So the scale is grand tactical, in similar fashion to Volley & Bayonet, and there are some similarities with V&B and Maurice, though I'm guessing that some remnants of Grande Armee might also be in there.
Highlights included:
- Watch your deployment! If you don't have room to swing or pivot that brigade footprint, you're out of luck. The scale make brigade deployment and movement a delicate thing.
- Nice reduction of artillery effectiveness, and of course army morale effects.
- Everything is quite straightforward re. fighting and melee. The masterstroke is learning when/how to commit reserves.I mentioned epic defence in my last game of Maurice...I kind of got carried away and tried to carry the attack from a defensive position here (unsuccessfully I might add)...en avant mes amis!!!...pour la Gloire?
- The momentum rules work beautifully. The opposing player knows how many 'moves' you have left, as he has rolled them. You don't...so you never know just how much further you can push.
- This game is difficult in the right way! Rules are straightforward, but mastering the battlefield is difficult. You start to think like a Napoleonic commander in effect. It's less resource management, as in Maurice, and more attrition management - so knowing when and where to commit the reserve is critical.
Forces arrayed, with cards for unspotted units. This works well, though there weren't many surprises as the game went on.
Strong Prussian left and decent French centre.
La Garde Imperiale goes nuts in the centre...what was I thinking?
The cavalry action on the French right became more desperate as the battle went on; well, there was an objective to defend!
Near the end, the French centre is crumbling, though the left is secure (since they were effectively held in reserve, but for too long) - yet those French troops are too far away to do anything on the crumbling right.
Dodgy little move on the French left with light cavalry stumbling through the woods to the Prussian rear...well, almost.
The battlefield at game end. Too many French attacks, when they should have stayed put perhaps.
Blucher is a great system. Just the right level of detail, friction, chaos and still retaining the 'big battle' feel. The Scharnhorst campaign system probably adds to that chaos, and allows you to march to the 'sound of the guns' (then arrive at the wrong time). Great stuff here.
We also had some discussion on Crossfire for WWII. It's been gathering dust on my shelf for 20 years. Perhaps worth looking at in order to solve my WWII concerns for lower level games (see SLiM discussion last time)...and then I started looking at the Crossfire yahoo group, with its modern and Vietnam variants, and files started to get copied and...well, another set of rules won't make any difference now, will it ?...sigh...