Learnings from the Polotsk Scenario
The latest Polotsk scenario delivered a few more learnings in relation to the rules.
The command rules again proved their robustness in provding a realistic representation of napoleonic battles.
However, a couple of refinements were made to the rules. An open order formation was introduced for units in towns and difficult terrain. This seems more realistic than assuming units were unformed.
Units in towns are now always in open order which makes placement of stands easier and better models the way combat works in built-up areas.
The biggest change was to remove the reduction of a units battle die by the number of hits it has taken. This is a big change but it also reverts back to the C&C origins of the system. While reducing a units battle dice by the hits it has taken appeared to be a realistic approach, it resulted in some rather odd situations where units had no battle dice to roll where it would be assumed that they would. The new rule means that encounters play out faster. Hits now better represent the morale state of the unit rather than the strength. It also means that units with, say 3 hits, are still effective in combat, but there is a high risk that they will route. In the Polotsk AAR, more often than not it was prudent for a unit to be pulled back from the front line when it received 3 hits.
The other learning was that the new hex boards don't really give the clean battlefield effect I was after. Despite using a nut and bolt system to hold down the corners, the curl in the foam boards still caused obvious joins to appear. Back to the terrain mat for now.
Comments
Post a Comment