Wagram 1809: Formation Command #1 (2025)
Tempo di Gioco: 0
Età Min.: 0
Giocatori: 1 - 2
Editore: VUCA Simulations
Designer: Geoff Noble
Artisti: Patrick Gebhardt
Meccaniche: Chit-Pull System, Hexagon Grid, Dice Rolling
Età Min.: 0
Giocatori: 1 - 2
Editore: VUCA Simulations
Designer: Geoff Noble
Artisti: Patrick Gebhardt
Meccaniche: Chit-Pull System, Hexagon Grid, Dice Rolling
Mostra Descrizione Mostra Commenti Andamento Prezzi
Wagram 1809 is the first in a series of games designed to place an emphasis upon command at the individual formation level. Formations will be Corps in this game.
The Formation Command system requires both players to make a series of difficult battlefield decisions, usually with insufficient resources available.
This gets achieved through a unique Command system using Formation cards which will retain information about Cohesion (which affects Morale), Commands given and the readiness of Formations to fulfill actions required.
If the wrong Commands are issued at the start of the turn, the player will not be able to 'change course' during the turn, but will have to live with the consequences.
This will keep the map as clean and uncluttered as possible, because a lot of the action is going on ‘off board’. There will only be, at most, three counters per hex (excluding Leader)– maximum of 2 units plus a morale status marker.
The activation sequence of formations will be determined by a chit draw mechanic, although players are able to make choices about which exact formation to activate in most cases.
This, and the possibility for the passive player to conduct a range of five different reaction actions, lets both players be actively involved at all times.
—description from the publisher
The Formation Command system requires both players to make a series of difficult battlefield decisions, usually with insufficient resources available.
This gets achieved through a unique Command system using Formation cards which will retain information about Cohesion (which affects Morale), Commands given and the readiness of Formations to fulfill actions required.
If the wrong Commands are issued at the start of the turn, the player will not be able to 'change course' during the turn, but will have to live with the consequences.
This will keep the map as clean and uncluttered as possible, because a lot of the action is going on ‘off board’. There will only be, at most, three counters per hex (excluding Leader)– maximum of 2 units plus a morale status marker.
The activation sequence of formations will be determined by a chit draw mechanic, although players are able to make choices about which exact formation to activate in most cases.
This, and the possibility for the passive player to conduct a range of five different reaction actions, lets both players be actively involved at all times.
—description from the publisher
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Wagram 1809: Formation Command #1
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ag.gameitem.lastUpdated: 2025-07-07 03:51:48.734