Just in time for Easter
I have found some time to work on this game over the past couple of days. I have finalised the play test map....
Gemioncourt is now a fortified hex given its similarity to the Waterloo farms. Here it is....
I have also pulled together a draft set of rules, based closely on the Waterloo a la Carte set. These are now on the new page I have set up for the game.
My to do list now has only two items:
- A reinforcement schedule
- The counters themselves
I have nearly completed the reinforcement schedule. I think the counters will be straightforward and I'm looking forward to doing the Brunswickers. Something for the weekend I think.
I like the Scotland Rising / Hold the Line system, but both games never give enough game time to allow all of an army to get moving.
ReplyDeleteIt seems that the turn track is used as the main tool of balancing the game and in so doing, typically a third of an army might never get to move during play. I'm not sure how you get around that.
I like the idea that a player should not be able to do everything they want, but I can't help feeling that the systems mentioned just take that a bit too far.
Hi Norm, I agree that this is an issue. I think there must be a formula which considers number of hexes, number of units, number of game turns and amount of actions per game. There must be an ideal balance.
ReplyDeleteOne thing I have been thinking about in terms of QB is that there is not a static number of units per side per game turn. These numbers will fluctuate quite a lot. It will be interesting to see if my draft numbers of actions will actually work! I may need a radical rethink otherwise!
Cheers
Jay