Following on from yesterdays post I intend (famous last words) to show at least a couple of turns of the game each day with a bit of explanation about the adaptations I am introducing for the FPW, so here goes:
I won't go into an in depth description of the Pickett's Charge rules upon which These adaptations are based but suffice to say that each brigade in each force in those rules contributes one ADC PIP to the pot, these are then rolled, one die per PIP and pass on a D3-6, you then us the available PIPs to enhance various aspects of command to enable actions to take place. The Divisions in my FPW adaptations count as Brigades so on this instance the Prussians have four and the French have four, I allocated two extra to the Prussians to show their better command and control capability while the French got one extra giving a total of six for the Prussians and five for the French. After die rolls the French allocated 4 ADCs (1 PIP each) all brigade re-rolls while the Prussians allocated 6 ADCs, two Artillery Assault (2 PIPs each) with two Brigade re-rolls to go with them (1 PIP each) to try to make sure those brigades (Divisions) passed.
I have allowed the Prussians to allocated Artillery Assault enhancements at close and effective range in 1870 but not in the Austro Prussian war of 1866 as in 1866 they kept their artillery much further back and were therefore much less effective. In 1866 they can allocate Artillery Assault at long range only, this will encourage the Prussian player to use their artillery as they did historically. In both 1866 and 1870 however the Prussian Krupp artillery will receive 2CD when firing at close or effective range, the French rifled artillery will not get these two CD.
So as an example the Prussian divisional artillery, representing three batteries but treated as one for rules purposes, on top of the opposite hill firing at 64cm thereby within effective range rolled a total of 6 (two red dice) on the artillery firing table, minus 2 firing at deployed artillery which gives a 4 result - 1/2 casualty. They successfully rolled to round that up to a whole 1 casualty. The additional CD dice were then rolled, two for Breach loaders at effective range and two for Artillery Assault requiring a D4, 5, or 6. The Prussians rolled two D5s and one D6 to inflict a total of four casualties on the deployed French artillery in one round. Good shooting! As they had done pretty much the same the previous turn and in addition the French had inflicted a Fatigue Casualty upon themselves to bring the total number of casualties suffered up to Nine, one short of the ten needed for the dispersal of the artillery unit the French decided prudence being the better part of valour that they should withdraw the artillery off the ridge. Two rounds and one French artillery unit forced to get out of town!
Above can be seen a Garrison of elite French Tirailleurs Algerien occupying a forward post in-front of the French main line. They are within 40cm of the Prussian artillery and therefore in effective range. A standard Garrison gets 3CD, +1CD for elite, +2CD for Chassepot at effective range, but -2CD for firing at a deployed battery = 4CD. They require D5 or D6s to hit at effective range, D6s at long. They roll two 5s and therefore inflict two casualties on the battery. I wanted the Prussian artillery to be very strong at effective range but also to be under threat from the French Chassepot when in those sort of positions.
On the left hand side of the French positions the Prussians have pushed forward taking advantage of the wooded area to cover their approach. Seeing this the French send forward a Tirailleurs Algerien regiment which can disperse into skirmish formation (four skirmish stands replacing the formed unit) and a Chasseur battalion of three stands (the stands behind are simply there as markers to differentiate those formations from a brigade (division) skirmish screen). In the photograph the French have fallen back from the Prussian brigade (division) skirmish screen as the previous turn they were caught within the 10cm Effective range of the Prussian needle gun. As noted above both the chassepot and the needle gun receive a 2CD bonus for firing at this range, the difference is of course that the Chasseport fires at 40cm effective range while the needle gun only at 10cm.
It can be seen that the eight stand Prussian divisional skirmish screen has been hitting the Tirailleurs hard. They would get 1CD per stand, 8CD, -2CD for firing at skirmishers total 6CD thrown requiring D5s or D6s to hit at 10cm effective range or D6s at 20cm long. The French got too close!
Also can be seen the Prussian reinforcement of the skirmish screen. As the screen incurs three casualties and looses stands the Prussian supporting units can replace one stand per movement turn incurring one casualty on the supporting infantry unit behind (within 15cm), standard practice in the 'German' army system.
The final picture for today shows the Prussian 9th Division under Von Sandrat pushing forward towards the French entrenchments on the ridge. For this scenario I decided that as happened historically in the early phase of the war that the Prussian commanders would on occasion throw caution to the wind and advance before the artillery had had time to 'soften up the opposition. Before each Prussian movement turn if the Divisional commander threw a D6, off he went towards the French line!
Well, it's taken longer to write this up than play the two turns but it lets the reader have an idea of the systems used. Any thoughts or constructive criticism will be welcomed, I'm a ways off the finished product yet.
Maybe tomorrow chaps.
Take care,
Dave.
Welcome
Welcome to my wargaming blog,
I'm Dave and live in Morpeth, Northumberland in the UK.
This may or may not be a regular thing, we'll just have to see how it goes.
I am a painter/collector of figures first and a wargamer second. My thrill in this great hobby of ours is to place that final well researched & painted unit into the cabinet. The actual gaming with the figures is an important but secondary experience, we all like to win, but it isn't the be all and end all of it, being with good friends and having fun is.
Hope you will enjoy reading this blog as much as I will writing in it.
Just to remind the visitor to scroll down the various pages and click on 'older posts' to see more.
Dave.
I'm Dave and live in Morpeth, Northumberland in the UK.
This may or may not be a regular thing, we'll just have to see how it goes.
I am a painter/collector of figures first and a wargamer second. My thrill in this great hobby of ours is to place that final well researched & painted unit into the cabinet. The actual gaming with the figures is an important but secondary experience, we all like to win, but it isn't the be all and end all of it, being with good friends and having fun is.
Hope you will enjoy reading this blog as much as I will writing in it.
Just to remind the visitor to scroll down the various pages and click on 'older posts' to see more.
Dave.
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Good stuff. Like the Prussian skirmish screen
ReplyDeleteAll looking good so far from my basic knowledge of the conflict.
ReplyDeleteFor me Dave 'the look' is important and if one has that then the rules, any rules should simply be an unobtrusive necessity.It certainly looked a great set up with the poor French struggling as they did during the war. The Prussians were very aggressive throughout the campaign and you certainly seem to have captured that. A lot of work but you seem to have succeeded. Well done.
ReplyDeleteThanks lads, it does feel right if you know what I mean, still a few issues to sort out but I'm very reluctant to keep adding factor into the play sheet tables as I don't want it to become a adding up exercise.
ReplyDelete