Many thanks to those who have contacted over email, Discord, WhatsApp and Reddit to give their feedback on the latest rules. I was really pleased to have my rules read by so man people, so thank you!
I’ve written the comments that were given to me below along with my responses for each.
Diagrams would be helpful
Yes, I completely agree. However I want the diagrams to look professional so there will take me some time to introduce. That being said, the latest version will have the first few diagrams included.
There are 30 turns to a game of Clausewitz, this represents 5 hours of battle. Players may wish to add more turns if they’re refiguring a historic engagement, refighting was meant I suppose?
Yes, this has now been corrected on version 0.3
A glossary with technical definitions technical terms/language, with little interchangeability would be helpful.
I hadn’t thought of this, but I will include this on future versions.
Quick Reference Sheet table with most commonly used distance ranges etc all collated on a single page.
Agreed, although not included yet, I’m hoping version 4 will have this included. That said, I have now included a table under the movement section for all units and terrain types they may enter.
We used the drawn chips from the bag to “mark” activated units as they came out, made tracking easier.
This is exactly as I imagined the phase to work, similar to Bolt Action.
Resolving CC is not clear in the current rules
I’ve hopefully included a more detailed melee process under the melee section of the rules.
Entering the Zone of Control (ZoC) of multiple units, a “hold” test for each could get quite involved with mounting rolls per single turn.
I’ve written a sentence stating that only one morale test or hold test needs to be taken regardless of how many enemy units are inside the ZoC. And the same for holding fire.
The same for morale rolls, having multiple units all have to roll morale on every action of one of them meant a lot of rolls, almost guaranteeing one or all failing at some point. Morale becomes problematic when a lot of enemies and friendlies are in close quarters, sheer weight of dice means even well-supported units will eventually fail even with good morale and no damage.
Columns being un-chargeable by Cavalry, there is no reason the be in square as it stands, confers no additional benefit above the column
Agreed! I’ve changed this so that Cavalry can now charge column formations, but the cavalry unit must make a morale test before doing so. On top of this, the Cavalry special rule is reduced by one for units in Column i.e., Cavalry (-2) becomes Cavalry (-1).
The difference between morale damage and damage is often not clear
I’ve retitled the section as receiving damage and morale damage. This may help, it may not. If not I’ll think about rewording this section.
Morale for single element brigades (lone battalion, lone artillery, single squadron) meant that operating while within ZoC is basically impossible. (single artillery unit will almost always retreat before getting to unload at effective range, single squadron of cavalry took three turns before making it into combat.) The game is supposed to be brigades, but the demo game was easier with smaller elements first (in addition, double battalion brigades were common, so the morale problems will probably affect those similarly and they will be soon more often than the single element brigades as they still fit in the intention of the rules).
Agreed! I think the only way around this is by giving each Brigade the same starting morale which can be affected by elite units. For example, all units begin with morale 5+ but adding an Imperial Guard unit may make this 3+
For the hold action, a command test is needed while a morale test is needed for all others. is this a mistake, or do you need to pass both? note the glossary and clear technical terms recommendation below
This should be morale test and not command test. I have now changed this thanks!
Any counter battery fire?
From what I understand this didn’t happen too often, that being said there’s nothing to stop players targeting enemy batteries with their own.
What is the penalty for being caught in skirmish order?
I’ve removed Skirmish formations and included skirmish dice for each Brigade. A unit may grant the Brigade skirmish dice which that Brigade can fire at the weapons full range as though it were at effective range.
Attempting a charge, set distance to charge for inf/cav, simply walking into melee (forming square too easy if cavalry have to walk into combat)
I’ve re-included the charge action for cavalry and its affects in the special rules section. I’ll consider some more on the charge ranges of Infantry.
Wheeling while within ZoC, for elite units with a test?
Wheeling is removed and has been replaced by the action About Face! for a cost of 1 action.
This is fairly complicated for what should be a simple subject. For example how to differentiate between Canister and Grape shot? I’m not dismissing this, I just want to replicate it in an easy to do but accurate fashion.
The way the strength etc is written, stats start at 0 and increase as brigade is “built”. does this hold true for morale, as in 8+ on 2d6, with 1st unit meaning 7+, 2 meaning 6+, etc until a maximum of 3+.
This is how I initially imagine it, but given the comments above on Morale, I’m going to change this to a set 5+ with only elite units adding to this.
