"The Campaign in Egypt in 1801" Topic
7 Posts
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Mark Strachan | 28 Oct 2018 9:18 p.m. PST |
Yesterday we played two games set in Egypt in 1801. The first was the landing at Abuqir Bay, followed by the Battle of Mandara. A complete report can be found here: link |
Bill Slavin | 01 Nov 2018 6:11 a.m. PST |
Thanks for this – it looks like fun! I've filed it away as a future possibility to game, but can I ask what rule set is being used? The three stand battalions make me think it might be Shako? |
Mark Strachan | 01 Nov 2018 9:23 p.m. PST |
Bill, it was indeed fun with a bit of drama thrown in! The rules are homegrown and can be found on the blog under Free Stuff. |
Bill Slavin | 02 Nov 2018 6:22 a.m. PST |
Thanks! I will check them out. |
Bill Slavin | 02 Nov 2018 8:19 p.m. PST |
Hi Mark, I took a look at the rules, which look very interesting. Thanks for posting. Not to ask too many questions, but I was wondering: 1. What scale of figures did you write the rules for? 2. You say, "Stands are grouped into units appropriate to the historical period and represent the smallest tactical component in the game." I know your rules cover a wide period – how do you see that translating into Napoleonic battles? it looks to me from your game as if groupings are battalions, roughly three stands each? 3. Is there a ground scale and turn duration in your rules? Thanks for any extra information. I would love to give these a spin. Bill |
Mark Strachan | 03 Nov 2018 1:58 a.m. PST |
Hi Bill Answering your questions in order: 1: We pretty much play exclusively in 28mm 2: Typically we are playing all our games where the infantry battalion, cavalry regiment and artillery battery are the basic units. While you are correct in saying that in the Egyptian game the battalions were three stands strong ( each of six figures), that is not the norm for most of our Napoleonic armies where the basic strength is six stands of four. Personally I think that the game mechanics works better with the three stand units. 3: Scales – what are they?…generally time is based around the playing time – a day's play is a day's battle and typical it is between eight and ten turns to s game, but a game organiser might decide to split the game into two days. Distance is entirely arbitrary and as long as it looks right, it works The basic theory of the rules has been that units that are in command, in good order and have not taken severe losses will pretty much do as the play wants, but if one of those things is lacking, things can start to go seriously wrong. You gan get a bit more of an insight into some of the theory from this post link |
Bill Slavin | 03 Nov 2018 12:43 p.m. PST |
Thanks, Mark. I'm playing 20mm so wanted to scale command distances etc. accordingly. If your group has been using these rules for so long then something must be working well! |
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