Post
by quindia » Sat Jun 02, 2018 6:23 pm
Hi, Roger.. with regards to movement, a few things to try..
1. Make use of columns of march initially and foot will close the distance more quickly. Of course, you run the risk of having enemy horse catch you in this formation, but mirroring enemy cavalry with your own should allow you to counter this threat.
2. Allow deployments up to 12” from the edge or 24” apart. This allows you to deploy in depth which was common in the period and get to grips faster. This is something I always do for an evening or convention game when time might be a factor. I might set a few units even closer together if one side is in a static position, effectively glossing through the first few turns which would be purely advancing. You can even simulate a few rounds of artillery fire as a ‘pre-game’ event so the attackers don’t skate through.
3. Increaseing the movement rates by 50 percent should be fine if that feels right for your table. To justify it, you can think of the turn as 15 minutes rather than 10 for smaller games. We’re not precious with out rules and expect people will want to modify things to suit.. these rates just happen to work well for us.
Hope that helps..