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Napoleon at Waterloo» Forums » Rules

Subject: Some Questions, Before First Play rss

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Juan Valle
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Hi Folks,

Yesterday I got my copy of this game, ordered due to I did not have any game based on the Battle of Waterloo; I do have Age of Napoleon but was looking for a more tactical than strategic game.

I've been wargaming since the 80's so the concepts covered by NaW short rules are already well known by me, and have plans to play 1 or 2 sessions this weekend...

However, I do have some questions, or better should I say some comments which I wanted to share with you, with more experience on this game:

1-The rules mention that all, some or none units of an army might move, then fire...but it applies to artillery as well? by its very nature I feel artillery should either move or fire, but not both in the same turn since it takes more effort to move an artillery battery rather than a company of infantry or a cavalry squadron...

2-About terrain it specifies no unit can enter a woods hex unless it is through a road...I read through the original battle at wikipedia and did not mention that woods were a factor in the outcome, but I think if an infantry unit wants to take a better field position should be able to enter any woods hex(maybe paying 1 extra movement point); for cavalry/artillery I can understand it, but am unsure for infantry

3-In regards again to terrain, it says an unit can enter a buildings hex with one movement point; it should not pay one EXTRA movement point? supposedly it is more difficult for a group of men to move through a building hex than a clear hex.

In the meantime for the weekend I have plan using the rules from the box(artillery moving and firing, woods hex prohibited, etc), but if can get some of your comments will appreciate it.

Regards,

Jumval
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Nicola Ciabatti
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Jumval wrote:
1-The rules mention that all, some or none units of an army might move, then fire...but it applies to artillery as well? by its very nature I feel artillery should either move or fire

Artillery has a lower movement allowance. Consider that a turn is 1 or 2 hours of real time (by memory).

Jumval wrote:
2-About terrain it specifies no unit can enter a woods hex unless it is through a road...


This is a very basic wargame. However, each counter represents one division (again, by memory) and I don't think any commander ever committed an entire division to move into woods when enough clear space was available for moneuver.

Jumval wrote:
3-In regards again to terrain, it says an unit can enter a buildings hex with one movement point; it should not pay one EXTRA movement point? supposedly it is more difficult for a group of men to move through a building hex than a clear hex.


Don't know this one, seems like a typo.
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Juan Valle
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nickcia wrote:
Jumval wrote:
1-The rules mention that all, some or none units of an army might move, then fire...but it applies to artillery as well? by its very nature I feel artillery should either move or fire

Artillery has a lower movement allowance. Consider that a turn is 1 or 2 hours of real time (by memory).

Jumval wrote:
2-About terrain it specifies no unit can enter a woods hex unless it is through a road...


This is a very basic wargame. However, each counter represents one division (again, by memory) and I don't think any commander ever committed an entire division to move into woods when enough clear space was available for moneuver.

Jumval wrote:
3-In regards again to terrain, it says an unit can enter a buildings hex with one movement point; it should not pay one EXTRA movement point? supposedly it is more difficult for a group of men to move through a building hex than a clear hex.


Don't know this one, seems like a typo.



Hi Nicola,

Thanks for your kind comments.

In regards to artillery your point is valid, since I realized those units have as you said, a lower movement rate when compared to cavalry/infantry. Also, since they can bombard at only 1 hex range or take part in regular combat with adjacent enemy units, to keep them 'behind' the line of fire makes no sense.

In the case of terrain I forgot these units are divisions, and to squeeze a full infantry division into the woods seems a nightmare for purposes of CCC(command, communication and control).

I also suspect the 'one movement point' to enter a building hex is a typo, an extra movement point is more logic.

Thanks for your help!

Jumval
 
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Kim Meints
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Correction

It only costs 1 movement point to enter a Building Hex. Not 1 extra(for 2mp)

The typo is -one extra

Every edition of the game(and I've owned the original since 1971) only has buildings/towns as costing 1 movement point for the hex
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Atakan Gurkan
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Jumval wrote:


3-In regards again to terrain, it says an unit can enter a buildings hex with one movement point; it should not pay one EXTRA movement point? supposedly it is more difficult for a group of men to move through a building hex than a clear hex.


It may be counter intuitive but I am absolutely sure that it does not cost anything extra to enter (or leave) a buildings hex (by the way, these are "towns" rather than "buildings"). The rules of NaW I have are clear on this at two distinct points. Also, in similar games such as Napoleon's Art of War: Eylau and Dresden or Borodino such hexes do not cost any extra movement points with respect to clear terrain.

cheers,
atakan
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Nicola Ciabatti
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Jumval wrote:
In regards to artillery your point is valid, since I realized those units have as you said, a lower movement rate when compared to cavalry/infantry.

Also, consider that we're talking of Napoleonic artillery, which was very mobile. Horse artillery should probably have a movement allowance higher than infantry...
 
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Nicola Ciabatti
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jackiesavon wrote:
It only costs 1 movement point to enter a Building Hex. Not 1 extra(for 2mp)

The typo is -one extra

Of course. I don't know why I thought it could be a typo, 1 MP is plausible. The main effect of entring a town should be an alteration of the formation, but such things are not contamplated in this game.

If you want a little more realism, try Napoleon's Last Battles, another classical wargame not much harder than this.
 
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Juan Valle
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nickcia wrote:
jackiesavon wrote:
It only costs 1 movement point to enter a Building Hex. Not 1 extra(for 2mp)

The typo is -one extra

Of course. I don't know why I thought it could be a typo, 1 MP is plausible. The main effect of entring a town should be an alteration of the formation, but such things are not contamplated in this game.

If you want a little more realism, try Napoleon's Last Battles, another classical wargame not much harder than this.





Exactly it was my point, Nicola...I assumed if an infantry division entered a town hex, somehow might loose some of its formation cohesiveness due to fact the soldiers have to move through buildings and houses, not in a common pattern as if moving through clear terrain...

But agreed if the rules say just 1 MP to enter a town/building hex so let be it.

Last weekend I had 3 sessions of this nice game with the rules from the box (including 1 MP per buildings hex), and it was a good experience. Despite its small size and low counter density, it provides for different tactics and options...

Cheers,

Jumval
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