|The 'map' table, view looking north.|
|The Shambattle map.|
|Looking west, as the columns march into Lazia.|
I - V Army Corps, each with
- 3 infantry figures,
- 1 cavalry figure
- 1 gun with explorer or surveyor figure as gun crew;
I - II Cavalry Corps, each with
- 3 mounted figures.
I could have used the Shambattle rule set, and probably ought to have done, but I wanted to revisit some ideas I was exploring several years ago along these lines.
1. Movement IGoUGo but each turn, dice for who goes first.
2. Army Corps move a maximum of 2 hexes, except when marching along a road, when they move 3 hexes. Cavalry Corps move a maximum of 3 hexes, except when marching along a road, when they can move 4 hexes. (Note that an Army Corps strung out along a road will occupy 2 road hexes).
3. Guns may fire up to 2 hexes range, rolling a single die.
4. Combat is joined by opposing forces in adjacent hexes.
5. Each side rolls one die per figure, plus one for each arm represented.
(i) A standard army corps rolls 8 dice: 1 for each of the 5 figures, plus 3 for the 3 separate arms represented. See also at the end of this article.
(ii) A standard cavalry corps of 3 mounted figures rolls 4 dice: 1 for each of the mounted figures, plus 1 for the cavalry arm represented.
5A. An army still in column of march, attempting to force a defile (e.g. a bridge), or attacking a town
halves the standard number of combat dice.
A roll of '1' = enemy artillery hit
A roll of '2' = enemy cavalry hit
A roll of '3' = enemy cavalry hit
A roll of '4' = enemy infantry hit
A roll of '5' = enemy Infantry hit
A roll of '6' = no effect.
Having rolled the dice, each die score is cancelled by a same score by the other, until only the unmatched scores remain. The remaining hits then result in figures being removed.
At the end of each move, or perhaps a fixed number of moves (IGoUGo pairs), the losses are totted up on both sides, and each receives back, for each arm, the lesser of of the respective sides' losses. These are distributed among the units as the player sees fit. There ought to be some maximum that a unit can not exceed. I suggest 4 infantry, 2 cavalry and 2 guns for an 'Army Corps', and 5 cavalry for a 'Cavalry Corps'. (I didn't actually use this rule, but it might serve to reduce the attritional effects. See also the end of this posting).
8. Units that receive more losses than they inflict in terms of numbers of units, must retreat one grid area.
|Early clash: I Cavalry Corps face off against |
III Army Corps
|Opening battle for Barnaby|
The next few pictures show more of the developments described so far...
|I Army Corps forcing the |
Bridge west of Woodville
|IV Corps attempting to |
cross east of Woodville
|The Battle of Barnaby Ridge, conclusion.|
|V Corps on the march|
|Battle of Bridgeport - a Ruberian victory.|
Azuria - 6 infantry, 9 cavalry, 3 artillery
Ruberia - 11 infantry, 7 cavalry, 3 artillery.
Had reinforcements been brought in at this point, the armies would have comprised
Azuria: - 9+6=15 infantry, 2+7=9 cavalry, 2+3=5 artillery
Ruberia: - 4+6=10 infantry, 4+7=11 cavalry, 2+3=5 artillery
The reconstituted armies might have comprised:
I - V Army Corps: 3 Infantry, 1 Cavalry, 1 Artillery (Firepower 8 each)
Cavalry Corps: 4 Cavalry (Firepower 5)
I, IV Army Corps: 3 Infantry, 2 Cavalry, 1 Artillery (Firepower 9 each)
V Army Corps: 4 Infantry, 1 Cavalry, 1 Artillery (Firepower 9)
II, III Army Corps: disbanded
I, II Cavalry Corps: 3 Cavalry, 1 Artillery (Firepower 6 each)
It might have made for an interesting continuation of the war!