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First Game: Any Tips of Things to Remember??
Posted: Sat Oct 02, 2010 4:38 pm
by Blathergut
Any 'easy to miss the first time' things we should try to remember?
Posted: Sat Oct 02, 2010 5:56 pm
by timmy1
Optional Break Offs. Shock Troops don't need a CMT not to charge.
REMEMBER TO PLAY EXACTLY AS PER THE SEQUENCE OF PLAY.
Posted: Sat Oct 02, 2010 6:55 pm
by deadtorius
Page 71 says the Poodle has to survive
Infantry break offs, that sound rather unique
Posted: Sun Oct 03, 2010 1:32 am
by mellis1644
[quote="deadtorius"]Page 71 says the Poodle has to survive
Infantry break offs, that sound rather unique[/quote]
Actualy the infantry optional break off (for both sides) sounds quite effective and interesting
Posted: Sun Oct 03, 2010 10:35 am
by Blathergut
Ya, for sure. But you better have something behind you to save your derriere!! That's going to be the tricky bit I think!!

Posted: Sun Oct 03, 2010 6:55 pm
by david53
If you've played FOG AM forget battle lines, remember new supports
Posted: Mon Oct 04, 2010 12:13 am
by deadtorius
lessons learned, if you get too close and get shot at just go in for the melee, standing back and getting shot up will either just force excess casualties or you break from shooting.
Dragoons should evade, don't bother to stand and take the cavalier charge, right Blathergut
As per page 71, the poodle survived, but Essex did not
Mounted in rough terrain = really really slow moves to try and get out again.
I can count on Prince Ruperts horse to stand up against all odds far beyond the point where they should have broken
Oddly my superior foot performed the worst of all my foot units, they both routed and only the Kings Lifeguards rallied just as I was 1 point from losing.
In the end I lost the game by 1 break point, but it was an enjoyable game indeed.
Posted: Mon Oct 04, 2010 12:47 pm
by SirGarnet
Guns are deadly - and firepower is often decisive, and even a single die roll from shooting can do damage.
Facing enemy armies with firearms, lights belong on the wings, not getting shot up in the center.
Mounted BGs are artillery's favorite target.
Second-line troops are called that for a reason. Be alert to support and threatened flanks.
Posted: Mon Oct 04, 2010 9:16 pm
by deadtorius
No lights in our armies but infantry are the kings of the battlefield as mounted can't charge in like they could in FOG A/M, well not unless you got some extra horse shoes for good luck as you will likely need 5's to hit them.
Yes I found out you don't want your horse hanging about in front of arty, they get hit on 4's foot gets hit on 5's. Won't be forgetting that lesson any time soon.
Posted: Tue Oct 05, 2010 3:52 pm
by Scrumpy
Yes I discovered that, hence the 15" rapid movement across the board to hammer the enemy mounted.
Those break-off moves from melee can work too, our opponent's Catholic Tercio broke off, and luckily rallied from fragged during our bound. Sadly for him the Swedes shot it up again in his bound so it was fragged and ready to be charged in our next bound.
Not convinced on whether you want to deploy a 'grand battery' or split the guns along the line as the best course of action. But I have found that deploying the artillery last is the only way to deploy them, giving you the 'target rich enviroment' you need.
Posted: Tue Oct 05, 2010 7:50 pm
by bertalucci
Don't leave artillery unsupported
Get as many troops shooting as possible
Whizz across the board with the x3 mounted option and get stuck in early
Combined arms is a killer - a bit like rock paper scissors
Don't forget that only mounted and lights can occupy the flanks
If you get the option use terrain agressively
Have dice that roll 5's most of the time (for your poor troops) - I jest
Do have a good time
Posted: Wed Oct 06, 2010 5:58 am
by david53
Use one Light BG to slow enemy foot placed in the middle you'll stop double moves