I've been looking at Honours of War, the new Osprey rules for Seven Years War games. It looks fairly simple but a big step up from One Hour Wargames. For various reasons the Fencibles won't be meeting for a few weeks. I decided to try the introductory scenario solo. It would be good to be familiar with the rules before I spring them on the guys. I haven't soloed a game in a long time. I still have the ability to surprise myself.
The rules are pretty figure scale and basing agnostic. The frontage of an infantry battalion is the same as musket range. There are several QRS available online for various battalion widths. I decided to go with the suggested 15mm scale converted to inches (from centimeters). This QRS is also available from the website. I decided to go for 24 man battalions because it looks nice. But if these rules pass muster we'll have to go with single rank 12 strong battalions if we want to field more than 8 or 9 battalions per side. It won't make any changes to the rules, just the way it looks.
Enough of this hypothetical stuff, on to the game. The introductory scenario looks like this.
The Prussian infantry brigade advanced on the double, except for IR 13 which seems not to have been ready yet. The Russians moved forward looking to knock out IR 26. Firing broke out.
One battalion on side retreated in disorder and needed to reform.
More volleys were traded. The Prussian dragoons came off worse in the cavalry fight and fell back in disorder. The Russians weren't in much better shape and they declined to pursue.
IR 23 broke and ran. Archangel (photo below mislabeled) fell back across the river in disorder but didn't quit the field.
These small forces break when losses reach or exceed 2 units.
The Prussians closed in, thinking they had this one in the bag. Then Freddy lurched in his saddle. An optional rule counts an officer down as half a unit.
Apcheronski regiment took to their heels.
The imminent Prussian victory vanished, like morning mists. The Prussian dragoons failed to charge the flank of the Cuirassiers. A court-martial for the colonel? I'll have to see just how well connected he is. The Cuirassiers dropped back a bit. IR 26 wheeled to face them. This offered a flanking shot to the Russian battery on the hill. The Russians duly rolled a 5 on an average die. This put two hits on IR 26, which already had 3. 5 or more hits render the unit done for.
I had really thought the Russians were about to be put out. Instead the Prussians collapsed. This being a solo test game, I decided Freddy was just lightly wounded. Otherwise we'd have to call off the Seven Years War.
The game took 95 minutes to play 7 turns, about 13-14 minutes per turn. Not bad considering the first turn saw me hunting through the Kindle rules for almost half an hour. It's a good idea to get through this phase before trying the rules on the guys.
I like the rules. They are simple but have period flavor. I like the fact that units head back to the rear in disorder but can rally and return to the fray. I prefer that to units just staying in the fight until they are removed from the table. That also happens in these rules. In this game three units retreated in disorder and three broke and ran. (one unit did both)