Monday, 25 September 2023

Flank attacks are too good, and Prepared Attacks arn't very prepared. My Proposal.

For Glory is Fleeting, I understand the rules are pretty much done, but I was awake all night over thinking this and found my biggest issues:

The Problem:

Flank March is too powerful. This is going to be not liked much because everyone wants to take it and everyone needs to to block it. So it's very popular. It's too good. Because it allows the user of it to force their mission on everyone else.

And Prepared Attack is meaningless if you don't have 2 particular units which a lot of armies will lack one or the other (or both). And completely out  played in value by Flank attacks.

Solutions:


How do I would I fix flank attacks? Simple idea- force movement restriction on the first turn, much like the actual "planned" assault mission 5. This slows the main army advance down - which SHOULD be slow because they want to time their attack with the flank.  This also gives a reason NOT to show to have the flanking assault arrive immediately.  If the flanking attack started at the same time, it must delay the main army to arrive at the same time! And also remove the bonus for having a road on that side of the flanking attack too. The road itself will be placed for one reason only - to get the +1 dice and easy movement across any rivers/streams or terrain that would block the flank attack.  And it's not there for any natural reason. There is no reason a flanking attacker would not use it. I understand it being fluffy to have the road there, and roads have few other actual uses now, but it seems to be the ONLY reason to take it (along with a probe mission taking 2 for each side to move units from reinforcement quicker). I do think Probe should KEEP the road bonus as unlike Flanking attacks, they are much less likely to get lost. They only have to march towards the front from the line of the armies march, instead of try and find the correct place to come into the flank (eg- the Battle of Vittoria and to some extent New Orleans where they got delayed by the river crossing).

Prepared attacks are still...not very good compared to flank attacks, but at least allow redoubts and armies with artillery batteries something to use them for. If you have neither, there's no reason to take it instead of a flank attack, and it's activity worse as all units start on the table compared to the unknown of a flank attack. I would like prepared attack to be more appealing to take. I would suggest the ability to have 1 (maybe 2) divisions in reserve as a option. This allows the prepared attacker to actually hide some information (except of course to probe who would have intelligence on which table quadrant the reserves are coming on) and make a defending force try and guess if they have more units to come on after deployment, and be not sure if any are coming or not and if so where. Currently the defender against prepared attack knows whats going to happen as soon as the attacker has deployed. It also allows a more...prepared attack where the initial attack can be supported by units off table, kept in reserve until needed. They still lack the intelligence of probe, though I could understand limiting Prepared attack to only having a maximum of 1 unit in reserve.

Some small rule additions that stops flanking attacks dominating the discourse and makes prepared attacks more appealing. 


The current Flank March should be banished to the isle of Elba.


More explanation below on the flank attack and why it's too good and will always be wanted as a mission, or blocked if you can do it, above all other mission options: 

Sunday, 24 September 2023

Well that was a disaster

The last time I went this bad was back in the '90's at the GW Melbourne Grand Tournament where I lost all 6 games using an Imperial Guard army and came last out of 50 people.  I don't think I ever played a game of 40K again after that.

2 complete routs of my army vs 1 mildly inconvenienced enemy unit. I was comprehensively out generaled and out played both times by much better players. 

And once again, I learnt a lot of what not to do, and what good generals can do I didn't think you could.

I don't think I need to write a battle report of either game.

First game I was outnumbered in infantry, artillery and cavalry, and took the minimum amout of terrain, Then I tried to go on the attack.

Second game I took the maximum amount of terrain and then used it so badly my army fell apart in confusion and incompetent plans that failed on first contact. Everywhere.

 For my future reference: things I learnt today:

Tuesday, 19 September 2023

Someone else is doing Glory is Fleeting Battlereports!

Little Wars has been doing FOGN and Glory is Fleeting battle reports too!

One he just posted about it is Spring 1813 Prussians vs British in Canada 1813 using much nicer labeled pictures than mine.

I need to learn how to do that. It should be simple....right?


Something I need to learn.


Thursday, 14 September 2023

French Army for the Battle of Empires at the NWA

The Nunawading Wargames Association is doing a 1 day 2 game battle day based on Glory is Fleeting armies from 1813.

Everyone is playing on Nappy's side or the coalition (the 6th or 7th?) invading France.

Looks like I've been put on the French side and getting a loaner army. I don't mind, I need to learn how to use them for solo games. And the army is a LOT of veterans. Bad morale ones, but still.

I've taken an artillery brigade to try and learn how to use one. It's intent is to stay on flank of the 1st Division and directly support their attack.

The 1st Division is the best and is my attacking force. Two attached artillery batteries and a light brigade should allow them to attack one objective. They will attack in column and not stop until the enemy is broken. Also a skilled commander if they can get in a flanking mission.

The 2nd Division is not good, but not terrible. They can support the 1st Division with just as much artillery, and guard their flank with a supporting attack.

The Spanish Division is again mostly there to fill up the numbers, but I HAD to get some more Lancers, and I gave them a Brilliant Commander to be able to go and work with the Cavalry Division too. Having some cavalry squadrons attached to the infantry should allow them to hold off (but not attack) enemy skirmish heavy units, and guard the Line of Retreat.

The Cavalry division can attack on a flank with the 1st Division, or work with the Spanish Lancers to win the cavalry battle. The light cavalry unit supports the two attacking Dragoon units. 

I will attempt to take attacking missions, I don't think the armies big enough to defend well enough, though if I do get a defence mission, I plan on being aggressive. 

The lack of redoubts in a French 1813 army is strange - they used them a lot once the Fighting entered France. I don't understand why they can't get them. 

Army list after the break.