Hi all,
What is the interest (except when playing Spanish or in some case Russian) to play as defender ? You have less troops, a objective to defend ... I should have forget somtehing ? Thancks for your answers
Sp(S)
Hi all,
What is the interest (except when playing Spanish or in some case Russian) to play as defender ? You have less troops, a objective to defend ... I should have forget somtehing ? Thancks for your answers
Sp(S)
Hello Mr Sp(S) {Mr Spartan?}
Firstly if you defend you can choose either which side of the table you want to deploy on or to set up second (and see where your opponent sts up and react to this).
Secondly you can choose to be the attacker! (In which case you might lose and then see above!)
regards
Stephen
I think Reserve brigades are more value to the defender than the attacker. Reserves generally come on about half way through the game. The attacker's are likely to then have to spend a couple of turns getting across the table before they can fight. But the defender's tend to get into action straight away.
So if you like using heavy metal (e.g. Cuirassiers, Lancers) defending may be the better option.
The defender also gets an additional terrain choice, so a bit more control of the battlefield.
Some players by nature tend to be defensive/counterattack types, so it will be a natural for them to sit back and wait.
Cam
Hi Cam
Good points. I've found that there is balance in this set of rules, and some elegant and subtle aspects of them.
regards
Stephen
Ok I didn't notice for additionnal terrain choice and I aggree whith the interest for Defender to use Heavy Réserve !
You certainly need the extra troops to be the attacker!.
Having to push into musket and charge range you need the cannon fodder and to be able to have local superiority to make a hole you can take advantage of.
When i first started out we both had defending forces and placed the objective in the middle and it just boiled down to a stalemate with both sides gradually being weakened and no one being able to take advantage of any losses.
So you need uneven forces and objective to push the point of the battle you are playing as the critical moment when a breakthrough occured or failed and not the rest of the battle exchanging volleys and keeping fairly static.
Of course there is nothing to stop you doing that, just dont expect a 2.5hr game with a dramatic conclusion!
You must log in to post.