Scott - if you get the chance, I would love for you to address the divisional attack/defend orders in one of your boot camp videos. I understand the rule itself, but am having trouble grasping why it’s in there in the first place. GdA2is an amazing game that has so many brilliant nuances that intertwine and have different effects throughout the game. But the divisional attack/defend orders just feel like bolted-on chrome.
Essentially Brigades were deployed with specific tasks in mind. Still happens today. Rarely is a brigade an ‘island until itself’. Usually it has to ‘tie’ in with the brigades either side of it to coordinate the defence. So it’s no ‘small thing’ to go over to the offensive. Not only does it need to receive order to change its tactical stance but the brigades on its flank(s) need to be alerted to the fact that the brigade that was covering its flank is no longer going to be there. It’s inherently ‘unrealistic’ for a brigade to switch from a defensive to offensive posture seamlessly. There needs to be orders given, interpreted and then acted on across not just one but possibly two or three brigades within the division, hence the ADC Taskings and delay. IN GDA2 this means the defending player needs to anticipate when an opportunity to go over onto the offensive might present itself.
@@CheckYourLeaderTV Very sound answer - thanks for laying it out for me. It places more restrictions on the defensive player, but it does take a little planning And preparation if he wants to send a brigade out for a spoiling attack.
Thanks again for a very methodical video demonstrating how things work. One thing that really jumped out this time was the Corps Orders mechanics with 4 coloured dice and options like "Spy". I'm a big supporter of these rules but I wonder how well this level of added complexity to the bigger Corps-level games will work and if some players will choose not to use them. While most of the 2nd edition is aimed at making the game "faster and easier", something like "Spy" seems very "gamey" -- it will be interesting to see how gamers react and use these Corps Commander rules as they start playing them.
Most of the Corps Orders are from a authentic or should I say historical perspective self evident. ‘Spy’ might appear at first glance as gamey I agree but I see it as Cossacks or Spanish Guerrillas or even aggressive scouting upsetting the enemy’s battle rhythm. That said, the option is always there to simply disallow it in a game between friends. I’ve found the Corps level game has virtual no impact on play time. We played a corps level game at the League of Ancients in Melbourne and it moved along very quickly with 6 players with 2 divisions on each side and the Corps commander controlling corps orders and commanding the Corps Artillery, Reserve Cavalry (Heavy Cav Brigade) and a small brigade of Guard infantry. I actually think it sped the game up as the corps commanders hustled their div commanders to “get on with it”.
RSM, Might I be so bold as to make a potentially constructive suggestion? (affirmative assumed) A customised swagger stick with a visibly prominent pointy-bit could be a useful illustrative prop.
@@corvusboreus2072 in the Commonwealth Armies or those with heavy British Army influence (India, Pakistan, some Arab nations etc) RSMs and Drill Sergeants at RMC and The WOD&C ADFA carry Pace Sticks. Sergeants may carry canes. Officers are forbidden from carrying either but may carry swagger sticks though I’ve only ever seen Brit officers carry them.
Just want to say thanks for this really helpful and instructive series. It’s also entertaining viewing too! I think you’re doing a great job and appreciate it must be no easy task dealing with this as a solo game. Can I ask what size table you’re playing on? It looks superb👍 Cheers from the UK. Keith
@@ruckandmaul5018 correct. Large Batteries get additional CD when firing at Canister Range. Other than that they fire as standard batteries. The main benefit of LARGE batteries is they can take more casualties before dispersal
Thanks for this
I haven't played a Napoleonic game in about thirty years, but I'm still enjoying these videos enormously.
Another really great vid. I am ordering the tokens to pick up from Salute. Thank you!
great job on these videos - I really appreciate your honesty on mistakes - we all make them!!!! I ordered a full set of the markers
Scott - if you get the chance, I would love for you to address the divisional attack/defend orders in one of your boot camp videos. I understand the rule itself, but am having trouble grasping why it’s in there in the first place. GdA2is an amazing game that has so many brilliant nuances that intertwine and have different effects throughout the game. But the divisional attack/defend orders just feel like bolted-on chrome.
