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"Review of Over the Hills a Napoleonic Wargame on Facebook " Topic


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Comments or corrections?

adymac265007 Sep 2016 2:20 a.m. PST
daler240D07 Sep 2016 3:28 a.m. PST

Hmm, closed FB group. Nothing to see.

adymac265007 Sep 2016 4:37 a.m. PST

Here it is, didn't realise it was a closed group

By now I expect most of you have heard whispers (or more) about the latest offering of Napoleonic rules "Over The Hills". Written by Adrian McWalter and Quinton Dalton, the rules currently have reviews in the latest copies of both Wargames Illustrated and Wargames Soldiers & Strategy.

I've owned the rules myself now for a little over a month and I would like to offer my "ten cents" worth of highlights of the rules in the form as bulletin points:

* The rules are divided into Basic rules and Additional rules. The Additional rules are offered as an optional 'cherry pick' basket. I will be using (nearly) all of them.

* The Fatigue Score System;
– A basic stat that reflects a units training and elan,
– Provides a measure of a units combat ability that can deteriorate as a unit fights and/or makes forced moves, and it is this adjusted factor that provides a platform for the die 10 rolls a unit makes thru out the game.

* A unit based system rather than an individual figure removal system. This is especially great for those who wish to enhance their units with scenic/diorama styled basing.

* A command system that I find refreshing. Its based on Corps, Divisional and Brigade Commanders remaining in range of each other, and penalises those who don't. Simple but very effective.

* A clever system for skirmisher screens that leaves it all in the capable hands of the battalions Colonel. It includes skirmisher screens for cavalry too.

* A novel turn sequence that has one player moving his troops, while the other does his shooting – all in the same player turn. A rally phase for those units lucky enough to find time to rest and recover, and a hand to hand combat system which sees individual combats fought over multiple rounds within the same turn.

* A 360 degree Line of Sight.

* A unique way of moving within terrain, and a few terrain types usually missing from rules – sunken roads anyone?

* Rules that get the best out of buildings and their like.

* Want to attach a company of Rifleman to your Redcoats? Does your artillery crew need to take shelter in a square, while those dastardly Cuirassiers try to spike their guns? Want to charge your cavalry to come to the rescue of those poor infantry about to be ridden down? No problems, here's how…

* Additional rules that can be used to represent the artillery park formed up behind the battery.

* An easy order system that can be enhanced by including lost, wayward or captured orders and even the possibility of orders delivered to the wrong brigade. "Charge the guns! What guns?" – oops wrong war.

*Plus an order marker mechanism – especially useful in multiplayer games with that annoying bloke who never does what he's told.

* There are National Characteristics for the "Big Five" – and I know there will be more forthcoming – that allows each army to play in its own unique way.

* Army Statistics for virtually all the nations (no Naples) involved in the Napoleonic Wars, including The Ottoman Empire.

* A points system in the book that has been supported online with files with points costs for the various nations involved – a work in progress.

* Two authors in Quinton Dalton and Adrian McWalter who are providing fantastic support via the "Over The Hills" Facebook page.

* An appendix that covers The War of 1812 (the one in the Americas). An often overlooked branch of the wars.

* Did I mention online support? So much support it is worth mentioning twice smile emoticon:)

* The promise of more book releases to cover the various campaigns.

* The whisper of new projects to come…

For me these rules are just what I have been waiting for for nearly 40 years. They can be purchased thru Caliver Books online. Don't wait, they are great.
Ben Norton.


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Comment.

vtsaogames07 Sep 2016 6:46 a.m. PST

Some questions:

Have you played the game yet?

If so, how many units per side did you use?
Did you get a clear decision or did the game time out?
How many turns did the game take to play?
How long did the game take to play?

Thank you.

Durban Gamer07 Sep 2016 7:13 a.m. PST

vtsao is asking some crucial questions – seconded by me! Also, how do you show square or column if whole battalion is on 1 base -with a marker or what?

Rare Ralph07 Sep 2016 7:54 a.m. PST

I've only played 2 games so far but found that the rules flowed well and we played each game to a conclusion within 3 hours. We kept the games small with 12-15 foot units, 3-4 of cavalry and no more the 6 guns per side. I didn't keep a not but certainly under a dozen turns.
Our foot units were either 4 or 6 bases so formations were easy to distinguish. The only markers on the table were to show the number of fatigue points each unit had accumulated.
We are certainly arranging more games and will continue to use Over the Hills. Personally it is my current rule set of choice, with Blackpowder and Blucher close behind.

nickinsomerset07 Sep 2016 8:03 a.m. PST

We have played a few games, a few Corps per side in an 1809 game and Hanau. Both played well for a few hours, in the first the Austrians managed to blunt the Bavarian assault on a wing, as the other wing managed to hold and in the 2nd the Allied left was thrown open by successive French cavalry attacks and the arrival of the Guard.

