 9 months ago by .

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13 years 5 months ago #552 by Achtung-Panzer
Played Waterloo with Phil's idea for Prussians. After turn 4 began rolling but only 2 sabres rolled during the rest of the game, which the French won 8:6.

I will need to play again to test whether 2 dice is enough of use 4, as per the original M'44 Night Time chart. Anyone else tried this idea?

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