Jan 10, 2015

Maurice AAR on the Schultze-Böhnstadt blog

This time with a bit more narrative.

Maurice is, it seems, easy to learn and hard to master - or am I being a bad player/umpire? I have fought against three opponents and my 'score' (if such a thing exists in friendly games, being strictly abstract from the 'fun' score, which, on every occasion, was 10/10) is one tactical victory, one draw and one strategic victory. On two occasions I sent the 'boot camp rules' well before the battle to my opponents, but it is less evident compared to actually playing the game. Because of this I gave constant advice during play, but there are a few rookie mistakes that my enemies made:

- Pressing forward with cavalry
- Moving cavalry to the back of beyond (out of proper command reach)
These are cavalry related - I myself am a very careful cavalry commander but in each battle used them with devastating effect - having the <move/charge with enemy unit> cards in every battle, though, helped me a great deal. Infantry fights the battle and cavalry wins it - that's the good old Böhnstadter way. There is a marginal chance that you will have the <move any unit on the table> card and will be able to tread some units down from behind, but holding back and waiting for the right moment is an easier way to glory.

- Focusing too much on artillery altogether
Artillery needs to be very lucky to score enough long range hits, even with a Notable added, to deal enough damage that a unit can't simply shake off, and while a little more mobile than infantry, bringing them to combat as a sort of regimental gun has great risks for them as they are very easy to destroy (there were no attempts to do this in our games so far). I could increase the number of cannons to 5 per side (as it takes 5 hits to 'kill' a unit).

- Hesitating too much and too early in the game what to 'spend' cards on
After the first game's consequences had been learnt of, on the second and third I advised my opponents to be more careless during the march too meet the enemy - there's a good chance that the best cards will turn up again during the clash.

- Not grouping troops
Units must be massed to support each other and be commanded effectively. My massed cavalry attacks support this notion. It can be a hindrance, for example when a unit rears through another as a result of a charge, but the disatvantages of having placed some units here and there dotted on the battlefield outweigh this very, very much.


  1. I've never played Maurice, but I'd like to give it a go one day.

    1. Just keep this post in mind and you'll be the winner :)

  2. Andras, it is great that you're helping the transition. You're right, it has some very distinct rules for "friction." I like these rules very much, especially "Thats not on the map."

    1. It sort of gives a period feel and limits command, the whole idea about moving one group at a time allows for strategic thinking. That card's always played against me!

  3. Having checked the Lite rules, I am becoming more and more convinced that I should give these rules a try, as you advised. :)