Learnings from the Friedland Scenario

The journey to discover the perfect set of rules and modular terrain setup continued with the Friedland scenario.


Having reverted back to the terrain cloth over the 3D modular EVA foam boards, I'm really happy with the change. The hex grid on the cloth is not visible to the untried eye, but is adequate to enable units to be properly located and moved on the table.
The game identified a few more tweaks to the rules as situations arose that had not been encountered in previous games.
1. One of the commands broke after 3 of its' units routed off the table. Potentially, the leader could have rolled a flag to remove a hit from himself, and stopped the route of the whole command. This wouldn't have been in the complete spirit of the intention of the rule. An adjustment to the rules has now been made so that hits incurred as a result of unit losses can't be removed.
2. The number of command points per leader doesn't feel right. I've now simplified this so that every leader gets 3 command points regardless of size of command or quality of leader. The quality of leader is now reflected in the number of command dice that can be rerolled. This means that better quality leaders have a lesser chance of rolling ineffective dice. It also means that leaders don't need a label indicating the number of command points they have.
3. The current beads used to track hits are too big and obvious. I'm now going to use a much smaller bead size. This has an additional benefit. The beads I'm using come in a pack of over 10 other colours. I'm going to use these other colours to label the various commands on each side by having 1 coloured bead on every unit's base pin. The red hit beads then get placed on top of this bead., which is now possible because the beads are smaller.

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