From Pike to Bayonet Advances

Back to the table top with FP2B for what is hopefully the start of the final push to publication. More streamlining has been going on, and more differentiation between unit types (both is possible). Players are currently playing a game where the action stops to discuss whether they are happy with the outcomes and the proposed solutions. In the middle of the current heatwave it is good to go at a slow, measured, pace. 


Chris and I had the French, and Phil & Tim the Imperialists for a general encounter battle. One of the big things I wanted to thrash out in this game was passage of lines and cavalry rallying back. The major change from "Tricorn and Bonnet" in this respect is to increase square occupancy to two, subject to certain restrictions.

We opened with a mass cavalry action in the centre, which is always satisfying. Superior French tactics (we were using a supporting rank) meant we drove back the Hanoverian cavalry in some disarray.

The close proximity of their supporting infantry meant they could fall back and shelter behind them. The French cavalry wisely decided not to pursue into the face of their muskets.


We moved up our line to bring on the engagement. We were French. We have elan. Another rule change is that movement in terrain requires a die roll to leave it, rather than faffing about with half squares. Normally its a 50:50 roll to advance. If you fail you can press on but take a disorder marker. Open order troops like light cavalry hussars and open order foot move freely.


Tim charges my dragoons in the woods, which was handy as this was something I wanted to try out. My musketry was ineffective and I got routed.

This is an "after" shot without the "before". The infantry in the foreground have smoke as they've just fired and meleed a cavalry unit which is now in the distance, festooned with hit rings.


An attempt to break the Imperialist centre with a cavalry charge nearly succeeds, but Chris' general falls in the combat.


As they fail to break the infantry, the cavalry rally back behind their supports. The infantry then close and open fire.


Our attempt to break through with our infantry in the centre is frustrated by a counter attack from Tim, which drives us back.


Tim has another go with some fresh cavalry at our end of the table. He is held, but the infantry are in a bad way.


Alongside that melee our infantry advance, pressing the Imperialist centre hard.


It looks like we have a breakthrough as we break the red-coated Hanoverians, seen fleeing top centre, but Tim holds us up with a volley from his infantry.


I perform a passage of lines to get my shaky infantry out of the way and insert afresh battalion into the conflict. Alas the troops repay me by rolling four 1s. That's a 1 in 1,296 chance. Luckily despite losing the melee because of this roll they hold on by passing the morale test and "bounce" the cavalry.

End state, and it hangs in the balance. Most of the changes worked well, and I identified some more things I need to do. Some tidying up will happen when I write things down fully, rather than rely upon the QRS. 

I hope to get another game in with these later in the week, so good progress being made.






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