So last week's game was a two player versus one (Graham H. and I versus Peter J.) To the Strongest, Crusades, affair.
Never, in the field of lead men conflict, have so many chits been turned in anger to so little effect: Peter J, playing the Franks, only failed to make four saves all night in what might rate as the most one sided game of TtS that I've ever played. We were hammered, crushed, and sent packing on all fronts. C'est la vie. So this week, with the return of Mark D. to the fold, I thought I'd go back to trying Soldiers of Napoleon. I really like this rule set and I have high hopes for it.
I've set up a lopsided points game where the French (with more points) will attempt to crack the Anglo Portuguese position on a long ridge. The British players each have three commands, the French each have four (including a reserve). Who controls which sector/side will, as usual, be determined randomly by drawing cards - I don't actually draw a card, I just get the last one, for fairness.The British position, holding the reverse slope of aforesaid ridge, will be an interesting test of the skirmish rule (terrain not blocking line of sight).
Also, given this is basically an attack versus defence game, it will be interesting to see how defence favours card play - if at all.The forces are quite large, with each SoN brigade actually representing a bath-tubbed division (as described in the previous post). The morale values are quite substantial - the British have 52, the French have 56 but many more units.British on the reverse slopes.
Note the variable 'stand strength' dice cell trays. Disruption will be shown with white dice. All of my units are the same size but have variable strength. I don't do stand removal. All ranges, etc. are measured middle to nearest. This works surprisingly well and is much less fussy, for big games, than in the rules proper.
A lightly held centre. The Light Division, rifle units forward.One of the French commands in columns with skirmishers and a leger unit in extended line giving cover.
All about to get their feet wet, by the looks of it.
Finally three shots of my QRS which have the troop types on the reverse.
Sorry about the order they appear in. Don't know why that happened.
You should be able to enlarge to read and spot the movement rules differences / differences in troop classification (for the Peninsular) / and a couple of optional rules.
Also note that my troop classification gives the 'bead colour code' of the unit. This saves any requirement for roster sheets and relieves a lot of strain on the memory - everything is plain to see at all times.Note, there is a misprint here (corrected by hand since this shot was taken), Harass range is 20" not 24".