Infantry Fleeing

So far I’ve used the quick march rate as a fleeing distance for infantry, but I want something a little more scientific rather than just plucking a figure out of the air. Therefore I have been researching across various websites to try and find an average running speed for humans. So where better to goContinue reading “Infantry Fleeing”

Small Game Test 2 – Video

As promised I’ve uploaded a video of the small game test I carried out over the weekend. One disclaimer, is that I got many of my own rules wrong along the way! Such as fleeing distances and limbering/unlimbering artillery. Just goes to show even the rules writers can’t know all their own rules….. Let meContinue reading “Small Game Test 2 – Video”

Game Revisions

Following the second game test (which I will post a link to later today or tomorrow), I’m making some slight adjustments so that the game flows slightly better. SHOOTING The first revision is to change the hitting at short range for all weapons from 5+ to 4+, this should allow firefights at short range toContinue reading “Game Revisions”

Faction Focus: Portugal

HISTORY 1801 – War of the Oranges In 1800, First Consul Bonaparte and his ally, the Spanish prime-minister and Generalissimo Manuel de Godoy, ultimately demanded Portugal, the last British ally on the continent, to break her alliance with Britain. Portugal refused to cede, and, in April 1801, French troops arrived in the country. They wereContinue reading “Faction Focus: Portugal”

Revision to Artillery

Artillery had previous been using a firing dice for each weapon on the base and these were imply using a 6+ to hit at long range and a 5+ to hit at short range. However after the blood bath of the first test game I’m having to revise this to make artillery less powerful. ThereforeContinue reading “Revision to Artillery”

Full Game Test 1 – Feedback and Game Adjustments

I performed the first full game test last night between two evenly sided forces. Both armies had the following strengths; 6,400 Infantry split across three Brigades 200 Cavalry (1 Squadron each) 6 Guns (6 Pounder foot artillery on 1 base) 1 Commander in Chief This game provided tonnes of feedback for the first version ofContinue reading “Full Game Test 1 – Feedback and Game Adjustments”

Terrain

The focus of this article will be terrain that will also provide added benefits/problems to those units who are inside or passing through them. I will break this down into the different terrain types starting with rough. ROUGH Gentle Hill A gentle hill will inhibit the movement of troops up or down it as shownContinue reading “Terrain”

Movement Part II

This is a very quick post to explain how I would expect various aspects of unit movement and facings to work inside the game as well as a units Zone of Control (ZC) in more detail.

Capturing Enemy Colours

Regimental colours are the focus of pride in any regiment, they often carry the regiment’s battle honours, and in the days when the flag was carried into battle it acted as a rallying point and a statement of where the command post was, something which could be seen above the mess of battle. Losing aContinue reading “Capturing Enemy Colours”