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"Requesting reviews/AAR of honours of war" Topic


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Gunfreak Supporting Member of TMP25 Oct 2016 9:12 a.m. PST

If I Google review, I only find one from 2015 before the rules where released. It's a good overview. But I would like some more. To get a better feeling about how they play.
So AARs would be good too.

steamingdave4725 Oct 2016 9:29 a.m. PST

TMP link

link

To get you started.

Personal logo Extra Crispy Sponsoring Member of TMP25 Oct 2016 9:59 a.m. PST

We played it quite a bit in the club. It's a fast, simple game, in the spirit of Black Powder. They use just D6 and average dice, so it plays very attritional.

Gunfreak Supporting Member of TMP25 Oct 2016 10:32 a.m. PST

I don't mind the simpleness, but i do find black powder to be to generic even with supliments. So that's what I'm worried about with HoW. I have the book on pdf (waiting for the book in the mail) so I've only read a little.

So far what i like the most, is the need to pull back and take off hits. This seems to create a feel i don't see in many rules(you just use your units until they are spent) While often reading history. You see units attacking, falling back. Then have another go.

JonFreitag25 Oct 2016 11:31 a.m. PST

I have an overview and BatRep here:
link

picture

GildasFacit Sponsoring Member of TMP25 Oct 2016 1:25 p.m. PST

Read this with the caveat that this is not a period I have any depth of knowledge or interest in, just some casual reading.

Our group has played a fair few games and I have been involved in a few of those. Some of the outcomes seem strange to me but do seem to model the real battle results overall.

Closing to melee is a very big risk and usually favours the defender – which doesn't seem quite right but I may be expecting the wrong thing there.

All the knowledgeable players seem to play cautiously, waiting for that bit of an advantage that would signal the likely success of a general assault/advance. In a couple of battles this ended up with both sides too much damaged by attrition to force a decision – seemed quite a realistic outcome to me.

They are quite bloody but careful management of units can regain all but one loss by temporary retirement. Means that you have to press any advantage very quickly if it is to be effective.

The Prussians can really shift around the battlefield, other nations have to be much more careful in timing movement in proximity to enemy forces.

If you get stuck with one of the lousy Brigade commanders then expect to be stuck motionless at times. To be honest this was the one part of the rules I found too random for my liking. Units with poor commanders may be stuck unable to do anything for a few moves at the whim of a die whereas those with good command can end up sprinting off toward the enemy in uncontrolled advances.

Overall OK and fun to play, seem to be a fair flavour of the period but the command rules make the outcome far too dependent on good/bad dice at critical times.

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