Sunday 23 February 2014

B.A.R. Test Game (Part 2).


This is the position we find units in at the start of the next move , the Regt. D Roi has deployed as has the Allied gun its all down to who gets to fire first !


The tension is almost unbearable ! - you can almost feel the Hessian Grenadier Sergeant wincing on their nearest flank 


And the French get to fire first - they score high plus first fire at close-ish range and the Hessian's make some rubbish saving throws and it's disaster time for the Allies ! . To add insult to injury the French draw the next card as well and the Swiss fire more or less finishing off the Grenadiers . Well this more or less finished off the game, the Allied gun fired causing light casualties and the commander thought it wise to limber up and retire , the British Grenadiers got a volley off at the French Hussars perched in front of them (I'd forgotten all about them !) and they broke . This allowed the Allies to retire unharmed , a French victory !. Well what are my impressions of B.A.R. ? , I like the card drawing system which adds uncertainty to who moves and shoots, the moral system doesn't really kick in till units reach 50% casualties (similar to 'Charge') , ranges are greater - the saving throws keep casualties down . Not being based on company bases I did not use their manoeuvre system and I get the feeling they are aimed at set piece battles (although after only one playing this may not be true), they are slightly more complicated than 'Charge' - but not much so as to make them hard to use . Will I use them again - Hmm not sure ?! - I may use the card system for 'Charge' though!.


I 've got the Starlux Hussar figure repaired , his sword is a flattened pin bent and a hole drilled into the hand and glued in place. I drilled another hole in his Busby inserted another pin glued it in place and built up the plume with 'green stuff' , the scabbard is a piece of scrap spear cut to size and glued into position . The flag is a download (not very good one) which needs tarting up a bit , think he is ready after a final clean up for a undercoat and then re-painting . Watch this space ......




6 comments:

  1. Thanks for the review, Mosstrooper. Very helpful. I may just steal your idea of using the card system with Charge, the randomness should be just the ticket for solo play.

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    1. Yes I think 'Charge' played solo without order writing needs something .

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  2. You should save your jokers for that valuable first fire at under 20-inches rather using it for the first movement . It is often better for the other side to move first. The Allies deployed piecemeal to the front whilst the French had one long battle line, thus they could put the firepower of two battalions onto the one grenadier battalion.

    The rules are easy to modify if you don't like the results. One idea is that for firefights of 20- inch range or less, have both sides fire at the same time instead of using the cards

    Fritz

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    1. Yes the Allies cocked it up big time !- very much the case of a test game - like the longer ranges , the melee rules and the card activation - all things that are missing from 'Charge' . Will be giving it another go ! Cheers Tony

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