Wellington's Victory 2

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calandale

calandale

Күн бұрын

Пікірлер: 12
@brundebrauc2208
@brundebrauc2208 Ай бұрын
Cozy video ❤
@andrewmulholland6669
@andrewmulholland6669 Ай бұрын
Well I’m really enjoying this, even if you aren’t. The problems you’ve encountered are precisely those I recall from when I bought the thing back in the 80’s. I have the TSR version, complete with misaligned counter printing. It was a major outlay for me back then and a major disappointment. BTW, I can’t stand the colour palette either, though you seem happy with it. But this is classic Calandale fare - lots of detail, rambling, swearing. There’s no way I’ll pull it off the shelf again, but thanks for posting. Keep going for as long as you are able to please! Andrew
@johnskiba1273
@johnskiba1273 Ай бұрын
I am right there with you. Our group played the TSR version in the 1980s and I was not impressed. I had a very difficult time wrapping my head around that bizarre sequence of play. It seemed like the French infantry was worthless and the skirmisher stacking was odd.I still have the game but like you have no desire to play it again.
@ajpyyz
@ajpyyz Ай бұрын
That map is huge
@calandale
@calandale Ай бұрын
Until 2010 or so, I didn't have anything over 3 maps. My Leipzig coverage was a 10 mapper though!
@brucebakken5687
@brucebakken5687 Ай бұрын
Oh, looky here..
@YukonJack88
@YukonJack88 Ай бұрын
I'm into the early afternoon in my online game of this and thus see the LOS as. Line of Sight calculation for the 1 minute mark French gun: # of Hexes from Higher Unit inclusive, to last hex before it 1st drops = 5 # of Hexes from lower unit inclusive to where it 1st rises = 2 Difference in elevation = 1 Multiply 2 x 1 = 2 Subtract 5 - 2 = 3 which is a positive number so no LOS @ 23 minutes the LOS as I understand it is: From French gun hex inclusive to the dropping hex is 4 From lower unit into the Rising hex 2 Elevation Difference is 1 so 1 X 2 = 2 and thus 4 - 2 = 2 which is a positive number so LOS blocked... The rules state the counting is inclusive of both the actual unit hexes, for each count.
@calandale
@calandale Ай бұрын
1st off, 'obstructed' hex sides NEVER block LOS. The other main point is that the LOS for this game simply doesn't express the kind of gentle slopes present. It's a pity, because the designer got it half right with declining slopes.
@YukonJack88
@YukonJack88 Ай бұрын
@@calandale Well Shit, I had the rule for Obstructed Hex and Obstructed Hex side confused.... Sorry about that.
@calandale
@calandale Ай бұрын
No worries - it actually infuriates me because those walls and hedges (where appropriate) should have some impact.
@kenx8176
@kenx8176 Ай бұрын
28:10 I am a little skeptical of the rock-papers-scissors description of Napoleonic warfare, for a couple reasons. One, cavalry was needed at the corps level for scouting and at the army level for pursuing a defeated enemy. It wasn’t combined with infantry in brigades or even divisions and it wasn’t deployed merely to gain local tactical advantages. Two, while artillery was assigned to divisions and sometimes to even lower level units, it was not necessarily present in large enough numbers to be effective. It was seemingly more effective when concentrated into corps or army-level artillery reserves. If infantry, artillery, and cavalry were the three tools in the toolkit, only the army commander was working with the full set of tools.
@robertholmstrom7394
@robertholmstrom7394 Ай бұрын
I don't think you understand warfare at this time. A corps consisted of all 3 types of arms.
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