So the refight of Killiecrankie reported in the last post raised a number of design issues that needed some attention. I accordingly made a few amendments, and then set it up again in Shedquarters for a solo run through under "control conditions". That is, with all troops at the same Confidence level.
Again I opened fire at long range, and inflicted a bit of damage.
Then the charges went in. The Redcoats refused to be Intimidated, delivered a decent volley, and also won the melee. The troops to the left were beaten in the melee and driven back.
Bonnie Dundee led his men in against the other Government horse, but were held up.
Elsewhere on the Jacobite left the Clans had the upper hand.
The Government centre collapsed entirely.
The Jacobite right was being held up, however. Again, a game of two halves.
Not exactly the result I was expecting.
So I sat down and tweaked a few more factors, reset the figures and went again.
You'll note that there's another single base unit on the Government right. Not that it made any difference.
I dispensed with smoke for this game. End of Government turn one. They fired and inflicted minimal damage.
End of Jacobite turn two. Everything charged, except for the cavalry. The Government left has all been pushed back, and the right has routed. Lots if units Intimidated. Firing in the previous turn makes your defensive fire less effective. Possibly too much.
End of Government turn two, and pretty much everything is running away, apart from Hasting's regiment on the right. They're only still in place because they never got charged.
I may not have got the rules right for units with pikes.
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