Blucher rules pdf download






















Tell me about it Nathan, I'm going to have to update my age to 56 in the profile on here on Saturday. For fecks sake!!! I'm a bit shy of that yet, but I know the feeling.

Twenty five years since the new version of Temple of Love was released, jibbers crabsticks! Will follow with interest as Blucher seems to be growing in popularity at our club with the lads seeking a bigger expanse of a game. This may or may not be a regular thing, we'll just have to see how it goes. The actual gaming with the figures is an important but secondary experience, we all like to win, but it isn't the be all and end all of it, being with good friends and having fun is.

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Want to try some of the Maurice game systems for free? Phil Karecki and I were talking about trying to craft a Russian army list that would better reflect the various Russo-Turkish Wars.

David Williams has written this very valuable annotated play-by-play account of his first game, in which he both reviews and explains many game concepts for first-time players. Community News. Period Links. The Renaissance. Napoleonic Era. New Zealand Wars. World War I World War II Science Fiction. This far from replicates the real knowledge gap in historical warfare, but it is an advance.

You might want to invest something in reconnaissance. A second feature is a much more sophisticated system of command points to regulate movement. You throw two or three dice depending on size of army , and this gives you a Momentum or MO score. Or rather your opponent does it, and keeps the result secret until you have used it up.

It costs one or two points to move a unit. If units are close together it is easier to coordinate them. Contrast this with GA, where once you had activated a corps, you pretty much had free reign to move it as you liked, provided that you observed a command radius. One consequence of this is that attritional tactics make much more sense than in GA. There it made little sense to indulge in preparatory tactics of artillery and skirmish fire.

You were better off piling in with you first wave as soon as possible. But attrition costs no MO in Blucher. So it makes sense to move a group of units into range, and let them fire away while you use your MO to bring other formations into position.

Also fire has been made a little more effective, and charge attack riskier for the attacker. That changes the balance of play in an interesting way, which probably reflects history better. Many other design details are pleasing — the movement system is simply but effective. So, what are the problems? It is very gamey, as expected. Many favourite historical details are lost. For my taste attrition warfare still depends too much on lucky dice throws, though much better than GA. And at least one thing is downright wrong.

That makes it very hard to dislodge. In my second game the Prussians occupied a block with a landwehr unit of just five strength points. It took four rounds of artillery fire, and three attacks twice with two units to finally get in — costing 9 strength points, plus the artillery. This is not how historical contests for build-up areas played out again: look at Ligny and seems to be shaped from translating the heroic contests of the granary at Essling or Hougoumont at Waterloo into a general rule for buil-up areas.



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