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PostPosted: Sun Aug 07, 2016 5:25 pm 
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a good idea those 388 turn. Unfortunately a very bad design for an historical point of view.
the french are easily trapped behind Sambre River until 5pm.
Historically fighting start around 6am but the scenario start at 10h30.
all in one the french loose 3 hour at least if it's not all the day in Charleroi with heavy fighting.
Nearly an impossible scenario for the french


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PostPosted: Mon Aug 08, 2016 9:37 am 
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How many turns into the scenario have you gotten? In my experience (playing it twice since is was released more than a decade ago-once a long time ago, once earlier this year), is that once the French are over the river, they move much faster than history.

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PostPosted: Mon Aug 08, 2016 11:03 am 
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My critic is based on a historical point of view.
So far I have only play until 3pm turn but enough to see how costly is the first day and how is far away from history
I'm more interesting by studying history than just playing, that why I'm so disappointed.


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PostPosted: Mon Aug 08, 2016 11:40 am 
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I understand. The games I play tend to also be the same as the books I am reading.

To me, the largest historical flaw with Waterloo is the pike movement rate. Once you are over the river the action will take place a day or two earlier than history.

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PostPosted: Mon Aug 08, 2016 2:28 pm 
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movement rate depend of orders and how they are dispatch.
Something not handling by tillers games.

to handle that you need an activation rule.


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PostPosted: Mon Aug 08, 2016 3:45 pm 
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Location: Bouches-de-l’Elbe
I guess it may already help if movement rates like those in the later Napi series would be used.

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