I set up with my 3rd corps v. Alvesleben 12" into the northern edge of the table with the hamlet of "Fiesingen", were as Angus defended the road around Metz and "Stagnantville" with his French corps. To be fair, I outnumbered him to begin with. Progress was slow as we changed inches into centimeter. But my Krupp guns opened up and were hacking breaches in his little maginot line right from the start...
The Krupps out ranged the Frenchies just by 4, which is a bit of a joke, but then the chassepot and needlegun distance wasn't so far away either. We didn't play the large unit rule and didn't invent something for "pinned down" ... so it was all about getting the basic rules into our heads and the flow going.
As half Prussian, I did what was expected, I shot him off the table, as Angus as usual refused to move or attack. Hence he lost first his artillery and then the mitrailleuses. Then the time out (10pm club ends) prevented further massacre on the French side. It was an easy win.
Resumee: I especially liked the idea that the command can flow/replace "hitpoints" to units struck hard by attrition. For the FPW it certainly needs a bit tweaks, but its simple and fast, I can only recommend. The Krupps need just a little bit more range the chassepots a bit more to the needle guns, the Prussians need some extra officers and the artillery needs maybe ammo supply carts. In short – If both players would be able to either temporarily or locally off set their initial handicaps (i.e. the French command was shit, but if the French player could concentrate his dice one one flank for example...) this could be a great game .... five out of five.
For Angus‘ extensive report on the French demise follow the link:
Following some impressions de la guerre, see below...