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Post by chillatbmth on Jul 7, 2015 22:18:40 GMT
@hal recommended taking a look so £6 for the pdf and I have several nights bed time reading to get though. More details hereHopefully one of us can post more below but we've agreed to keep bases 60 x 30 and its 2 bases to a battalion, after all, if we all do the same what's the difference
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Post by chillatbmth on Aug 4, 2015 22:38:28 GMT
I've done it -- I have finished reading March Attack and not only does it make War and Peace seem to be a novella the rules appear to be straight forward.
All the gripes we had with other rules seem to be addressed.
Each Battalion / combat formation has a CV (combat value) which is based on quality of troop and number of men. Like Principles of War that CV reduces as the unit takes hits, when CV = 0 there gone.
These battalions etc. are grouped into divisions which are part of a corps and for our games a player having a corps (or maybe just a division) seems to make a lot of sense. Each battalion / unit is 2 bases and how arranged tells you if in line, column or square.
As long as we all use the same bases then there is no issue.
Skirmish firing is rather elegant and allows for different values for different types of infantry and national doctrines. It is not over powered and provides for a little softening up of the enemy.
Towns are not the death traps as in Morale Napoleon and it makes sense to have a garrison in them. Hand to hand is bloody by the authors intention to replicate the battles of history.
Artillery does what it says and anyone can have a grand battery if you have the guns to spare but you may rather keep them supporting your divisions and corps.
weapons have ranges [muskets 3"] and artillery [18 - 30" depending of size] balls can bounce though, so a unit [friend or foe] behind could also get hurt. Shooting can be split or combined against possible targets.
yes infantry can fire at those charging them before the charge does / does not go in. Note it is also possible that the support firing at your charge target can be so successful that either you pull up or carry on into the next possible target.
Individual battalions / units never test morale - only the bigger formation [most likely a division] that they belong to and this can only be done once a turn.
You can rally troops and even merge two weakened units together.
There are the now usual two types on move -- Strategic or tactical (when within 9" of enemy). Which is covered in the 12 phases of each turn : the 4 strategic can be done together then the active player does his 4 tactical phases then players swap with the inactive becoming the active player.
Orders are required to be written for the divisions not each battalion.
There are plenty of rules on how terrain works in the game.
There are risks to generals.
Weather, time of day and forced marches are covered.
I hope that they is here plenty to whet your appetites but there are a couple of things against Monday nights for casual games.
Each game turn is 20 minutes so a big battle could take 36 turns or if you like 432 +/- 12 phases
All the CV loses will need recording somehow, paperwork or dice / markers on the battlefield.
The example of a battles (page 73 - 76) requires a 6 x 4 table where your advancing along the 6' edge, fighting length ways
The battles and forces are best agreed before hand [or driven by a campaign]. Orbats are best prepared in advance and the troops sorted out ready to be deployed. If the map of the table is also drawn up in advance it can be quick to set up.
So B I G tables could be the order of the day, if you have an all-dayer to fight it out.
Still plenty to like so who wishes to give this a bash in September? I propose that we refight the extended example from the book - so it could be a push around but doing our own dice rolls.
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Post by comstar on Aug 4, 2015 23:03:23 GMT
Free on the 14th September for a try out
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