My chaps are based either 4 or 6 bases of 8 (I was going to play FOG(N)!1) per Regt/Bn. The length of game will depend on the number of units, but with a couple of Divs per side one could get a good evening game in,

Tally Ho!

adymac265007 Sep 2016 8:05 a.m. PST

My most recent game involved approx. 15 infantry battalions per side , six cavalry regiments per side and three batteries per side. Game fought to a conclusion within two and a half hours, I lost :-(. Played nine turns. We have been playing a while.

I should add that our units are between 4 and 6 bases strong with 4 inf or 2 cav to a base, but other basing systems are covered/accommodated in the rules

If you play black powder, as I do as well, the game plays as fast as that

Personal logo ColCampbell Supporting Member of TMP07 Sep 2016 11:51 a.m. PST

Can these rules be used with both 15mm and 25/28mm figures?

Thanks,

Jim

adymac265007 Sep 2016 11:55 a.m. PST

Yes work for all modern figure scales

Sgt Steiner07 Sep 2016 3:38 p.m. PST

Hi I have played the rules once only but found them to be a pleasant experience.
'Standard' size game would be Divisional in scope (I used Lasalle armies) with maybe 3-5 brigades per side on a 6 X 4 table
Larger games on larger tables possible
Default ranges are in inches for 28mm but 15mm or smaller no problem by usual 2/3 or 1/2 of values or using cms.
Unit sizes are flexible as units fire by unit rather than number of figures
However units are of multiple bases which allows for usual Napl formations t be used such as Line, Open, Attavk Column, Square, March Column, Closed Columns, Columns of Squadrons etc
Sequence is split into several phases but essentially one side moves/charges other shoots. Morale is tested as needed for various reasons mainly done to Fatigue/Casulaties or adverse circumstances.
Combat and Shooting is resolved using d10 rolls with various factors effecting roll and then compared to a hit table to generate Fatigue hits on units.
Units are rated for Fatigue which is a combo of type, class and elan.
So standard French Line might be 7 whilst Imp Guard could be 10.
A unit Wavers when down to 2 Routs at 1 and Destroyed if down to 0.
Fatigue can be restored/rallied by Cmdrs or staying stationary outside Engagement Range (6" in 28mm)
Inf also rated for skirmishing ability with bonuses for better ability when shooting or being shot at.
Melee is standard stuff but fought over a max of 3 rounds with generally loser falling back/testing morale with fatigue losses and winner rolling to not pursue or having several other options such as Rallying a Fatigue hit off etc
Lots of optional type rules allowing players to play at complexity level they want. Optional formations, morale tests, extra ways to inflict or lose fatigue, an orders system, simple or complex manoeuvres outside engagement range.
Even charging can be basic with units simply moved into contact or optionally units have to roll under current fatigue to charge or stand or counter charge etc.
By default Muskets shoot 6" close and up to 12" long (adjustable for other scales) Foot moves in 6" segments Mounted in 12s dependent on formation and how hard you wish to push a unit (can suffer extra fatigue)
There are some National Characteristics included but these are few in number and of course optional.

Essentially there is nothing earth shatteringly new in the rules but they do work.
I would put them in same class of complexity/playability/scale (depending also on which optional rules/chrome one uses) as Lasalle, Gen De Brigade, Imperial Eagles, Napoleon At War, Piquet Les Grognards or Black Powder or maybe Napl Principles Of War. Not as fast playing as Field of Battle or Die Fighting or Shako but more nitty gritty detail than these.

Playing time I can't really assess as my trial play was solo and spread over several evenings in small time batches but don't appear to be any longer playing than the aforementioned sets and would vary by which if any optional rules utilised.

Of course nothing is perfect and some minor clarity issues arose and my main bug bear was rules layout with lots of flicking between the basic and optional rules with some key rules somewhat hidden in text.
But good support on the FB page

Personally I would reccomend them if you have played and enjoyed any of the other sets mentioned. At the very least they are a fine alternative.

That's is a bare bones outline but hopefully it helps you 'fence sitters' go on you know you want them :-)

Puddinhead Johnson08 Sep 2016 8:44 a.m. PST

These are execellent reviews. Thanks to all.

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