There had been some discussion about a ‘skirmish level’ version of ‘A Gentleman’s War.’ So, last week we tried it, with a single unit of 12 French infantry and a cantiniere defending a cemetery against twice as many Russians.
The Russians, nominally led by the company officers, were actually commanded by a tiny but irascible Orthodox nun. It was her harangue that inspired the bayonet charge that cleared the French out of the cemetery.
This week we went to Dan’s house for a bigger game, a thoroughly bloody event in which almost everyone was killed. At least, it seemed that way. My highlight was when my artillery piece was charged by Spanish infantry. I ha theee dice. I need a 3+ to hit. I could blow this attack to smithereens. I rolled all ones and twos. Well, huh.
The rules. Right. We wanted to leave as much ‘as is’ as we could. Here are the differences.
The unit, which we’ve always been vague about anyway, is much smaller. It’s not necessary 1/1 scale, but something under 1/10. The unit might be a platoon, or a small company.
A Court card activates your whole force, a number card one group of figures.
You can break down a unit into as many groups as you like. However, once you’ve done that, each requires it own card to activate.
Each officer figure is treated as a general, with all those particular rules applied.
Long range for shooting is anywhere on the board, but short range is 12” for muskets or rifles, because we aren’t making those distinctions.
A saving throw failure of 1-2 means the figure is dead, and placed face down. Above that (but still failing) it’s wounded, face up. It may return.
On a joker, aside from everything else, roll for wounded men. 1-2 they die, 3-4 remain in wounded state, 5-6 jump up and rejoin unit. +1 if medic, nurse or cantiniere with unit.
We will be working on this.