---I played this game with the Die Fighting rules. The basic premise is that each forces has a pool of "resource" dice that are used with "leadership" dice and "free" dice to resolve movement, combat, and C2 (rally). For a first outing, things went OK but I know I missed some things in the rules and I was not sure how to work out a few situations. Just went with my gut or used the "Rule of Six" to add 6 points and move on. Overall, the rules were OK and would be more fun once I memorized all the dice factors. I still prefer Field of Battle so Die Fighting will go on the shelf. I am looking forward to getting the Die Marching campaign rules that will use the same resource dice concept.
| Katzian brigades advance on light with the militia on the right and the guards in the center. |
| Enemy troops using the enclosed orchard as a strongpoint. |
| The center and Katzian right...enemy advanced post in the woods on the far right. |
| The broad advance puts lots of pressure on the enemy (and uses up lots of resource dice). |
| Guns advance to a key position to bombard the orchard. They would shatter the enemy and force them into flight. (Enemy unit rolled three 1's when trying to rally and fled the table). |
| The Militia Brigade takes on the first enemy unit. They would win out and ultimately put the defending battalion to flight. |
| Cavalry cover the advance of the Guard Brigade. |
| The Cavalry Brigade would charge several times to take the hill but are held at bey despite using up many enemy resource dice. |
| Light cavalry forces back by fire as the dragoons move on the flank. |
| The victorious Militia Brigade! |
| Hard luck on the cavalry at the hill. |
| The enemy center is pierced and the woods fall to the grenadiers supported by Prince Noah's Regiment. |
| The orchard is taken quickly after. |
| A last ditch cavalry charge is defeated and the enemy begin to fall back. |
| Only one battalion and one regiment are in good order to cover the retreat. |
| The heavy hitting guns adjust fire to the enemy cavalry. |
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