Thanks for the comments all.
I'm liking the way you build up for an attack and then it can be all over very quickly, without much/any chance to intervene. You can imagine the despair of the senior command as they watch powerless when a carefully coordinated attack goes horribly wrong. Big attacks seem to risk a lot but have the potential for big rewards. After the failed attack on the Manor that whole German flank was badly mauled and General von Mick opted to not throw away his remaining units in desperate follow ups. Alternatively, the Tommies on the right seemed done for after falling back from the village by the Crossroads but managed to stop the pursuit. This lost the the Germans a broken unit of reserves and their 'winning the fight' markers, drastically transforming the situation. Here Mick did risk another attack and it was successful but another failure could have been costly.
The orders mechanic is also interesting. My immediate reaction on reading it was to think it would be better to allow the order type to be different each turn. I actually rolled this as an event in the RCW game. However, in this game not having that option had interesting results. The German attackers had fight bonuses but suffered badly from morale after set backs. I chose the more defensive Morale bonuses for the BEF, which ensured they didn't break but I missed those extra fight dice in the counter attacks. I suppose the higher command orders are meant to represent a plan or attitude, rather than a general roaming the battlefield on a white horse.
I liked the look of the game. It was relatively simple to project the grid in your mind by looking at the gaps between the terrain. Although, I've just noticed the Crossroads objective is in the adjacent row to the Dead Wood. So, maybe not as simple as I thought.
Not that it made much difference to the game.
As a card-carrying Bolshevik, my sympathies are with the boys from the Mersey and the Thames and the Tyne, rather than lieutenant George and the Trinity College Tiddlywinkers. However, someone in the BEF had some stiff upper something on the day. Spikey Germans certainly make the best targets.
I'm liking the way you build up for an attack and then it can be all over very quickly, without much/any chance to intervene. You can imagine the despair of the senior command as they watch powerless when a carefully coordinated attack goes horribly wrong. Big attacks seem to risk a lot but have the potential for big rewards. After the failed attack on the Manor that whole German flank was badly mauled and General von Mick opted to not throw away his remaining units in desperate follow ups. Alternatively, the Tommies on the right seemed done for after falling back from the village by the Crossroads but managed to stop the pursuit. This lost the the Germans a broken unit of reserves and their 'winning the fight' markers, drastically transforming the situation. Here Mick did risk another attack and it was successful but another failure could have been costly.
The orders mechanic is also interesting. My immediate reaction on reading it was to think it would be better to allow the order type to be different each turn. I actually rolled this as an event in the RCW game. However, in this game not having that option had interesting results. The German attackers had fight bonuses but suffered badly from morale after set backs. I chose the more defensive Morale bonuses for the BEF, which ensured they didn't break but I missed those extra fight dice in the counter attacks. I suppose the higher command orders are meant to represent a plan or attitude, rather than a general roaming the battlefield on a white horse.
Quote from: Sean Clark on January 12, 2025, 10:00:31 AMHow interesting. Looking at the pictures, no one would know you'd played the game on a grid. And the larger open nature of the table really emphasises the look of the thing.
I liked the look of the game. It was relatively simple to project the grid in your mind by looking at the gaps between the terrain. Although, I've just noticed the Crossroads objective is in the adjacent row to the Dead Wood. So, maybe not as simple as I thought.

Quote from: martin goddard on January 12, 2025, 12:03:01 PMNo wonder the Germans lost the war when faced by swagger stick armed British officers (??)
As a card-carrying Bolshevik, my sympathies are with the boys from the Mersey and the Thames and the Tyne, rather than lieutenant George and the Trinity College Tiddlywinkers. However, someone in the BEF had some stiff upper something on the day. Spikey Germans certainly make the best targets.
