In simplifying the game design to achieve fast play, I decided against having different factors for rifle-armed skirmishers, but if you think it appropriate for smaller games or where rifles are plentiful, for rifles, one could have 6 and 12 centimetres for short and long ranges, with a -2 at short range against other skirmishers - that is within 4 centimetres.
I intend to test this with the Vimerio scenario - I expect that the rifles should be able to keep their distance from any advancing French skirmishers in broken terrain... well, that is until a formed unit combat occurs.
Mike.
The Grand Manoeuvre Blog
Thursday, 29 December 2011
Sunday, 20 November 2011
game play examples....
The infantry and cavalry game play examples posted here earlier are now downloadable from the yahoogroup at:
http://games.groups.yahoo.com/group/grandmanoeuvreblackpowderandbluesteel/?yguid=169209370
and will soon be at Angel barracks too I think... i`ll post here again when that happens with the link for the rules page.
regards,
mike.
http://games.groups.yahoo.com/group/grandmanoeuvreblackpowderandbluesteel/?yguid=169209370
and will soon be at Angel barracks too I think... i`ll post here again when that happens with the link for the rules page.
regards,
mike.
Monday, 24 October 2011
Schongrabern scenario
My Schongrabern scenario is now posted on both the yahoogroup and the Angel Barracks rules page.
http://games.groups.yahoo.com/group/grandmanoeuvreblackpowderandbluesteel/?yguid=169209370
and...
http://angelbarracks.co.uk/Rules/rules.html
scroll down to the bottom to find the scenarios on the Angel Barracks rules page,
or in the files section, scenarios folder on the Grand Manoeuvre yahoogroup.
http://games.groups.yahoo.com/group/grandmanoeuvreblackpowderandbluesteel/?yguid=169209370
and...
http://angelbarracks.co.uk/Rules/rules.html
scroll down to the bottom to find the scenarios on the Angel Barracks rules page,
or in the files section, scenarios folder on the Grand Manoeuvre yahoogroup.
Sunday, 9 October 2011
about skirmishers...
here`s a summary of the recent posts about skirmishers on the yahoogroup:
French skirmishing options:
1. If they have one use Legere regiments for the divisional "skirmish line".
2. Use the first line of battle’s light companies as "tirailleurs de combat" in direct support of their parent battalions or brigades.
3. "Tirailleurs de combat" may be reinforced by infantry of fusilier companies from the first line (combating with a -1 modifier) or of voltigeurs from the second line of battle.
1. If they have one use Legere regiments for the divisional "skirmish line".
2. Use the first line of battle’s light companies as "tirailleurs de combat" in direct support of their parent battalions or brigades.
3. "Tirailleurs de combat" may be reinforced by infantry of fusilier companies from the first line (combating with a -1 modifier) or of voltigeurs from the second line of battle.
4. Form a "ligne d`approache" (as outlined in the notes on dispositions)
A minimum of two companies must form the “ligne d`approache” and one of those companies must be kept as a reserve. The effect of formed reserve companies would be to add a +1 to the skirmisher class die roll in combat if it is within 10cms.
5. Form a “flanking brigade” to act more independently, or in support of the brigade/division on one of its flanks.
Skirmishers drawn from line battalions that already have had their voltigeurs drawn off will combat with a -1 to their skirmisher class combat roll.
6. Third rank skirmishers may be used.
7. Tirailleurs "en grandes bandes".
8. Tirailleurs "a la debandade".
For the sake of clarity in the game, options 7 and 8 have distinct formal
arrangements and are shown on page 21.
8. Tirailleurs "a la debandade".
For the sake of clarity in the game, options 7 and 8 have distinct formal
arrangements and are shown on page 21.
[These French options are already in the rules.]
British skirmishing options:
1. British brigades/divisions may use light infantry battalions for their skirmisher screens.
2. Use their line battalion’s own light companies.
3. Reinforce these with centre companies from the line (with a -1).
4. Form a flanking brigade.
5. Screening the front of its command, a light brigade`s skirmisher supports would be stationed on the flank, or both flanks of their brigades.
6. Add rifle companies to the above formations.
Line Skirmishers:
Volunteer skirmishers and strengths up to a company:
Prussian, Russian and Austrian line battalions may skirmish with one base, representing volunteers etc. and strengths up to a company deployed for that purpose, but with a -1 modifier to their die roll.
Third rank skirmishers:
Third rank skirmishers are represented by two bases from each battalion. Both bases combat with a -1 to their unit die rolls.
If the third ranks do not manage to perform a unit manouevre back into line, the parent unit will then suffer a -1 to its combat die roll.
Battalions of less than about 300 men will be represented by 3 bases and with the battalion very likely being deployed in two ranks at that strength, it will not be able to deploy third rank skirmishers.
