Recommend
13 
 Thumb up
 Hide
4 Posts

Field Commander: Napoleon» Forums » Sessions

Subject: First try with game rss

Your Tags: Add tags
Popular Tags: [View All]
Gary Barr
United Kingdom
Ballyclare N.Ireland
Co Antrim
flag msg tools
Avatar
mbmbmbmbmb
Hi

Had first outing of new solitaire board wargame Field Commander Napoleon this evening. Set up the 1796 Italian Campaign. Took awhile to get to grips with the game system but once I got going it flowed very well. The counters are very nice and whilst the campaign maps are a tad bland (ie brown) the work fine.
Managed to generate a couple of battles in initial March 1796 turn. First was modest French assault on Turin and its lowly garrison and fortification troops. French eventually took area but did suffer losses from the guns of the fortifications (lesson one I should have put enough combat power into area (ie 3 times defenders) to achieve an automatic envelopment.
I then fought a second battle against Piedmontse in Savonia with Napoleon in charge which saw the lowly Italians defeated in short order.
The battles are 'fought' out on a seperate battle board and both sides have access to Battle Plans (varied types) and Napoleon can add Insights (sort of super battle plans). These add nice flavour to the dicing proceedings with a strong French Cavalry unit conducting a Engage and then a Charge plan to really put some hurt on.
However despite this success, the ensuing Enemy programmed strategic turn saw 2 sizeable Austrian forces advance upon the newly taken Turin and in enough force for an automatic victory. This then caused an automatic French campaign defeat as they are required to have control of two Victory Areas at end of the March turn which I had not realised until too late !(lesson two read the campaign notes properly).
This would have been easily thwarted by putting a sacrificial blocking French unit in area adjacent to Turin.
All in all a nice game thats easy to play but requires a tad more thought than was initially apparent (the programmed/random nature of enemy options/actions is quite well done).

Ah well their is always the next time.........................
15 
 Thumb up
1.00
 tip
 Hide
  • [+] Dice rolls
Luke Hughes

California
msg tools
Avatar
mbmbmb
What is a programmed enemy strategic turn? Where does it come from? A card?
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Gary Barr
United Kingdom
Ballyclare N.Ireland
Co Antrim
flag msg tools
Avatar
mbmbmbmbmb
Hi

The enemy all across the map are split into groups of 3 units which then dice on a chart (printed on campaign map) which modified by current supply levels yield a result. In my case two sets of units rolled 'Advance x 2' which meant they advance up to 2 areas and towards smallest French force in this case my paltry garrison in Turin.
I have not checked to see if this chart is different on each campaign map but I suspect not.

Would imagine that occasionally a roll might lead to something seemingly daft occurring but most moves/options seem plausible enough.

There are no cards in the game but the Insight and Battle Action Plan chits serve same function, selectable by human and random for AI.

Cheers
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Nate Sheusi

Rhode Island
msg tools
Avatar
mbmbmbmbmb
the only thing im nervous about is how much time is spent on the battle board. If you had to put a percentage of time spend playing on the map and on the battle board, how would you divide it?

It seems like the battle board is just there to extend the game time
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.