One of my pals & I fought our first FoG:R game to a conclusion today & I thought a brief report might be interesting.
Firstly, the preliminaries: Mostly Orion & Zvesda, My pal's figures (an Early Russian army) were beautifully painted. And particularly because they were from a period I’d formerly shown no interest in, they were novel.
He has a great army.
My Swedes looked OK though I am still a few figures short of what I want.
The game took a leisurely 3 hours, which is not bad for a 780 point game. Did we get everything right?
I think so. A few errors were picked up & although we still aren’t sure of the effect of Obstacles, the game generally went smoothly.
In some ways the battle was not unlike our usual FoG fare: a Carthaginian Vs Roman game. A larger, mostly average army fought a smaller, mostly higher quality force.
But there were a couple of crucial differences.
So, what was it like?
Clearly it was enough like FoG:A to be easily gamed in a short amount of time by two old professionals like ourselves.
But there were enough differences to make it quite a new experience.
Troop Types.
Exploring the strengths, weaknesses & possibilities of the large range of new troop types was fascinating & will take a lot more games before we can feel we understand them:
From Winged Hussars to Commanded Shot.
Shooting.
This element is now as important as melee & can be, dice permitting, a game changer.
Movement.
Double, triple & Divisional moves.
Two issues: the deployment zone is ridiculously cramped.
: the supply camps stupidly large.
We’ll suggest ‘home rules’ for these areas.
Photos will soon follow.
donald