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A random series of articles on war gaming in 40K, FOW and other systems. The headings are, WiP; Conversions and models in various states of assembly. PiP; Paint works on various models. Mission Critical; scenarios or missions to bring a bit of a twist to a normal game. MiA; rules for units and characters that could/should/might appear in a game. Dig In; How to guides on making various types of terrain for different game systems. Sit Rep; Battle reports and after action reports on games played

Thursday, November 17, 2016

When Maurice met Blucher part two

British artillery getting ready to engage

Just some notes  on modifications for the planned Blucher meets Maurice game.

Blucher mods
  • Play by email (PBEM) rather than in person or maybe meet up a few days beforehand to run through the the pre-game campaign  The idea being to allow for a delay of a couple of days to allow for set-up the table rather than play the campaign then pause for an hour to do the table set-up then start the game
  • There will be no scouting roll if PBEM need to simplify the process and limit interaction. A sends order and B responds no scouting means there is no interrupts in the orders.  But I am not sure how to trigger a battle using PBEM yet,

Lining up the troops
For the battle only about a half from each side should be available with the balance arriving later from who know where
Maurice mods
  • There are no irregulars units in the game partly to simplify the game by eliminating a troop type but mainly because I do not have the  figures to represent them.
  • The Hessians regular infantry get a bonus/malus to represent their big ponderous nature. They can ignore 1 disruption point when testing to break, effectively they get an extra wound. But suffer -1 BW movement meaning they are slower to move.  They also get a bigger base because I like the models and want to put more figures on the table.
  • The French get a light artillery trait to represent the Gribeuval system which was being introduced around the time.
  • The British and Americans get no traits at this stage they are well matched and it means I can limit the amount rules being used.
  • In terms of Force breaking point I think the Blucher breaking point is too aggressive and the Maurice breaking point is too relaxed I will probably need to make up some thing like the breaking point from chain of command.
The Hessian command
Now for some fun stuff in the form of the forces available for the campaign  The Americans have more units but the British have better quality units, both sides are fairly matched. The forces need to be broken down into marching columns which will be the main units for the campaign part of the game.  

British forces available for the Providence county campaign
Name
Type
Quality
Comments
Column
Converged Grenadiers
Reg Inf
Elite


27th (Enniskillen) regiment of foot
Reg Inf
Trained


35th regiment of foot
Reg Inf
Trained


42nd (highand) regiment of foot
Reg Inf
Elite


50th regiment of foot
Reg Inf
Trained


52nd regiment of foot
Reg Inf
Trained


Converged foot
Reg Inf
Trained


85th regiment of foot
Reg Inf
Conscript


86th regiment of foot
Reg Inf
Conscript


87th regiment of foot
Reg Inf
Conscript


88th regiment of foot
Reg Inf
Conscript


89th regiment of foot
Reg Inf
Conscript


16th Dragoons
Reg Cav
Trained


A battery Royal artillery regiment
Reg Art
Trained


A battery Royal Irish artillery regiment
Reg Art
Trained


Fusilier Regiment von Knyphausen
Reg Inf
Trained
Ponderous

Fusilier Regiment von Lossburg
Reg Inf
Trained
Ponderous

Musketeer Regiment von Donop
Reg Inf
Trained
Ponderous

Grenadier Regiment von Rall
Reg Inf
Elite
Ponderous

A battery Hesse-Kassel Artillery regiment
Reg Art
Trained


B battery Hesse-Kassel Artillery regiment
Reg Art
Trained







Ponderous= slow but can take more damage than normal units

The British command


American forces available for the Providence county campaign
Name
Type
Quality
Comments
Column
1st continental regiment
Reg Inf
Trained


2nd continental regiment
Reg Inf
Trained


3rd continental regiment
Reg Inf
Trained


1st Maryland regiment
Reg Inf
Trained


2nd Maryland regiment
Reg Inf
Trained


1st New Hampshire regiment
Reg Inf
Elite


Converged foot
Reg Inf
Trained


1st regiment Providence County Militia
Reg Inf
Conscript


2nd regiment Providence County Militia
Reg Inf
Conscript


2nd regiment Connecticut militia
Reg Inf
Conscript


3rd regiment Connecticut militia
Reg Inf
Conscript


1st regiment New York levies
Reg Inf
Conscript


D battery Pennsylvania artillery regiment
Reg Art
Trained


E battery Pennsylvania artillery regiment
Reg Art
Trained


New Orleans Grenadiers
Reg Inf
Elite


Lauzun legion
Reg Cav
Trained


La Sarre regiment
Reg Inf
Trained


Royal Deux-Ponts regiment
Reg Inf
Trained


Bourbonnais regiment
Reg Inf
Trained


A battery 1st Artillery Regiment
Reg Art
Trained
Light artillery

B battery 1st Artillery Regiment
Reg Art
Trained
Light artillery






LIght artillery= can work better than normal artillery with infantry
American militia in the center
The French command
That is all for now thanks for stopping by.








2 comments:

Frank O'Donnell said...

Good luck with the campaign mate & the models look great but I don't now how you get through painting them all.

Dakeryus said...

just, three colours a day mate ;)

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