There are two errors in the table outlining results of rolls. The categories should read "6 or less", "7 to 9", and "10 or more". Also artillery should have a base shooting value of 0, since they have been penalized for targeting units beyond 1/2 of their max range. Previously they had a bonus for close-in shooting, but a base value of -1.
From playing the 2nd campaign game I learned:
Don't take a break until a turn is completely finished. I think I might have shorted Red their half of a critical turn. That could have been significant in their loss.......
Artillery can be extremely effective if used correctly and defended.
Cavalry is very effective. Perhaps a negative modifier should be applied when frontally charging professional infantry.
Having more initiative points is both a blessing and a curse. In the early part of game 2, Red rolled for initiative much better. Maybe it was my poor generalship, but it seems that I over-extended the Red lines, while Blue sat in a defensive position and waited for their opportunity.
Keeping the general alive is crucial. Without a general, all activations cost 2 initiative points and rallying is impossible. The momentum might have been with Blue when Red's general was eliminated, but it was essentially a done-deal after.
I need to write down conditions for ending a battle. In the campaign games, I have been using the elimination of more than 1/2 of the units. I have not been counting the general in the count.
I am always open to questions/comments about the rules. If you ever play a game using my rules, or have questions about the miniatures, please reach out.
A few pictures taken, but not used in game 2.
Red's cavalry rolls modified 10+ causing disorder and retreat |
Militia (gray) rolls modified 10+ and eliminates regular infantry |