tag:blogger.com,1999:blog-1194255716971534690.post869760085659415872..comments2024-03-27T20:12:05.513-04:00Comments on SOUND OFFICERS CALL!: Teugen-Hausen 1809 with FAST PLAY GRANDE ARMEEDisgruntled Fusilierhttp://www.blogger.com/profile/10995610821904415726noreply@blogger.comBlogger9125tag:blogger.com,1999:blog-1194255716971534690.post-74848188124729070422019-01-16T17:47:15.578-05:002019-01-16T17:47:15.578-05:00Thanks Steve, I' think I'll try them out f...Thanks Steve, I' think I'll try them out for 7YW at least! Regarding my amendments on Grande Armee, you can find them summarized here: https://risorgimentowargames.blogspot.com/2019/01/fast-grande-armee.htmlLorenzo Nannettihttps://www.blogger.com/profile/11072773584198560403noreply@blogger.comtag:blogger.com,1999:blog-1194255716971534690.post-68700799545470834782019-01-14T21:34:22.316-05:002019-01-14T21:34:22.316-05:00I am inclined to give them a try solo first. That ...I am inclined to give them a try solo first. That would give me a chance to field my Swedes vs my Danes for a fictional action somewhere in the Baltic!Gonsalvohttps://www.blogger.com/profile/16531623280789478092noreply@blogger.comtag:blogger.com,1999:blog-1194255716971534690.post-24863045017388298982019-01-13T09:03:00.766-05:002019-01-13T09:03:00.766-05:00Cheers, Peter. Teugen Hausen is one of my favorit...Cheers, Peter. Teugen Hausen is one of my favorite Napoleonic battles for the excitement , drama and tension it engenders. FPGA "vanilla" units definitely had a hard time getting the job done.<br /><br />Let me know when you try Eagles. Im happy to explain anything you'd like to know. I have yet to play them in an "open" game. Ive played them using the 30 scenarios from 1HW however there is no reason why they would not work in open or historical play, IMHO.Disgruntled Fusilierhttps://www.blogger.com/profile/10995610821904415726noreply@blogger.comtag:blogger.com,1999:blog-1194255716971534690.post-89477785709287873452019-01-12T22:34:15.481-05:002019-01-12T22:34:15.481-05:00A nice action and write up. Teugen-Hausen was no e...A nice action and write up. Teugen-Hausen was no easy fight for the French, despite having some of the best troops and leaders in the Army in 1809, but they definitely need some quality advantages to have a reasonable chance of replicating their historical success. <br /><br />I like what you've done with your own GT take on Thomas' rules, and hope to give them a try on the tabletop this year.Gonsalvohttps://www.blogger.com/profile/16531623280789478092noreply@blogger.comtag:blogger.com,1999:blog-1194255716971534690.post-50330995032624280072019-01-12T09:23:33.652-05:002019-01-12T09:23:33.652-05:00I am in total agreement with you. I don't lik...I am in total agreement with you. I don't like that my units act outside my wishes. What if you were anchoring a vital defense and the enemy was within 20" from your position? You could roll high on a control test and leave the defenses??? That makes no sense.<br /><br />I can easily see where Blucher comes from after reading FPGA. It's a natural evolution and much more streamlined than FPGA. It's also not as structured.<br /><br />You might want to take a look at our EAGLES CHEAPER THAN BRAINCELLS rules (the link on the right or go here:<br /><br />https://docs.google.com/document/d/e/2PACX-1vQx0VLPJra_FOPTM-uwFiQ0OUDYM-QpJTHLAjQlsgRkuX39L5UAg8ajAvdzgQrDEOpxDBeEVHx8pLeV/pub<br /><br />They do, right now, have unit firing (skirmish fire is 1D6 at 2 BW or 3D6 within 1 BW) but that is easily removed in favor of assault combat which should seem familiar because it's much like Blucher and FPGA (roll your current SP).<br /><br />The only thing I want to improve upon in them is there is no incentive for units to advance or defend "together" so you don't have the linear look or feel yet. But I have some ideas to rectify.<br /><br />Alex wrote these based on our mutual ideas during playstesting. They are a "grand tactical" take on Neil Thomas' 1 Hour Wargames Horse and Musket rules. Check them out!Disgruntled Fusilierhttps://www.blogger.com/profile/10995610821904415726noreply@blogger.comtag:blogger.com,1999:blog-1194255716971534690.post-11639187843850033752019-01-12T08:06:39.608-05:002019-01-12T08:06:39.608-05:00Well, in FPGA (in respect to GA) actually there ar...Well, in FPGA (in respect to GA) actually there are things that I like, things I don't like and things I'm still undecided about, so I'll probably go with a mixture... of course everything that follows is just personal taste and opinion!