Notes about specialist light infantry:
a) Austrian Jagers rate as "D" class when formed; all bases may be deployed as "C" class skirmisher bases.
b) 1805 Austrian Grenzers rate as "E" class when formed; they may only deploy one "C" class skirmisher base.
c) Up to 1800 Austrian Grenzers rate as "E" class when formed; they may deploy all bases as "C" class skirmisher bases.
d) Detached light infantry companies or divisions (two companies), are represented by one skirmisher base per company.
e) Light infantry battalions: up to three bases may be deployed as skirmishers.
f) If they have two or more bases deployed Russian Jagers (unless highly rated) will all combat with -1 a modifier to each skirmisher class die roll.
g) Due to their small numbers, from 1792 to 1807, only one base of Prussian line skirmishers (Schuetzen) may be deployed from each regiment.
Open & extended order:
Light infantry battalions may be deployed in open or extended order with each unit base counting as skirmishers.
Line infantry battalions may be deployed in open or extended order with each unit base counting as skirmishers, but with a -1 to their combat die rolls.
[The red high-lighted points are already in the rules]
Monday, 26 September 2011
scenario for Mariazell, 8th. November 1805.
I`ve just posted this at the yahoogroup
http://games.groups.yahoo.com/group/grandmanoeuvreblackpowderandbluesteel/
and like I say, I`m very happy to finally have it there. Due to the Assistance of Robert Goetz, it places the battle of Mariazell at its correct location and has the Austrian forces represented more accurately.
I`ll post again here, once it is up on the Angel Barracks website too.
http://games.groups.yahoo.com/group/grandmanoeuvreblackpowderandbluesteel/
and like I say, I`m very happy to finally have it there. Due to the Assistance of Robert Goetz, it places the battle of Mariazell at its correct location and has the Austrian forces represented more accurately.
I`ll post again here, once it is up on the Angel Barracks website too.
Sunday, 25 September 2011
catching up with those additional rules...
The third additional is:
Rallying troops to improve morale.
On behalf of commanding officers, or generals, players may attempt to rally units in poor morale.
This is represented in an abstract manner by balancing the unit `s discipline level against the quality of its commanding officers.
To improve a unit's morale, players roll two dice. One for the general's/commanding officer's initiative and another for the unit class die roll. Both die rolls must be passed to recover on step in morale.
If the test is failed the unit's morale state worsens by one step.
Conditions:
Generals or unit commanders may attempt to rally their troops behind friendly lines (cavalry infantry or artillery "lines") or, if they are not with range of enemy artillery.
Example of rallying troops to improve morale:
If a unit is experienced, and the commander is good a 3, 4, 5, or a 6 is required for the unit and a 3, 4, 5, or a 6 is required by the general There would therefore, be a 44.4% chance of the unit's morale recovering on
rallying.
Rallying troops to improve morale.
On behalf of commanding officers, or generals, players may attempt to rally units in poor morale.
This is represented in an abstract manner by balancing the unit `s discipline level against the quality of its commanding officers.
To improve a unit's morale, players roll two dice. One for the general's/commanding officer's initiative and another for the unit class die roll. Both die rolls must be passed to recover on step in morale.
If the test is failed the unit's morale state worsens by one step.
Conditions:
Generals or unit commanders may attempt to rally their troops behind friendly lines (cavalry infantry or artillery "lines") or, if they are not with range of enemy artillery.
Example of rallying troops to improve morale:
If a unit is experienced, and the commander is good a 3, 4, 5, or a 6 is required for the unit and a 3, 4, 5, or a 6 is required by the general There would therefore, be a 44.4% chance of the unit's morale recovering on
rallying.
rules additions: battle maddened units.
...and so, continuing from the previous subject of additional rules....
Battle maddened units:
There should be a die roll for morale reaction to shaken results with long range artillery fire. If the unit scores a "6" the unit becomes "Battle Maddened" instead, but only until the unit has been in a combat.
The unit would receive modifiers: for being "Battle Mad":
+1 in combat
-2 to artillery fire.
Battle maddened units are classed as being "in good order"
Although at first they had been "shaken" by artillery fire, battle maddened units do not cause the command to make a command reaction test.
After the first turn of combat, a unit morale state reverts to a "shaken".
This is an additional and optional rule that can be varied by players of umpires to fit in with their scenarios.
We tested it in a game of Colluden, with an increased chance that the highlanders would become battle maddened under the Hanoverian guns.
Battle maddened units:
There should be a die roll for morale reaction to shaken results with long range artillery fire. If the unit scores a "6" the unit becomes "Battle Maddened" instead, but only until the unit has been in a combat.
The unit would receive modifiers: for being "Battle Mad":
+1 in combat
-2 to artillery fire.
Battle maddened units are classed as being "in good order"
Although at first they had been "shaken" by artillery fire, battle maddened units do not cause the command to make a command reaction test.
After the first turn of combat, a unit morale state reverts to a "shaken".
This is an additional and optional rule that can be varied by players of umpires to fit in with their scenarios.
We tested it in a game of Colluden, with an increased chance that the highlanders would become battle maddened under the Hanoverian guns.
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