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"Blucher ruleset suggestions to frets army from OOB" Topic


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RatMaul30 Apr 2016 5:48 a.m. PST

Hello,
Is anyone using Blucher ruleset from Sam Mustafa?
In that case I would like to know if someone has suggestion to convert a known OOB into playing pieces/statistics.

Thanks in advance :)

vtsaogames30 Apr 2016 6:29 a.m. PST

To start, each infantry stand represents 2,000 – 3,000 troops.
Each cavalry stand represents 1,000 – 2,000 troopers.
Each artillery stand = 18 – 24 guns. These are heavy corps reserve pieces, since division batteries are assumed to be part of the infantry or cavalry units.

Use the army lists to figure out how to rate individual units. That may involve some guesswork since some line units were pretty bad and some were excellent.

Major Mike30 Apr 2016 8:09 a.m. PST

Artillery can either be massed into maneuver units or can be attached to infantry or cavalry by battery to give those formations greater firepower. Artillery maneuver units are powerful but have ammunition limitations. Units attached out have no ammunition restrictions.

Personal logo ColCampbell Supporting Member of TMP30 Apr 2016 12:34 p.m. PST

The rule book contains a mechanism for converting known orders of battle to game orders of battle, generally along the lines discussed by vtsaogames.

Jim

Lord Elpass01 May 2016 6:10 a.m. PST

We have been trying Blucher out and enjoy the game. It's essentially Volley and Bayonet with a few bells and whistles added.

RatMaul01 May 2016 9:36 a.m. PST

This information is helpful, but the question is: how many hits/firepower for each unit?

evilgong01 May 2016 4:09 p.m. PST

If you want guidance for unit stats you might want to get info from Sam's cards for Waterloo (or others?) and see how he treats particular formations.

There should be enough unit variety there to reverse-engineer a particular orbat if you have something in mind.

Are there examples on Sam's Honour web-site? Or perhaps some kind person could give you a few examples of good, bad and ugly units.

A rough guide from memory is that poor infantry are 4-5 strength, average are 5-6, good are 6 maybe 7, guard types are 7-8

Hussars are sorta 4-5, dragoon /heavy cav 6 maybe 7, shock / guard cav are 7-8.


Regards

David F Brown

vtsaogames01 May 2016 7:58 p.m. PST

Finally, in most cases creating game orbats from historical ones is more art than science. At some point you just have to make assumptions. There is no simple equation.

RatMaul10 May 2016 9:16 a.m. PST

Your rule of thumb is quite useful, evilgoing, thanks!

Elenderil12 May 2016 2:58 p.m. PST

I did exactly this to create cards for Bucasso in the Peninsula war. I used an existing Orbit and rounded to get to the small scale unit sizes Sam suggests as an option. It seemed to work Ok with Anglo-Portuguese units being brigades and French being Regiments Or some times a couple of Regiments

Dexter Ward13 May 2016 4:09 a.m. PST

There are lots of historical scenarios on the Blucher/Honour forum, including Eylau, Busaco, Austerlitz among others. Have a look at those to get an idea.

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