The updated MoE ruleset works very well for what it was made for.
Fast play, funny action, historical adequate feeling of moving units, thrilling activations and dice rolls, loss of total power (the less the quality of troops the more loss of power
), a good usage of a 6'x4' table with 28mm figures (which is quite not that easy), free list building and players can bring the figures they have, ideal for starter of napoleonic wargaming (or wargaming in general), easy to expand the points and number of players, very motivating to paint another 200-300 miniatures
Here some addons and clarifications after some games we use:
22,5° template for shooting, army roster to note the casualties and a moral marker in case moral tests are needed
The minimum distance is 4" in case of enemy units and 1" for friendly units
Only units that are not fleeing or fighting are able to pass their activation to another unit.
The unit must be at least 50% covered to get the bonus or stand directly behind it in case of a hedge or wall.
The charging unit must not see the enemy unit they are charging at the beginning of their move.
ARTILLERY AND CLOSE COMBAT
In case the artillery unit lose the combat they are automatically removed from play.
- a test is also needed for friendly units in case they see a unit being destryoed in combat
- in case the unit losses a round of combat it has to make immedately a moral test (in all other cases only during the activation)
- a moral test modification remains active to the next test, even if that is done next round
- a fleeing unit moves directly away from the reason (breaking from combat or shooting enemy) they are fleeing or the shortest way to the own table edge
- a artillery unit failing a moral test is disordered instead of fleeing