<br /><br />What I like: getting rid of the training rating for units (used for rallying, I feel they rallied too much and the dynamic anyway takes time), units can be differentiated with a more careful rating for the SPs only. I also like The use of +dice - dice for combat modifiers, the fixed movement rate for normal moves. I also like artillery being just divided into Heavy and Light, as too much distinction at this scale may be too much.<br /><br />What I don't like: the command rules. I prefer GA, where you receive a number of CPs each turn, have to distribute (or save) them across units each impulse, with more CPs needed for worse and/or far away leaders, and leaders who don't receive CPs first roll for initiative, then if failed they roll to see if they stay firm, adjust position or attack. In FPGA it looks to me they follow orders too rarely and act too erratically from impulse to impulse. I feel this is FPGA greatest drawback... maybe using FGPA with GA's command rules may be an option? Possibly, I'll think about it... <br /><br />Undecided: the skirmish fire rules. I like the GA rules more, and I don't feel the FPGA ones speed things up much. Overall I see the move Sam made from GA to FPGA to Blucher here, but I'm not so sure it's worth it.<br /><br />Things I don't like in either: movement rates for infantry are a bit too much for me, but that may depend on the table I have, so I generally modify them a bit. Also the 6" rule for friction, I prefer to keep just the restriction to move either ahead or backwards (or turn) as in Blucher but not the roll to see if they act erratically. It looks to me a slowing down process that isn't really necessary. I also don't like the close combat to-hit numbers, Blucher has a more streamlined approach that I like best<br /><br />Probably I'll amend and see what works best for me... so many good things and so many not-so-good things, I need to playtest more!Lorenzo Nannettihttps://www.blogger.com/profile/11072773584198560403noreply@blogger.comtag:blogger.com,1999:blog-1194255716971534690.post-81865502964741053232019-01-12T06:57:50.874-05:002019-01-12T06:57:50.874-05:00Thank you for commenting Lorenzo! I have not play...Thank you for commenting Lorenzo! I have not played Grande Armee (i sold it at a convention for 10 dollars!) Now i wish i had not sold it. I like the epic scope of it. Your observations on units firing were the same as some of our recent discussions here about "grand tactical" napoleonic games and what makes them truly grand tactical. What were the things you did not like about FPGA? Just curious. You are correct it's not quite so fast. The units are much more generic. Grande Armee looks much more detailed.<br /><br />I didnt like that my units who historically remained behind the creek at Hausen moved up to attack without my orders! Disgruntled Fusilierhttps://www.blogger.com/profile/10995610821904415726noreply@blogger.comtag:blogger.com,1999:blog-1194255716971534690.post-26243970944161657862019-01-11T17:57:03.618-05:002019-01-11T17:57:03.618-05:00Great report! In my similar quest for Napoleonic r...Great report! In my similar quest for Napoleonic rules I've found Grande Armee too, and I like them a lot! Fast Play Grande Armee doesn't seem to me so "fast" in respect to the original game and has some changes from it that I don't really like, but I love how both games treat the skirmish rules and the fact volley fire is integrated in close combat (given the scale). I'm thinking about using GA, with simplified movement rules Neil Thomas-style and combat where modifiers are more/less dice as in Blucher and FPGA. It should make it faster too. Regarding your rules question on Command, you have to roll for each force each pulse. In theory, there are no "corps units", every unit is under the command of a subordinate commander - not sure if under FPGA you can detach a general/ADC as in GA.Lorenzo Nannettihttps://www.blogger.com/profile/11072773584198560403noreply@blogger.comtag:blogger.com,1999:blog-1194255716971534690.post-41296804074025340032019-01-11T02:27:50.269-05:002019-01-11T02:27:50.269-05:00Looks very nice, impressive mass effect!Looks very nice, impressive mass effect!Philhttps://www.blogger.com/profile/08913029478686087197noreply@blogger.com