Essentially Brigades were deployed with specific tasks in mind. Still happens today. Rarely is a brigade an ‘island until itself’. Usually it has to ‘tie’ in with the brigades either side of it to coordinate the defence. So it’s no ‘small thing’ to go over to the offensive. Not only does it need to receive order to change its tactical stance but the brigades on its flank(s) need to be alerted to the fact that the brigade that was covering its flank is no longer going to be there. It’s inherently ‘unrealistic’ for a brigade to switch from a defensive to offensive posture seamlessly. There needs to be orders given, interpreted and then acted on across not just one but possibly two or three brigades within the division, hence the ADC Taskings and delay.
IN GDA2 this means the defending player needs to anticipate when an opportunity to go over onto the offensive might present itself.
@@CheckYourLeaderTV Very sound answer - thanks for laying it out for me. It places more restrictions on the defensive player, but it does take a little planning And preparation if he wants to send a brigade out for a spoiling attack.
@@get_the_lead_out exactly. But remember Cavalry and Skirmishers can freely cross the center line
Thanks again for a very methodical video demonstrating how things work. One thing that really jumped out this time was the Corps Orders mechanics with 4 coloured dice and options like "Spy". I'm a big supporter of these rules but I wonder how well this level of added complexity to the bigger Corps-level games will work and if some players will choose not to use them. While most of the 2nd edition is aimed at making the game "faster and easier", something like "Spy" seems very "gamey" -- it will be interesting to see how gamers react and use these Corps Commander rules as they start playing them.
Most of the Corps Orders are from a authentic or should I say historical perspective self evident. ‘Spy’ might appear at first glance as gamey I agree but I see it as Cossacks or Spanish Guerrillas or even aggressive scouting upsetting the enemy’s battle rhythm. That said, the option is always there to simply disallow it in a game between friends. I’ve found the Corps level game has virtual no impact on play time. We played a corps level game at the League of Ancients in Melbourne and it moved along very quickly with 6 players with 2 divisions on each side and the Corps commander controlling corps orders and commanding the Corps Artillery, Reserve Cavalry (Heavy Cav Brigade) and a small brigade of Guard infantry. I actually think it sped the game up as the corps commanders hustled their div commanders to “get on with it”.
Didn't see anything wrong this time. Wonderful video
RSM,
Might I be so bold as to make a potentially constructive suggestion?
(affirmative assumed)
A customised swagger stick with a visibly prominent pointy-bit could be a useful illustrative prop.
Indeed,..
As a RSM I carried a Pace Stick, which is considerably larger than a Cane. 😎Swagger sticks are carried by officers (usually poorly) 😒
Thank you Mr Driscoll.
"Pace stick"; I am another term the wiser.
@@corvusboreus2072 in the Commonwealth Armies or those with heavy British Army influence (India, Pakistan, some Arab nations etc) RSMs and Drill Sergeants at RMC and The WOD&C ADFA carry Pace Sticks. Sergeants may carry canes. Officers are forbidden from carrying either but may carry swagger sticks though I’ve only ever seen Brit officers carry them.
Just want to say thanks for this really helpful and instructive series. It’s also entertaining viewing too! I think you’re doing a great job and appreciate it must be no easy task dealing with this as a solo game.
Can I ask what size table you’re playing on? It looks superb👍
Cheers from the UK.
Keith
Hi Keith. Thanks for your comments. I was playing on a 8x6 foot table.
Really cool 🏇
Ordered for Salut
Would the Prussian and Russian batteries being large as opposed to standard give them any more dice in the shooting phase?
Only on certain circumstances
Yes, when firing canister. This is when the licorne sections where brought into action with the other guns.@@CheckYourLeaderTV
@@ruckandmaul5018 correct. Large Batteries get additional CD when firing at Canister Range. Other than that they fire as standard batteries. The main benefit of LARGE batteries is they can take more casualties before dispersal
I think you forgot bounce-through onto the troops behind the Prussian guns at 45:00.
Might have. Then again that battalion behind the Prussian Battery did step back to avoid Bounce Through fire so maybe I didn’t. I’ll have a look,..
If you see part 2 (48.50) you’ll see the battalion in question has stepped back due to taking bounce through fire earlier
@@CheckYourLeaderTV- Yes, I noticed the battalion was carrying one casualty. Wasn’t sure where that came from.
in cav vs inf nothing for double 6
In the charge , YES. In Combat. No.
The double six destiny roll is triggered in Charge, Artillery and Volley fire.
See page 92