Saturday, 13 February 2010

GAME

Some pictures from a game with British and Dutch facing French.
French skirmishers cover teh farm in face of Allied advance.
French columns rush to occupy the farm.


French seek to enter Bad Gugheim as Dutch defend.


Tuesday, 2 February 2010

COMBAT MECHANISM


Voltiguers annoy Horse Artillery

To use many card units requires concise rules. I am working on an idea I had years ago to do with the RISK dice combat mechanism.

In Napoleonic confrontations there seem to be a series of events as the two units confronted each other:
  1. Approach with intent to fight. As opposed to manoeuvre or skirmishing.
  2. If one side was less aggressive it would commence firing at a distance.
  3. Even under distant fire a column could deploy to line in order to press an attack home.
  4. After closing to reliable death-dealing distance volleys are exchanged.
  5. A short rush with the bayonet is then enought to set the enemy flying or lead to melee.
At each of these stages one side could be overawed or panicked and turn tail.

I rationalise these stages into 3:
  1. Approach to combat
  2. Musketry exchange
  3. Rush to contact and melee.
Mounted troops could technically also shoot but would tend to omit phase 2.

With this model on a ground scale of 1mm to the yard units can be halted at 100mm for the approach check, 50mm for the musketry exchange and contact for the melee.

So now to the dice...

Each unit uses an appropriate dice for its quality rating. d10 for Guard, 8 for vets, 6 for 'spirited' and 4 for 'dispirited' or irregular.

A column of Imperial Guard aproach a line of Spanish regulars. At 100mm both roll a dice. The Guard get d10 Dons get d4. IG roll 6 Spanske roll 2. This means the Spanish take to their heels before shooting or melee. And so on....

Now if we test for each phase it could get long-winded. Instead, throw 3 dice at the same time and pair them off in order of decreasing score. If the Guard win the first pair they proceed to musketry dice - still winning then the last 2 dice show the outcome of the melee.

This way we know who won, at what stage of the engagement they were victorious and what the margin of victory was if we compare the two scores. All from throwing 3 dice simultaneously and with no tables consulted.

More details to be worked out. What if the IG lose, do they rout, stop etc ?

Monday, 1 February 2010

RETREAT FROM MOSCOW : REMAINS FOUND


Remains of the last French Imperial Guardsman have been found in a lake in Denmark.
Along with a diminuitive cannon and some unstable-looking ammunition.

Archaeologists Sirid and Edith said it was just as if they were frozen in time. 'Snow problem to understand what finished him off. It could be he was from the Mint Imperial Guard , known for their all-white uniform. His equipment is modified for the low temperatures with an Isbjørnskin and a wooden musket so his hands would not freeze to the metal in low temperatures.

HORRORS OF PAPER WARFARE

There are downsides to paper warfare. The thin cellulose-based troops are vulnerable to all kinds of hazards. Not least are the large furry collossi that are want to deprade over the cardboard landscape wreaking havoc. Bases are ripped-off, troops punctured by fangs, trees rolled over and buildings crushed. Perhaps I should not have covered my wargame table with carpet, making it attractively comfortable to feline giants and of course, paper bayonets cannot prod the soft underbelly of the aggressor so effectively as their metallic comrades.