# Proposed Changes

MEASUREMENT CHANGES

To make things more universally acceptable I’m considering changing the units of measurement from centimetres to inches. This will allow those across the Pond to more easily use the rules.

MOVEMENT

First up movement, let’s recap out movement distances for units:

These paces are per minute and in the number of paces per minute. So scaled to 1:5300 over a ten minute period we have:

What we need to do now is convert these into inches by dividing the values by 2.54, giving us:

These give us a distance of roughly 6 inches (apart from those Austrians) of movement per turn. However, this brings up an issue with our actions, 6 is not easily divisible by 5, only by 1,2 or 3 so that limits the number of actions we can take each turn.

But before we go further lets look at cavalry movement at well. Below is our original calculations for 10 minutes of movement for Cavalry.

Let’s convert that full movement into inches like we did with the infantry:

You’ll note that I’ve placed N/A next to the Cavalry movement ranges for Gallop. I’m considering removing this pace as it covers too much ground for the cavalry and doesn’t allow Infantry time in which to react. The two paces would be changed to Ordinary and Quick, much like the Infantry.

In the case above we have the same problem where the figures aren’t easily divisible by 5, they can be divided into 4,2 or 1. So at the moment we can divide the infantry and cavalry rates easily by 2 or 1. Perhaps we should up the turn time to 15 minutes, what effect would that have on the distances?

Resulting in movement of 9″, only divisible by 1 or 3. As for cavalry:

These distances are once again too long and would not allow infantry to react in time. So we’ll have to come up with some sort of compromise.

My first thoughts are for infantry to move 6 inches at a slow pace and 9″ at quick pace, these would be divisible by 3 resulting in 3 actions/reactions per turn. This does have the added benefit of reducing the number of actions that players carry out for each unit and thus speeding up the process.

I’d also change cavalry so that their slow pace is 6″ and their quick pace is 12″, once again all divisible by 3.

Another option is to change infantry movement to 5″ and quick pace to 10″, while Cavalry gets changed to 10″ and 15″ with the possibility of a charge move for light cavalry at 20″.

Musketry ranges would be slightly increased to allow shooting on reactions still to 2″ at effective and 4″ for long range.

Either way., I’d love to know all your opinions (especially those from North America!). I’ve included a poll below:

# Skirmishers Part II

As an adjustment to the skirmisher rules we already have in place I wanted to firm up their role and what the can do in battle.

THEIR ROLE

A lot of units had trained soldiers to skirmishz but not all could fight effectively in this fashion.

Then British and the French in particular trained specialist companies of their line and light regiments to fight as Skirmishers which could be deployed in this fashion during the battle to cover their battalions advance. They would march ahead and aim for the officers in the opposing forces.

TARGETING SKIRMISHERS

Battalions would not usually waste ammunition on firing at Skirmishers as they were so spread out you were unlikely to hit many. Therefore Battalions are only able to fire on Skirmishers if there are no other targets within 4cm of their base.

Therefore if both sides have Skirmishers deployed they must target each other before they can proceed to fire on the enemy battalions.

When Skirmishers shoot and hit the enemy, they cause 2 morale damage and no strength damage. This is to represent the skirmishers trying to eliminate the upward chain of command and cause disorder.

TRUE LIGHT INFANTRY

Some battalions are able to fight more effectively as Skirmishers, such as Rifle regiments, Grenzers and Jaegers. As such these units will be developed over time to show this. Possibly with a higher starting morale or ‘ready’ roll.

For more information on true light infantry please see this fantastic video on YouTube by Napoleonic Wargaming which explains light infantry much better than I ever could.

Make a Donation

A donation of any size to Clausewitz will help this become a reality! All money received will be used to improve the website and for future publication.

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# Reddit Community Open and New Videos

Rather than bombarding the r/wargaming and r/tabletopgamedesign communities on Reddit with constant updates, I’ll post links to all the new articles and videos on this community as well as my twitter feed.

The Reddit community is r/ClausewitzWargame

I’ve also carried out some further testing using Battle Chronicler and have posted these to YouTube:

Interestingly in the last video, I think that if Red had formed a line of 3 Battalions, they could have used all 13 dice and thus fair slightly better than they did! Which shows possibly that the brigade formations as well as battalion formations may yet work!

# Quick Reference Sheet Now Available

I’re recently changed the page “Clausewitz War Game” to now include the downloadable file for the current set of rules.

I will try and update these weekly as I go forward, so that they are the most recent version. However, if there is a delay please bear with me.

# Revision to Artillery

Following some testing over the weekend, I’ve decided that Artillery will be deployed on their own outside of any Brigades.

This has mainly been due that Artillery will often be remaining in one static position if deployed defensively, if deployed on offence where any artillery are attached to a Brigade, the artillery would often advance before it’s parent unit, deploy, and then fire while the Brigade catches up.

This would mean for the majority of a game, players would be detaching their artillery most of the time. For these reasons and to save time and for more historical sense, I’ve decided to split these away from Brigades.

Because of this any artillery bases are deployed on their own and always have a morale of 7.

As artillery were often firing from the outset of battle, I’ve also revised orders for these units. Each artillery unit deployed at the beginning of the game will have an objective to hold or attack as if it has already been given an order. Therefore these units are all active from the start and can have their representing dice added to the draw bag for each turn.

Donation

Any small donations to Clausewitz will enable this set of rules to become a reality.

£1.00

# The Battle of Talavera – Allied Forces Replication

As a test for how many Brigades an army could place on the battlefield, I conducted a test where I’ve replicated the Order of Battle for the forces at the Battle of Talavera. This is for the British and Spanish forces only.

For the order of battle I’ve used Charles Oman’s figures given from his book A History of the Peninsular War Volume I. & A History of the Peninsular War Volume II.

The total forces you see below amount to 28,000 Spanish Infantry, 6,000 Spanish Cavalry and Spanish Artillery at 800 men and 36 guns, with the British at 20,700 British Infantry, 3,180 British Cavalry and British Artillery at 1,010 men and 30 guns.

A total force of roughly: 57,000 men

If we also add the French forces of 46,000 to this we come to a combined battle field total of 103,000 men.

The British and Spanish forces look fairly spaced but we also have to look at their historical deployment to see if this can be achieved.

This may be achievable, but considering the depths of some of our units we may struggle a little. But we do have to remembers that some units were held in reserve further away from the main battle and so wouldn’t appear on our main area at first.

So the next task will be to replicate the French forces and see if both forces can be deployed on a table top in their historical locations.

SOURCE

Wikipedia – Battle of Talavera Order of Battle