Wednesday, November 19, 2025
Battle of Albuera, 1811- General d'Armee AAR
Wednesday, April 2, 2025
Return to Osma - General d'Armee AAR
Wednesday, May 22, 2024
The Wizard of Osma - General d'Armee AAR
Steve's advance had brought him into range of my recovered guns, allowing me to rout one of his battalions. Ted's troops had formed a solid wall and were exchanging fire with the British.
We reached the end of 10 turns with two badly mauled British brigades. The French had taken casualties as well, but came out of the fight better off and were still in control of the town. This gave them an non-historic victory.
Apparently it's quite a tough scenario for the British to win. While they have the numbers, the British have a good distance to cover. Even a single British brigade becoming hesitant during the advance (especially a flank brigade that restricts the placement of another flanking brigade!) helps the French.
I appreciated Ted, Chip, and Steve helping me learn the new version of the rules. My first impression is that I like them! Fire combat (skirmish, volley, and artillery) seems much deadlier. Modifiers for fire combat have been drastically reduced; instead of needing to balance negative and positive modifiers on both hands, negative modifiers just reduced the effectiveness of your fire chart and positive modifiers give you extra casualty dice (which have been standardized across the board to 4+ effectiveness).
I also really like the C-in-C Commands and Ammo Caissons. An issue of the previous version was the feeling of never having enough ADCs to do anything but make sure your brigades wouldn't go hesitant. With Ammo Caissons able to affect your artillery and C-in-C Command giving you that pivotal extra boost, the lack of ADCs at critical moments can be circumvented.
I think this has reinvigorated my interest in my Napoleonics project, which was sorely needed. And I always appreciate gaming with Ted, Chip, and Steve.
Wednesday, February 7, 2024
Paint the Town Red - General d'Armee AAR
We decided the call the game there, with a minor French victory. Technically the Russians still had three fresh brigades (one on-table Grenadier brigade, and two off table brigades), but any newly launched attack would do so into the face of a relatively fresh and well position French position.
Despite the poor showing by the Russians, it was still fun! General d'Armee always makes for a good game. I'm looking forward to seeing what changes in the second edition (which should be releasing in a month or so from the time of writing).
Wednesday, August 31, 2022
Double Time!, Part 2 - General d'Armee AAR
The game ened with two French retreats. Près John's charge against the defending Guards battalion failed, and Steve brought his Highlanders down from the hill to hit one of my infantry battalions that was in poor form.

















































