Saturday, 16 June 2018
Sunday, 3 June 2018
Saturday, 26 May 2018
These hex based rules have been back on the table recently with the ‘Battle for Ball’s Ford’ scenario (as blogged a few weeks ago) and this caused me to have a re-look as to how some things were working for the good or bad.
I like the general thrust and intention of the rules, but they continued to feel a little awkward in places and an ultimate goal of more fully merging my ACW and Napoleonic sets had become somewhat mired.
Several small adjustments have been made, but five changes are actually fairly significant.
In brief they are; the Game Clock has gone, the Post Close Combat Results Table has gone, units do not make a post Close Combat Capability Test, The Retreat and Rout Phases have been combined into one phase and when defenders being charged take their Capability Test and pass, they are presented with options other than just firing. This last point will have greater use in the Napoleonic set as it will be the mechanic for determining whether units make it into square etc.
Anyway, the changes have meant that the design notes have needed to be modified and they are presented in full here for a deeper explanation of the system.
Please use the ‘read more’ table for the rest of this post.