My two gaming friends and I are exploring the game mechanics of Neal Thomas' Napoleonic warfare rules and decided to stage a practice game outdoors. We used three sections of ping-pong table atop two folding tables for a 15' x 5' playing area and covered it with three different terrain mats.
The figures are 28mm pre-painted flats (zinnfiguren) from Germany. Many of them were formerly used in old dioramas and are being sold on eBay in various lots. We opted not to use any cavalry yet until we fully understand the interplay between infantry and artillery.
Four stands of infantry made up a brigade, four brigades comprised a division and two divisions formed a corps. This generic scenario pitted three French corps (with one in reserve to arrive at a randomly determined time) against two Austro-Russian corps with two Prussian corps arriving at a randomly determined time and place.
The French plan was to advance and seize the crossroads, then attack and crush the Austro-Russian force before the Prussians arrived in enough strength to alter the battle's outcome.
Of course as we French resolutely advanced, the Austro-Russian corps fell back to buy time…
The Prussians did in fact enter early, but they came on at the far end of the battlefield and needed considerable time to march within fighting range. I eventually refused my right in anticipation of their arrival.
The sight of the Prussian approach caused great consternation amongst the ranks. Meantime my main attack against the Austrians and Russians was bloodily repulsed. A second effort on the French far left by my fellow corps commander was also savaged.
With the Prussians now within musketry range, we called the game as it was clear the Allies would prevail with superior numbers, forcing the French to withdraw from the field.
Other than a brief rain delay, requiring the boards to be covered with plastic sheeting, the game proceeded pretty smoothly. In order to speed game play, we diced to see which corps (either side) would move first, second, third, etc. This became a paramount concern as Thomas' rules heavily favors the attacker when it comes to close combat (especially when in close-order column).
So, if you move to within charge range on one turn, but your opponent wins initiative the next turn, he can charge you first and inflict such heavy casualties that you are stopped in your tracks, as brigades with fewer stands than their opponent cannot charge.
Next time out, we will introduce cavalry units so players will have the full gamut of forces at their disposal.