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:
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:
Of
the 6 missions available vs flank attack, 2 stop you moving forward out
of a defensive position on your side of the table. Probe gives you the
opportunity to advance ONE division to face an entire enemy army. One is
an "attack" but you're unable to actually move to an attack position on
the first turn (only advance at a slow pace), and a frontal assault
that is fast but eliminates all element of surprise and moves in one
direction only.
And
then there's then "flank" attack. Where in your entire army minus one
division (perhaps 2 small brigades) can double or triple move across the
entire table turn 1 before the enemy may be allowed to move (if
defending), convert the enemy "flank attack" into a motionless defense
(unable to react until you are on his doorstep), have 2-4 divisions
arrive at 6 inch range to a single probing division attack, force the
"defender" to choose all the available roads to prevent the flanker from
using them instead of more interesting battlefield terrain (because
they will), and have the added bonus of most probably arriving on turn 2
(needing only a skilled division commander, a skilled corps commander
and a road to arrive on a 5+ on 4d6(!)) AND willing to arrive that turn
with a morale test to completely discombobulate any defense, and
neatly have time to move to engage a slower assault that can't move as
fast it's first turn, and while being slower to move off than a frontal
assault, have complete freedom of action to move to a better position
AND still have a division to move into their flank.
Why
take a frontal assault which negates any element of surprise when you
can move all but 1 division just as fast (if moving as divisions) and
lay your units out as you see fit instead, with the ability to maneuver
or change formation instead?
The
defender cannot possible move latterly fast enough to deal with both
multiple enemy divisions double or triple move from the edge of their
deployment zone across the entire table fast enough - there's too many
90 degree turns to do. Light cavalry can move 30 inches close to the
enemy LOC plus their deployment zone - effectively across the table.
Now
yes, you could take terrain to try and block all this. I hope you roll
very well AND you opponent rolls poorly to move it. And unless you took
all the roads as the defender, they WILL be coming down one of them.
Because they will take them every time - there's no tactical choice in
the matter.
There
is little army context you would not want to take flank attack with a
skilled commander. And a competent corps commander isn't needed if you
have an exceptional division commander. Even armies with redoubts can
only use them in 2 other missions and would only have 2-4% of their army
spent on them.
In
my conclusion, I should always take the Flank Attack, and I should
always block it for the same reason. If you have a choice of blocking a
flank attack, or any other mission, you'll choose flank- the enemy can
be upon you at 6 inch range before you can move much to react.
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Thank you for the comment on my blog! May your dice never desert you and your tactical abilities be as good as your posting is! Never stop posting.