This report will include more info about the rules though not a step-by-step account. I didn’t take enough notes for that. The rules do not specify the number of figures to be used. It does help if your units have four stands each, since a battalion in line rolls 4 dice when firing and in close combat, but as long as both sides are about the same it will work. If you are put off by my figures in single ranks, don’t worry. You can easily use double-ranked figures without any change to the rules. There are standard measurements intended for 20-30mm figures or any that have a battalion frontage of 6-12”. The smaller game is for battalions that have a frontage of 4-8”. 4 inches is the frontage of my battalions so we went with the smaller game. But if you have 10” wide battalions with perhaps 100 smaller figures, go with the standard game.
There is no figure removal; units take hits. They first become weakened (and less effective) and if not rallied, may well rout. Then they are removed from the table after bestowing morale hits on nearby friends. The first two hits cannot be rallied. For example, a regular unit routs after taking the 7th hit.
Players roll for initiative, the winner deciding to move first or second. The turn sequence follows.
First player moves
Second player moves
Second player fires
First player fires
Simultaneous close combat
Rally and then determine if any side has broken.
An army will break when half of the units have routed. What makes this different from many other games is that weakened units count as half a routed unit. So if you have a few routed units and a lot of weakened ones, you may be headed for the showers early.
And now it’s time for the report. Ken wanted to play the British since his dad was born in Old Blighty. I took the French and came on in a frontal attack like Reynier did. Well, not quite as berserk. I did fire back rather than just rush with the bayonet as Compere’s brigade did in the actual fight. Yellow discs indicate weakened units, red discs indicate routed units, which are removed from the table after having their photos taken.
We played 8 turns in 2 hours, 48 minutes. Not bad considering Ken had not played or read the rules before and required a lot of in-game explanation. The game came to a definite conclusion. I recall many games in my youth called on lack of time to cries of “in another two turns I’d have captured that chicken coop”.
I think the rules need a little tightening. I know my scenario needs some too. We both had a good time. Ken was surprised by his victory. All he saw was the cavalry behind him. I was keeping track of the growing pile of routed French units. Most unusual was having a historical battle play out much like the actual thing.