Moving on from Flying Colors, I am playing Risorgimento 1859 and specifically the battle of Solferino. It’s the French and the Piedmontese against the Austrians fighting over the reunification of Italy.
So, I cut out the counters and set up the scenario.
The Austrians are stuck, mainly, in big stacks in reserve with only a few units available to move at the start. The Piedmontese are also in reserve.
On to the map come the French. Slowly. What a traffic jam. The first time I tried this, I forgot the Strategic Move option. After a really messed up turn, I started again and the SM helped, but not by much. While the Austrians sit about for the first couple of turns, the French are trying to get their troops onto the battlefield so they can pick off bits and pieces before the Austrians wake up.
Eventually, the forces collide. At this point, you notice how much of a cookie cutter the forces are; most of the infantry have the same cohesion (6) and that’s the only point of distinction other than the few Jagers, Chasseurs, and Light Infantry. That last set of three can do small arms fire into an adjacent hex. At a maximum of 1 hit per fire, it’s effective roughly 60% of the time. Super skirmishers?
Cavalry are not much use except against other cavalry. But we do get to have light and heavy cavalry.
After properly completing the first three turns – and it was slow – I decided I’d had enough. The game simply wasn’t working for me. It’s hard to pinpoint what doesn’t click because there is a lot that should appeal.
There are a lot of counters. The scale is a bit strange – battalions, complete with facing rules, in a gunpowder era game with 325 yard sized hexes. All units are equal in combat strength, but their cohesion rating may affect matters as there are modifiers for the side with the higher cohesion.
The game is not complex, but there are several important exceptions. For example, units in cultivated terrain (vineyards?) might have their ZOC restricted. For example, units pay different costs to move adjacent to an enemy unit, depending on type and whether it’s into a ZOC or not, but cavalry can only move adjacent if charging, and charging has its own restrictions.
Combat has each side rolling a die, applying the modifiers, and getting the number of hits inflicted on the enemy from a table. The maximum damage is 3 hits. (Maximum stacking outside of towns is two units or three artillery per hex.) If you want to maximize damage, you need to surround the defenders so they take an extra hit from retreating through a ZOC. Units take hits up to their cohesion level and then are eliminated. (Sort of like the GBOH series for Ancients.)
There is a commendable effort to make casualties count with brigades becoming hors de combat and corps becoming demoralized. Unfortunately, the player aids don’t give you any support in this task, so you are on your own when trying to track this.
Activation has this sort of halfhearted continuity mechanism. You go, you roll to go again. If you succeed, after the two activations play passes to the other side. If you fail, after the first activation play goes to the other side. Why bother? I understand the desire to move away from straightforward “I go, you go” but it didn’t seem worth the effort. Maybe chit pull would have been better. Maybe “I go, you go” would have sufficed.
Too many games are competing for my attention. This one failed to hold it.