Roy K. Bartoo - 10:23pm Nov 29, 2001 PST (#765 of 766) Played Lille, keep in mind these comments are based on one (1) solo playthrough, and with a cold as well, so apply salt grains as needed. 1. The rules are a bit too terse, there are a number of rules which are a bit unclear as to how they are intended to work. I got my copy second-hand, and it has what are claimed to be "prepublication errata" taped/written in, but perhaps there was other later errata? 2. It seems as though the game should start two turns later than it does, because the first thing the Allies (Marlborough, Eugen et al) are required to do is build a lateral trench line, which will take nearly all of their trench-building resources for the first two turns. the French could plink at it, but the range is so great that even with the French artillery leader the odds are low, so why bother? 3. The French ability to Sortie really causes the Allies problems - especially during the turn that Vendome is demonstrating and distracting the Allies. 4. It seems as if the Allies really need to push trenches and saps forward until just over 200 yards from the nearest Bastion Position. Get several saps ready at that distance, then in one turn build them to within 200 yards (100 if you can manage it) of the defenses. As soon as any Allied siegeworks get within 200 yards, the French artillery general begins to shred them. But if you threaten enough places at once, he cannot be everywhere. 5. For the French, ignore the parallels - if the rosbifs and their running-dog lackey Dutch and German allies want to assault the full-strength bastions, the least you can do is hand them the rope. Concentrate your siege artillery fire on the Gun Galleries, because as soon as the Allies get a gun gallery with a gun within 300 yards, they'll simply demolish your Bastions. A single Siege artillery unit can fire as many rounds of ammo as it feels like spending, so it can really ruin your lovely Bastions. 6. Melee combat is not a pleasant thing, especially for the attacker. Avoid it if at all possible. Stretch the defenders by breaching and pulverising two or more widely separated areas of the defence - the French don't have enough troops (especially after probably losing everyone in the forward positions to the Allied artillery) to cover everything. Grab unoccupied Bastion positions (note that you get to enter them before the French Field Batteries can make mincemeat of your troops) and sit tight until the end of the assault period. If you hold a Bastion position at the end of the Assault Period, it becomes part of your lines - you can then set up siege artillery at point-blank range and really pound the French. Interesting game - slow starting, as for the first 5 turns or so the only combat comes with French Sorties. But when the siegeworks get close to the defenses, all the carefully hoarded ammunition gets spent in a desperate attempt to delay the assault yet another turn.