Having pulled themselves together over the night, and the Scarlet Pimpernal having switched the rules without the French realizing it, the British were back on Saturday morning.
 |
| The French must have been celebrating through the night as the reinforcements were slow in moving from the town in the morning. This took a little bit of pressure off the Brits. |
 |
| A prolonged close range firefight ensued with the opposing cavalry shouting insults and taunts at their counterparts without either being willing to risking leaving a hole in the line. |
 |
| For what seemed an eternity, the two lines stood and traded point blank fire. Casualties were heavy on both sides but neither would give ground or risk a charge. |
 |
At last as the sun began to sink towards the horizon, the Debrouiller Regiment wavered. The General rushed over waving his hat to encourage them but a cannister round found him and the emigres broke. The situation was desperate! Col Grey took command and putting himself at the head of the 42nd and with the pipes urging them on, led them forward with the bayonet. Their battered French opponents broke and fled.
The hill was solidly in British hands and the French in full retreat. |
__________________
The main difference between this version of the rules and the one used in the first game, was that instead of a stand being removed for every 4 hits, the hits were accumulated until the unit had 8 or 12 hits depending on the troop types. That not only kept more figures on the table but it meant there was room to take a pounding and come back.
There are still some minor tweaking to do but the biggest thing is to reconsider for the 100th time whether I can stick to the original idea in Morschauser's rules that had inspired the earliest versions of Hearts of Tin, and lump pointblank shooting with charges with cold steel into one type of potentially deadly combat called "melee" while all shooting at effective ranges is "shooting" or divide combat into 3 zones: long range shooting that has minimal effect but can slowly weaken units, effective close range shooting that can break units, and charges with cold steel which are largely about opposed will but can also be bloody.
My brain tells me that the long range shooting can be safely "factored in" (ie ignored) and close range shooting and cold steel lumped together. After all, that's what I've been doing for the last 2 decades since Rob handed me a copy of Morschauser at a used book stand at a Cold Wars convention, but from the back of my brain, my older British wargaming roots occasionally urge a return to long range, short range and melee. In theory, its a mere matter of a modifier here or there but in practice, the whole thing seems to shift players' attitudes and choices in ways that often negatively affect the games, even if only dragging them on beyond the time available.
There's also the variance between Morschauser's "every stand is a unit" and the traditional the battalion or higher is the unit unless its a man-to-man "skirmish" (in the gaming rather than historical sense).
I'll have another quick consult with me and myself but I'm pretty sure we'll eventually back Morschauser in most of these questions if we can't find a compromise.