Slow Deployment From Column of March
The issue here is that for the scenario I wanted to have the attacked deal with the issue of entering on in column of match and deploying on the go. But with basic P&S movement rates this becomes a slow process, especially when the columns have to deploy.
In this particular scenario had I let the attackers come on deployed they likely would have rolled over the defenders. I also have issues with too perfect deployments when historically sub commands showed up early, late or in the wrong place on occasion. So incorporating some ideas filched from Sam Mustafa's Blucher rules, here's how I would approach this scenario next time under P&S/BP/HC.
I'll use this map as a reference. |
- The attacker puts his units into divisions and gives an order of march for the units within divisions and for the divisions themselves.
- The defender plots his deployment up to line X on the map, keeping units in cover or dead ground (including everything behind line Z) off board.
- The attacker then gives orders to each of his divisions subject to the restrictions of his deployment move below. So given Curt's order of march we might have something like. "The cavalry division advances and deploys on the front slope of the hill facing X on the map. The main body deploys and advances to a position just north of the woods in the pass. The rear division advances onto the northern hill and then deploys."
- The attacker then moves his divisions on one by one according to his order of march. They get a special deployment move equal to X plus the number of moves indicated by a command roll. So for this action I might make X=2 and then each division would have between 2-5 moves to make based on their command roll. To avoid getting too cheesy I'd restrict these so that they couldn't close to withing musket range (16") of the enemy, so that the defender has a bit of a chance to react as they come on.
- Each deployment move would be a regular infantry move (8" for our P&S games). Each column would enter in column of march and need to deploy, this taking one move to deploy a whole division. Cavalry would be moving at a walk, but an all cavalry division could make a free deployment.
- The orders should note when deployment takes place. Given the sample orders above a bad roll (i.e. 2 moves) would see the centre division deploy then move 8" on table. On the same result the rear division would move two moves (16") without deploying.
- Blunders on a deployment could see a division be delayed, too far left or right or too far ahead depending on the result.
- The defender gets to go next and for each division can elect to either have one move without a command roll, or take their chances on a command roll. This allows them to reposition as the enemy advances and possibly get some shooting in.
Too Many Disorders
Under the P&S/BP/HC any natural 6s on shooting cause a disorder, preventing the target unit from doing anything in their next move. This seems to cause the attacker's a undue hardship in the recent game - Stacey rolled many 6s leaving the attackers effectively pinned in a fire zone at times. I am thinking of letting the target unit taking an immediate save roll against disorder once all the shooting on the unit is completed. This lets better troops more likely to shrug off disorder while inferior troops will be more likely to be disordered. I think that there may be two exceptions when no save roll is permitted. First, any units charging into contact are auto-disorder by fire. Second, any unit taking two or more disorder results in shooting are also auto disordered.
Any that's what my brain came up to this morning, we'll see what a night's sleep does with these ideas.