The view from my laptop. From 90 km away, those 10mm sure look small!
Actually, I was pleasantly surprised how easy it was to keep track of the action even with 10mm troops. Left to my own devices, I could not have distinguished the Mont Royal Regiment from the Longueil Regiment but I could tell the difference between horse and foot and once identified, I had no trouble tracking the movements of various units and was starting to get good at estimating distances.
As usual with this scenario, there were lots of ups and downs as units appeared at places inconvenient for one player or the other. Eventually though, my boys waltzed off for a good feast while the garrison went on 1/2 rations. Hopefully there will eventually be real pictures on one of Lentulus' blogs.
The evening did see all three grades of cavalry getting a chance to do their thing. When my Cuirassiers crashed into the enemy Hussars and threw 9 dice looking for 3 or better, I had brief qualms about the cavalry changes but it all worked as advertised. Much the same applied when my Dragoons thundered down on a poor battalion which had been caught by my infantry in march column and was trying to rally in what they thought was a peaceful little valley. Five ones on 9 dice can really take the sting out of a cavalry charge! Still we pursued them and hacked some more before the hard core colour guard finally held my horsemen to a draw in one round. That's them by the tape measure, perched on the table edge, working on a big stack of disorder chits. That's my Dragoons in the lighter green space about to ride out of rifle shot of the enemy Jaegers just emerging from the wood.
Cavalry charges can be heart stopping things, capable of blowing the enemy away or whiffing and often the cavalry ends up effectively blown either way. This is what I was trying for so, so far so good.
Counting noses to figure out how many dice to roll is a nuisance with even 20mm troops and is no easier with 10mm ones. The alternative would be to go back to everyone in the front 2 ranks but only 1/2 if caught in flank or rear but its a minor thing that would end up much the same, maybe 1 die more or less and I'm going to hold off till the 5 test games are complete.
Despite many proof readings, there are still errors. Somehow I accidentally deleted Irregular Cavalry from the list of -1 melee modifiers and was in a quandary as to whether "play the game as it lies" applied or "play them as intended". I opted for the latter otherwise Irregular cavalry would not only be super mobile but as good as any dragoons in combat and the deletion was not intended.
The rules could stand even more duplication of rules in different places. At one point I was trying to only ever write something once but I've slowly started repeating things which apply to more than 1 section. For example, during set up it explains that march columns have no front, only flanks. In the melee rules it says
units hit in flank are disordered. Therefore march columns are disordered automatically if they are charged and don't manage to react. It would be easier if I just wrote that, rather than expecting in W*G fashion that people would make the connection between the 2. Lots of those sorts of things tucked away here and there. I don't mind doing the work to clarify them, but not until I'm sure that they won't be changing weekly or even monthy.
OK, Its probably best for a short break from HofT so I can have a fresh mind for the next test game. I see Sassinid Persian and Greco-Bactrian troops forming on the table edges, I guess its time for some Gathering of Hosts.