kzucker
07-30-2004, 10:24 PM
Hi.
Playtesting is continuing and interesting ideas are still coming out, mainly involving the Victory Conditions. We usually save Victory Conditions till last!
Please let me know if you have any comments about the proposed three changes. You know where to find the rules pdf. Thanks!
I have been thinking about the Victory Conditions. I think people like the sort of conditions that go beyond how many strength points killed, to reflect on the significace of their performance in geopolitical terms.
When I designed the 1807 game, I realized that it was impossible to construct Victory Conditions without making reference to the Geopolitical goals of the nations: Why were they fighting? This put you, as theater commander, in appropriate relation to the overall strategy of your government.
Since that time I have always looked at the reasons both sides had for fighting, and to define them, if I could, in terms of the Victory Conditions.
This 1809 game is much more in traditional terms (i.e., how many men lost). Of course, the cost of a victory has everything to do with the consequences of the campaign. I have defined victory in terms of absolute SPs lost by the Austrians, the ratio of losses vs. the French, baggage lost and Corps Demoralized. In addition, Supply Sources are important.
Ratisbon was of major significance but is not mentioned in the victory conditions.
Thus, the first change and most important: The Austrian Player (only) receives one VP for each Danube bridge controlled (a maximum of five).
20.15 now looks so (*_Shows inserted text_*):
20.15 Control: Each Player receives one point for each Friendly Supply Source not controlled by the Enemy at the end of the scenario. *_In addition, the Austrian Player (only) receives one VP for each Danube bridge controlled (a maximum of five possible VPs)._* To be considered in control of one of these hexes, a friendly Combat Unit must physically occupy the hex, or be the last Combat Unit to have occupied or moved through it. (If the Enemy controls it, place a Control Marker in the hex.) If the occupying unit is Out of Supply at the moment it enters or moves through the hex, the hex is not controlled.
The other changes involve the Bavarians. Strategically, Bavaria was attacked in hopes of raising all Germany in revolt. Davout was worried about the Bavarians and early on he thought Wrede had betrayed them.
2. The Austrian Player gains 2 VPs if the Bavarian VII Corps is demoralized
Change- add to the exception at 20.13
EXCEPTION: The Austrian Player receives 5VPs if Davout‘s III Corps is demoralized, *_and 2 VPs if VII Corps is demoralized,_* at the end of play.
3. Demoralized Bavarian units reorganize differently ...
Change- Add exception at end 12.24-
EXCEPTION: Bavarian demoralized units must pass an Initiative check (e.g., Pr. Royal and Deroy must roll "1" or "2.")
4. Since we are giving more opportunities for the Austrians to get VPs, we will have to adjust the Ratio of Points (win column) slightly in the French favor
Playtesting is continuing and interesting ideas are still coming out, mainly involving the Victory Conditions. We usually save Victory Conditions till last!
Please let me know if you have any comments about the proposed three changes. You know where to find the rules pdf. Thanks!
I have been thinking about the Victory Conditions. I think people like the sort of conditions that go beyond how many strength points killed, to reflect on the significace of their performance in geopolitical terms.
When I designed the 1807 game, I realized that it was impossible to construct Victory Conditions without making reference to the Geopolitical goals of the nations: Why were they fighting? This put you, as theater commander, in appropriate relation to the overall strategy of your government.
Since that time I have always looked at the reasons both sides had for fighting, and to define them, if I could, in terms of the Victory Conditions.
This 1809 game is much more in traditional terms (i.e., how many men lost). Of course, the cost of a victory has everything to do with the consequences of the campaign. I have defined victory in terms of absolute SPs lost by the Austrians, the ratio of losses vs. the French, baggage lost and Corps Demoralized. In addition, Supply Sources are important.
Ratisbon was of major significance but is not mentioned in the victory conditions.
Thus, the first change and most important: The Austrian Player (only) receives one VP for each Danube bridge controlled (a maximum of five).
20.15 now looks so (*_Shows inserted text_*):
20.15 Control: Each Player receives one point for each Friendly Supply Source not controlled by the Enemy at the end of the scenario. *_In addition, the Austrian Player (only) receives one VP for each Danube bridge controlled (a maximum of five possible VPs)._* To be considered in control of one of these hexes, a friendly Combat Unit must physically occupy the hex, or be the last Combat Unit to have occupied or moved through it. (If the Enemy controls it, place a Control Marker in the hex.) If the occupying unit is Out of Supply at the moment it enters or moves through the hex, the hex is not controlled.
The other changes involve the Bavarians. Strategically, Bavaria was attacked in hopes of raising all Germany in revolt. Davout was worried about the Bavarians and early on he thought Wrede had betrayed them.
2. The Austrian Player gains 2 VPs if the Bavarian VII Corps is demoralized
Change- add to the exception at 20.13
EXCEPTION: The Austrian Player receives 5VPs if Davout‘s III Corps is demoralized, *_and 2 VPs if VII Corps is demoralized,_* at the end of play.
3. Demoralized Bavarian units reorganize differently ...
Change- Add exception at end 12.24-
EXCEPTION: Bavarian demoralized units must pass an Initiative check (e.g., Pr. Royal and Deroy must roll "1" or "2.")
4. Since we are giving more opportunities for the Austrians to get VPs, we will have to adjust the Ratio of Points (win column) slightly in the French favor