Category Archives: Playtesting

2nd Small Test Game

I’ve attached another video of a second small test game I carried out over the weekend, this time without any scenery and deployment phases just two lines of identical armies lined up opposite each other.

My concern after this test is that cavalry seem to be possibly overly powerful on that attack. One Brigade of two squadrons was able to put the entire Blue left in disarray. How accurate this is, i’m not sure…

Also there is till work to be done on firming up the broken rules.

I’d love to hear everyones throughts.


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 me know your thoughts on the video. I have plans to replicate a small historic battle next, once I do I will also share that via the website.


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.


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 to potentially cause on average one damage every six dice.


I’m also going to add charge and counter charges as an action and reaction respectively.

This is to take into account that many units would often charge at an approaching enemy to break them up and remove the threat.

I’m going to set charge distances as the ‘Quick’ pace for infantry (3 cm) and cavalry (8 cm) and these can only be performed once the enemy unit is within range to do so.


I’ve not yet set conditions for mounted troops and fleeing so I’m going to implement the following rules:

  • A failed morale test of 1-2 will result in the the cavalry unit withdrawing 4 cm while facing the enemy. They will also suffer 1 damage if within 4 cm of an enemy unit armed with muskets or D3 if within 2cm.
  • A failure of 3+ will result in the cavalry unit being ‘Broken’ and fleeing 8 cm. They will also suffer 1 damage if within 4 cm of an enemy unit armed with muskets or D3 if within 2cm.


A unit which successfully makes a flank or rear attack will have an additional -1 or -2 to all its combat roll results respectively. This will mean that a unit fighting foot will need 3+ (Flank) or 2+ (Rear). An infantry fighting cavalry will need 5+ (Flank) or 4+ (Rear).


Instead of making a ponderous wheel at the cost of many actions, the unit may, if not marching before or after, choose to use the ‘About Face’ action for 1 Action Point to face any direction. To do so the unit pivots on its front centre point.


Going forward no commander will start with any Awareness Points.


Broken units will be unable to rally if within 10 cm of the enemy. If an enemy approaches to with 10cm of the unit, that unit cannot make no reaction and will once more move it’s quick pace distance directly away from the enemy.


If a unit is completely surrounded by enemy units and is broken so that it can not make a flee move. That unit is removed from the table and considered to have surrendered to the enemy.

As a result I have updated the quick reference sheet on the Clausewitz Wargame page.

That’s it for now but as always I love to hear your thoughts and suggestions!


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 of the rules and shows where the improvement is needed.

The scouting phase and deployment phase went off without a hitch, with both forces having access to their own objectives from the start.

Red forces started on the attack first, sending a single brigade to take the blue objective, however this was repelled by strong Artillery fire once it got close.

Red Attack

Blue responded by also sending a single brigade to try and take reds objective, this was also repelled by artillery fire which score 6 hits in one turn (roughly 1,200 casualties on the current settings). The brigade broken and ran with red cavalry pursuing but never catching (due to the fleeing distance being more than the cavalry trot pace) to the board edge.

Blue Attack repulsed

Blue attempted to push the northern brigades away from its objective by sending it’s cavalry around to threaten the two red brigades. After some strong Artillery fire once more both red brigades broke and fled with cavalry pursuing.

Red Forces in Dissaray

After 10 turns, I felt that I had enough information at that point.


No objectives had changed hands so the game was a tactical tie.

Blue had inflicted 16 damage and red 11 meaning losses were roughly 3,200 and 2,200 respectively. Far too high! All of these casualties were caused by Artillery.


  • Artillery is far too strong, it needs to be weakened. I’m going to change the artillery fire to either 5 actions for a round of shooting or 1 firing dice per battery per action. This should minimise casualties on a unit to 200 (current strength settings) per turn.
  • Infantry flee far too quickly. I’m going to change the rate of their fleeing to 5 cm instead of 10 cm.
  • Strength still feels wrong, I’m debating whether to change this back to 1:100 (strength to men ratio) with casualties at a ratio of 1:50 (per damage). This may fix this issue but will mean strength may have to be represented by two dice per base instead of one. Another option would be to show Firing Dice on a units base, and if a unit suffers two hits in one round their firing dice are reduced by 1.