Back to Saturday's game. This was a 2nd run through of OHW Scenario 10: Late Arrivals. It was played on a 12 x 12 grid of 9cm squares so each square equated to a 3"x 3" grid on a map and by extension each 4" to 6" wide OHW unit was replaced by 2 x 1 grid area units, the 2" to 4" artillery being maintained as 1 gun. This gave Blue 6 x infantry, 4 x cavalry and 1 gun vs a Red force of 4 x infantry, 4 cavalry, 2 light infantry and 1 gun. I added 2 Brigadiers to each side. All infantry had rifled muskets, all cavalry could dismount with rifled carbines.
I, umh, was cleaning out my smart phone and accidentally deleted the early pics of the troops marching on but if you refer to the previous blogpost, Minnow appeared on Turn 5 as the first Blue Reinforcements marched on. Not much happened before that other than Blue pulling chance cards that allowed them to move Red unit's back while Red responded by rolling low numbers of orders to make it harder to recover from the confusion.
Anyway, smart phone + poor lighting and in a hurry didn't make for great photos so you're not missing much and an absorbing game meant that I missed too many turns worth of pictures to show the game unfolding. I hadn't actually expected much of this game so the result was a pleasant surprise to say the least.
The Tin Army rules that I was using are built around a ground scale of grid square = 150 yards, give or take 50 yards since these are toys, with a time scale in the vicinity of 10-20 minutes per turn on average over the course of a day. Units represented around 450 line infantry (give or take 150 based on ground scale etc) or 1/2 that number of light infantry or cavalry or a battery of 4 - 6 guns. In other words the forces were in the neighbourhood, very roughly. of 2,000 to 4,000 men per side. A summary of rules will appear very soon followed by a post discussing some of the ideas and maybe even why I chose this or that option over the other ones that I have tried. The full rules are going to take longer since I want to take the time to write them up properly. I started to do that last year for the original WW1 version but lost my handwritten notes and forgot. Won't happen again! This time its just a matter of expanding the existing sketchy late 19thC version.
The game assumes that line infantry are deploying a skirmish screen of up to 1/2 their strength (if supports are included as per SOP) up to 2 squares ahead of their line which is acting as a reserve for the supports without the skirmishers and supports being shown. The screen will withdraw when appropriate such as during an assault by one side or the other. A marker figure could be used but in practice I found that that just crowded and confused the table top and instead have been assuming their presence. Light Infantry are assumed to be either detachments or specialist sharpshooters will are all operating as skirmishers and close supports.