For this test scenario we have two brigades on each side.
For the ‘Red’ side:
- Brigade 1, made up of four battalion totalling 4,000 men.
- Brigade 2, made up of three battalions with 2,800 men in total.
for the ‘Blue’ side:
- Brigade 1, made up of four battalions totalling 3,200 men.
- Brigade 2, made up of four battalions totalling 3,200 men.
We are in the blue players turn, and neither his or his opponents units have yet fired their weapons. All red units are deployed in line formation and all blue units are currently in column formation.
The player choose to activate Brigade 1 (Blue B1) and use 5 actions to take them to just inside 4cm (3.3cm away) of the enemy 1st Brigade (Red 1B):
During the blue players last 3 actions of his movement, the red player chose not to react each time (their only reactions available at this point being withdraw 2cm or change formation).
On his last move, the red player has one final reaction ,in which he can now add fire. However he chooses to hold his fire, hoping to use the +1 to ‘Steady’ modifier for ‘Keep Your Powder Dry” at close range next turn. To do so he has to take a morale test on 2D6 against his morale of 8:
The red player fails, and the nervous men in the Brigade give fire early, with the rest of the line in the Brigade following suit. He has two battalions at the front of his formation in ‘Line Formation’, the Brigade has 4,000 strength, however only the front battalions can fire which is half of the Brigade. Therefore he uses (4,000/2) = 2,000 / 200 = 10 Firing Dice, ‘Steady’ usually requires a roll of 5+, however as this is the first time this brigade has fired he can add +1 to his rolls meaning rolls of 4 or more are successes:
He scores 5 successes, completely average. Next he rolls these successes as his ‘Fire!” dice, the enemy is at long range, and he therefore requires 6+ to hit, no modifiers are available at long range:
He manages to make one hit on the enemy formation at long range. The enemy now suffer 1 Damage (50 men) and -1 to their morale:
As the blue side has now received fire on Brigade 1, that unit will have to pass a morale test to remain where it is. A failure of 1-2 more than 7 would result in a move equivalent to an action backwards, while suffering D3 damage. A failure of more than 2 would see the unit make a disorderly withdrawal while suffering D6 damage:
The Blue player rolls a 9 which is 2 more than their current morale of 7 for Brigade 1, Brigade 1 now withdraws 2cm, while suffering D3 damage:
The Blue player rolls a 3 which on a D3 is equivalent to 2 damage, the Blue player now withdraws his unit 2cm:
Here we can see that the Blue player has now retired his 1st Brigade 2cm, and has accounted for the two damage by reducing his strength by a further 100 men, and his morale by 2 bringing it to 5.
On his next turn he can choose to use 3 actions before moving to restore his morale to 8, and then advance and fire or advance and advance on the Red Brigade.
Or he may decide its a fool errand and withdraw his Brigade and bring another stronger unit in to take the position.
GAME SCENARIO RESULTS
The Blue attack was repelled in this instance and (for fun) during the time of 11:50am and 12:00pm he has lost 150 men.
WHAT DO YOU THINK?
This is my first play test of one small part of the game but my conclusions are as follows:
- The Reactions allow a little more realism into the game, instead of waiting for his turn a player can choose to react to anything within 10cm of his unit.
- Too many dice rolls? The Red player had to roll 2 dice for leadership to hold their fire, then their steady dice followed by the fire dice. Meaning red player rolled a total of 17 Dice for the Action. While the Blue player rolled, 3 dice for his leader ship and damage.
- Time taken for this one action was well under 30 seconds for the red player, and less than 10 seconds for the blue player.
- I believe I need to implement a hold test for the unit being approached (in this case Brigade 1), perhaps a morale test each time blue player moves closer?
- Maybe also try an option where morale is set slightly higher (10?). Depends on how long you want the unit to hold for.
EDIT – FURTHER TESTING
I’ve tested having the units with morale 8, and testing to make an action once inside 10cm, it resulted in 4 turns of moving forward and backwards with very little gain and no firefight. Will do a follow up test on a morale score of 10.
That’s it for now, but feel free to try this out yourself and let me know the results of what you find and how long it takes you. Please also try the morale tests once a unit has an enemy approach it. Let me know what you think!
CREDIT WHERE ITS DUE:
The battlefield and units were created using www.battlechronicler.com
The 3D dice rolling was from Teal 3D Dice Roller