|The armies collide.|
In the Scenarios for Wargames version, players choose 6 units from a list. Cavalry and light units are described as being half the size of infantry units so, since I have recently decided to up all units to 4 hits regardless of troop type, I placed two infantry "companies" per "unit", grouped into two to four company "Battalions". Grant notes that light infantry units should be able to break down into smaller sub-units which my rules don't normally allow but I decided to try it.
Red fielded 8 infantry, 1 gun and 1 light infantry while Blue had 6 infantry, 1 gun and 2 light infantry. Once the light infantry were split both sides ended up with 11 game units.
|Blue's Skirmishers have grabbed the town as both armies deploy. They were soon reinforced but Red's Guardsmen soon drove Blue from the town.|
|Blue retakes the East side of town but casualties are mounting and the counter attack stalls.|
Initially I thought Red's plan of attacking up the right might have been a mistake since it took so long to get in place. The fighting in the town surged back and forth though with little room for intervention and eventually the flanking force was in position to bring fire on Blue's reserves and rallying units and still be able to directly attack the flank of the town in support of the Fusiliers. Blue's reserves on the other hand were backed up and had to attack in waves until they finally opted to modify the plan to try and counter the Highlanders. Too little too late.
|Red once again drives Blue from the town, this time inflicting heavy losses as the flank attack by the Highlanders comes in. Blue is forced to withdraw.|
Looking back through some old blog posts from 2012, I found that I had decided back then that a 5" square grid was my best fit as long as I did the work to make a table wider than 4 feet. Several times since then I've reconfirmed the right-ness of the 5" grid for my figures, basing and terrain. Its just taken me a while to investigate all of the next best, appearing easier, alternatives and dismiss them.
With an eye to the upcoming Huzzah! convention game, the next post will delve a bit more into the current version of the rules and the impact of rules focus on scenario size, pace and complexity and on the types of things I want to see players focusing on, especially at a convention.