In fact, apart from acknowledging that my artillery long range will have to be too short to avoid being irrelevant and accepting that most scenarios will involve detachments from too many battalions just so I can name them and paint a greater variety of uniforms, there was no need to change anything, just an option to finally differentiate between bayonet charges and close range firefights since the areas are big enough to hold units of both sides. This is more about narrative, flavour and OSW tradition than anything else but its something I have missed.
|The second half of turn 3. The Blue Dragoons charge the Queen's Lancers while infantry and guns rush forward on both sides.|
In order to make it work as seamlessly as possible I went back to an idea I had tried last fall and liked but which didn't work well with the initiative turn sequence. The turn system will now be the old A moves, B shoots, check morale, resolve charges.
Not having to rewrite too much or change from 4 and 8 figure units to 6 and 12 figure ones and so on, I was able to paint the 2nd half of my Buffs and fix an error in my updated Oberhilse Dragoon uniform. It turns out the later was based on a proposed uniform which had been rejected as being dreary rather than drab. Since this is the Blue army I skipped the various grey and khaki versions and put them into the pre drab blue uniform with yellow topped kepis, yellow trim and black leather. Much shinier!
I was reluctantly torn away from the game by duties but hope to finish tomorrow. Amazing how interesting and challanging such a small game can be despite fast play rules and only 6 units a side.