Elenderil | 10 Jun 2024 6:41 a.m. PST |
I've just uploaded a set of fast play pike and shot rules to my blog. It's actually two posts rules on one and a QRS type thing on the other. They may not float your boat as they are at the game end of the game v simulation rules range. They are here: link And link Enjoy |
BillyNM | 10 Jun 2024 12:47 p.m. PST |
I assume a unit's confidence status does not affect its movement shooting or combat capability, as I couldn't found any mention? If it did you need to put the rally in each side's go or else the side that goes first gets an advantage. |
Elenderil | 10 Jun 2024 5:30 p.m. PST |
No it has no effect on shooting or close combat. It's just a mechanism to slowly destroy the unit. |
arthur1815 | 11 Jun 2024 4:14 a.m. PST |
These rules look interesting; thanks for publishing them. |
takeda333 | 11 Jun 2024 3:13 p.m. PST |
Interesting! Looking for army list examples. |
Elenderil | 12 Jun 2024 12:07 p.m. PST |
takeda333 I'm just finishing of the Edgehill list. It has thrown up a couple of issues which I need to address. Firstly the explanation of how to generate unit statistics is unclear (I even confused myself TBH) and how to portray cavalry. The first issue just needs me to write a clearer explanation. The second is a bit more of a problem. At Edgehill the two wings of cavalry simply are not wide enough if I use the cavalry brigades as defined in Edgehill -A Battle re-interpreted (Turton, Scott and von Arni) and put them on single bases. Plus they are pretty big formations as defined, with over a thousand cavalry plus dragoons and commanded shot in the front line. I'm debating using smaller formations of cavalry but that dilutes the punch they currently have. So I could go with more bases per 'brigade' perhaps going to regimental level for cavalry but I would need to redraft the way I calculate cavalry statistics to give those smaller formations more punch. The question being how small could a cavalry formation be to have a chance of defeating an infantry brigade? Oh and I need to add a rule reducing unit effectiveness if fighting an attack to it's flank or rear but that's an easy job. Decisions, decisions! |
takeda333 | 12 Jun 2024 1:57 p.m. PST |
A dilemma for sure, wait till you get to Naseby. |
Elenderil | 15 Jun 2024 11:49 a.m. PST |
Naseby isn't too much of an issue as I know the battle well and already have an OOB for my detailed rules. I used to live close to the battlefield and have re-enacted it several times with the Sealed Knot. I'm not sure if I'm going to do Marston Moor or Naseby next. |
Elenderil | 18 Jun 2024 1:35 p.m. PST |
Edgehill Army list posted to my blog along with a separate post of updates, clarifications and possible additional rules. The main rules page has been updated as shown on the clarifivations and Q&A page. |
takeda333 | 19 Jun 2024 10:42 a.m. PST |
I like what you're doing. Great ideas and following. Love to try this. Thank you! |
takeda333 | 19 Jun 2024 2:08 p.m. PST |
Slenderil ,does a general need to be adjacent or in same grid to rally? Thank you! |
Elenderil | 29 Jun 2024 2:07 p.m. PST |
Hi Takeda It's one rally attempt per turn per command. Those are normally going to be the two cavalry wings and the infantry centre but there may a reserve in some cases. Generals are not modelled so they don't have to be anywhere specifically. You just assume they are with their command and visit the unit being rallied. By the way I have added rules for the effect of cavalry going off on pursuits to the main rules page and answered your question about infantry brigade frontages on the blog. |
takeda333 | 29 Jun 2024 5:35 p.m. PST |
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