The tabletop was pretty much laid out for my next English Civil War campaign game. I was having a break browsing through my usual list of wargaming blogs when I spotted some straightforward rules which looked very interesting. They are called "Model Major General Wargame Rules" and can be found here on
Battle Game of the Month. I decided to get out my imaginations 19th Century armies on to the tabletop to have a quick game.
I used the scenario setup from "Wargaming Nineteen Century" by Neil Thomas. Both sides diced the same and fielded 7 units with a further 3 units arriving later in the game. The old Spencer-Smith figures were quickly deployed and I was off and gaming with a printed copy of the rules (which fitted on one page using two columns for text).
What follows are a few photos of the game which turned out to be a close run thing and how the rules played.
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Initial deployments
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| Early engagements with a Dragoon unit swinging around the woods |
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| On the other flank orders finally arrive to push forward. |
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| Reserves arrive |
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| The final turn |
My thoughts on the rules, baring in mind they are the first draft, are that overall I really enjoyed them. So much so, this weekend I am making two hospital wagons so I can include them in my next game using these rules.
Turn Sequence
As the game progressed with more units in combat there was a definite advantage to losing the initiative and being player B. Early on winning the turn initiative and being player A allowed your units to get a better field position.
Orders
One D6 for orders worked most for my 10 units per side, and stops the all out assault you can get if all units can move. However, I was not sure of dice ratio to units. I would be tempted in future games to use an average dice or roll 2D6 and select the highest score, as a one is very frustrating (especially with a killed commander).
Moves
I decided my infantry begin the game in column until they were involved in shooting or a charge. After which they were in line for the remainder of the game and move at the lower move rate of 9" and not be able to charge.
In future games I will probably only allow sharpshooters in woods.
Charges
Worked fine and I liked how a charge pinned a unit in place until the charge resolution was done.
Shooting
These I felt worked well with artillery being quite influential as you would expect of this era. I also go to use my Mitrailleuse units possible for the first time.
Charge Resolution
I made a few assumptions on this section as I had some cavalry charge a unit of sharpshooters and a Mitrailleuse unit. I took the view that only infantry could hold their fire and use the 4D6 option and also only allowed cavalry to be shock troops and benefit with +1.
Morale
I had all units eliminated after taking more than 4 hits.
Commander Rally
Really liked this rule. I did give my commander a 12" free move and extended the range to 6" to join a unit. In the next game I would allow hits to be cancelled on a 4+ to improve the risk/reward (the loss of a commander also impacts the number of orders given).
Hospital
I did not use this rule, but will once my wagons are made.
Army Morale
In the game I played both sides lost 50% of their units during the same turn. One side had lost a commander so they lost marginally.
Anyway, thanks to Ross for making his rules available, and I am looking forward to what he delivers in the next iteration of these rules.