Start of wargame
A completely different type of battlefield for the second game
The Russians are on the right, the French on the left
The Russians occupy a line of hill in front of the town of Kulmbach
The French guns can fire at any troops on the hills, providing they are within long range (12”)
However if the Russians are not lining the edge the French gunners require 5 or 6 with 1D6
The Russian CinC has taken command of infantry, cavalry and artillery from 5th corps
The French CinC does not have any brigades under command at the start of the game
End of wargame
The French have taken the northern hill and north half of pass
The Russians still hold south half of pass and have routed the French in the south
Blue stars indicate French brigades in rout, Green are Russian brigades in rout
The cavalry on both sides have taken a hammering
Only one French brigade (in the centre) and one Russian (at the bottom) remain
This is because the rules make it easy for cavalry to continue melee for two or three rounds
They usually continue until one sides has 30% casualties, which is an automatic rout
Brigades rout easier in these rules, but they also rally easier
So a retreating corps can often rally brigades and turn to fight again
To rally requires 3-6 with 1D6
A routed brigade with two casualties is minus 4
Having a commander and a formed brigade within 4” adds 2
The artillery did not play a significant role in this game
At long range (5-12”) they require 4-6 to hit cavalry, and 3-6 to hit infantry)
In this game they rolled a lot of low dice
I am particularly pleased with infantry v infantry combat
An infantry column can move up to 8”
If they wish to skirmish or volley fire it takes half a move
Skirmish range is 4”, musket volley range is 2”
An attacking infantry column must decide whether to skirmish, volley fire or melee
It will usually depend on their ability at each type of combat
Infantry brigades are A, B or C for skirmish, volley fire or morale (melee)
An A brigade gets plus 1, a C gets minus 1
A light infantry brigade would be B for morale, C for volley fire and A for skirmish]
They are most likely to skirmish and would need 3-6 for a hit.
Both games have been slower than usual as we have to learn the rules as we play
We usually only manage one move in half an hour, previously it would have been two moves.
Despite this we have been very pleased with the new rules
It may well be our age, but we find it much harder to remember new rules than we did 15 years ago!
I like your tabletop setup with the terrain tiles.
ReplyDeleteHi Peter
DeleteThanks for your comment
It works well with the campaign map as well. Each map square is also a wargames table square. It makes it easy to transfer from the map to the table and back again.
Thistlebarrow,
ReplyDeleteIt sounds as if you’ve pretty well cracked it and now have an even better set of rules for your future wargames.
All the best,
Bob
Hi Bob
DeleteThanks for your comment
I am very pleased with the new rules. They provide a much faster, and less predictable, wargame. They would probably not suit many wargamers, but work really well with regular opponents such as Jan and I. Using less dice also make it much easier to calculate the odds without refering to the written rules.
regards
Paul