Command test on every turn? 8+ means half of army wont move without intervention? we played without, as CP expenditure mechanics to improve command test not yet clear. in rules it says 8+ on D6… would mean without direct intervention a unit would never act.
Apologies this should read as 2D6. The thought behind this was that you would have to decide which units you would really want to act while risking the lower roll on the others. Towards the end of the game I was concerned that all units would be activated and would therefore slow the game down. However, I am happy to revisit this.
Does morale penalties from cav etc stack? if so, a stack of much beyond 2 or 3 would typically be enough to force even an infantry unit that started with a 3+ to fail at least once before 5 actions are done, making an well ordered undamaged unit rather easily breakable at the mere sight of 2 or 3 squadrons of heavy cav.
No, Cavalry penalties do not stack, the player must used the most influencing modifier on their morale test i.e., Cavalry (-2) trumps Cavalry (-1). I’ve written this down clearer in the special rules section.
Line of Sight?
I’ve cleared this up in the Firing section of the rules hopefully.
Is melee an action, i.e. do you fight until resolved if both sides stand, or do you spend actions like firing?
Melee is not an action and occurs immediately once base-to-base contact has been made.
Counter charge as a reaction?
This would be easy to implement, I imagine it would be one action cost which then advances your Brigade a march move with the enemy testing against their morale once the move has been completed.
Taking damage when breaking within firing/melee range missing.
Shooting/melee from flanks or the rear effects
I need to address this in the next update
Artillery limber/unlimber/ effect of artillery on the movement of a brigade, mixed brigade movement missing.
Now Included in the Brigades section
Recover morale action missing?
General rallying troops?
I will write this up in the section under movement.
Shouldn’t the different terrain types be placed up in the Terrain section rather than after Firing? And perhaps the Advanced Rules should be placed between firing and the unit types so that all the basics aren’t interrupted by them and to provide a good stopping place in the rules before the unit types.
This has been changed as suggested, thank you!
It says to see the section on ‘Other Miniature Scales’. But there isn’t one
Like a fool I forgot to include this, this has now been corrected.
Any listing of what die face represents what formation is missing from this version of the document
I’ve added this in to version 3. Thank you.
Page 3 & 4 has formations but Skirmish is not listed but on page 7 it’s listed under change formation. Is it no longer a formation and just a function of per 1000 men as an automatic action? Each formation has advantages and dis advantages, what are the skirmishers disadvantage? Does it weaken the rest of the formation because those men are missing or do they fire twice if you fire skirmish and fire? Does it no longer act as a screen from enemy units?
I’ve removed skirmish formations and as you’ve correctly assumed built them into the Brigade mechanics itself. I forgot to update the first few pages.
Skirmishing troops give the advantage of being able to use their skirmish dice at full range as though they were at effective. (Hitting on 4’s instead of 6’s). You’re right though, the rules should really suggest removing one combat dice to use a skirmish dice. This I hadn’t though of so thank you!
As I said, I was unsure of the skirmish mechanic and felt that it may slow the system down to much.
Nothing specifies dice type to use, as far as I can see I can use a D20 and pass 75% of my rolls.
Again I’m a fool and forgot to specify, this is now included at the beginning.
There are no step-by-step instructions.
I’ve tried to include these under “The Turn” section, however I’m willing to admit this may need a lot more work.
How many units should I have? Is there a standardised way of tracking their stats and sharing information with my opponent?
Game size can vary depending on what type of battle you’re trying to fight, i.e. historic or matched play. If playing matched play I would assume that each player would be commanding a Corp each of roughly 4-5 Divisions with 2-5 Brigade a Division. The opponent should be able to see the number of firing dice each unit possess as well as the morale of that unit, these can be easily represented by using dice markers on each base. But I do hope to include some simple fog of war mechanics at some stage.
How close do I place my units together?
There must be no less than 1cm between each Brigade while units inside a Brigade must be in base-to-base contact with each other.
How do I track which ADC goes to which unit?
ADC’s are represented by figures on small round bases with an objective marker numbered between 1 and 6. Once activated these ADC’s stay with their activated unit.
Three die rolls needed to determine combat, Morale, Steady, Fire! is a little too much?
This could be something that could be condensed down to perhaps two die rolls, but would require a lot more play testing.