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Marlborough's Battles: Ramillies And Malplaquet box art

Marlborough's Battles: Ramillies And Malplaquet

Players

2

Time

?-?

Age

12+

Weight

2.89

Rating

6.12

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 4.2

More strategic control

Table feel

The game has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies and turns. However, there is limited emphasis on cooperation in the game.

Replay value

Marlborough's Battles: Ramillies and Malplaquet has a high replayability score due to its high variability gameboard, the availability of expansions, deep strategic possibilities, and good scalability. The game offers different experiences each time it is played, allowing players to discover new tactics and strategies. The player interaction score is average, and the game adapts well to different player counts. While it may take some time to learn, it offers a rewarding and engaging experience.

Luck profile

The final luck score for Marlborough's Battles: Ramillies and Malplaquet is 8.33 out of 10, indicating a low influence of luck. The game has minimal reliance on random elements, with player decisions and strategy playing a significant role in determining the outcome. Strategic mitigation is highly possible, allowing players to effectively mitigate the effects of randomness. Overall, the game is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

Originally published in Strategy & Tactics magazine #256 (May/Jun 2009). Marlborough’s Battles: Ramillies and Malplaquet is a wargame of intermediate complexity, designed by Richard H. Berg, covering two of the Duke’s great victories in the War of the Spanish Succession: Ramillies, a massive cavalry clash, and Malplaquet, a hue infantry battle. The period in which Marlborough fought was a transition between the musket-and-pike era and the more fluid, if still massed, tactics that emerged with Frederick the Great. The key transitional mechanic was the invention of the socket bayonet, which allowed gun-armed infantry to use their weapon for shock as well as fire combat. The battles fought in the War of the Spanish Succession were the first major engagements in which that innovation was used, and the commanders hadn’t yet learned to appreciate its value. Warfare in that era was therefore mostly still formalized, rigid and stolid. The map scale is 225 yards per hex. Each double-length infantry unit is composed of, on an average, four battalions and contains about 2,000 to 3,000 tightly packed men. The square infantry counters (for use in Malplaquet) each represent about half that number. Cavalry units each contain about five or six squadrons, about 600 mounted men. Artillery units each represent 12 to 18 guns. There is no per-turn time scale, as there are no distinct game turns. The game simply starts and then keeps going until one player wins. To accomplish that the system uses a “continuation activation” mechanic.

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Editions

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Credits

Designers

2
Richard H. Berg Ty Bomba

Artists

2
Nicolás Eskubi Joe Youst

Publishers

1
Decision Games (I)

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