Sunday, December 18, 2022

Planning Finchley Common, Part 3 (last one!)

 "Feth it, we'll use a squared grid."

- Me this morning over Messenger, to my opponent.

Part of the problem was the hexes, but what really changed my mind was the small size of the Memoir '44 board. Instead, I broke out one of my Melee Mats, which are 24x36" and writable with wet-erase markers. I marked it up with rows (A to X) and numbers (1-36), then placed the terrain ("buildings centered on I-2, O-2 and G-2") and informed George. He would lay out similar terrain on his home table.

Placing troops was slightly more difficult. In order to fit the entire Government contingent on the board, I was still limited to two-base regiments which were 60mm wide on a board marked in inches. George seemed clear enough when I simply reported that, for example, a line of six infantry regiments ran from D-9 to D-26; so long as they are evenly spaced it'll be okay even if his are of different size. I also named and numbered all units so we're clear about actions.

I ran out of British guns so threw in a Coehorn mortar for interest. My guns and infantry are in the center, my cavalry on the flanks and the mortar on the hill. Left to right:

Household Cavalry.

Guards, guns and militia.

More of the same.

Guards, guns, foot and a handful of loyal Highlanders.

Dragoons and a Coehorn mortar.

My front line of four guns and my Guard infantry is seven inches into the board, with my second line of regular infantry and militia two inches behind.

George wanted a central deployment, so according to his instructions I placed the cavalry in the first line eight inches into the board, three highlander regiments and Ecossais an inch behind, and four more highland regiments an inch behind that. 

From my side.

From his side.

He wanted his guns in the fourth line; when I pointed out they'd be masked by his troops he shifted them to his left. I placed them so that they could fire diagonally past the houses in their front. 

Now that they're not in the way, I may also pull the infantry and cavalry back an inch or two. At present the front lines are 9" apart. I'll be halving the moves and ranges on this smaller board:

  • Cavalry: 6"
  • Highlanders: 4.5"
  • Infantry and Artillery: 3"
  • Musketry: 6"
  • Artillery: Unlimited; no mortar fire within 12"
  • Retreat from fire: 3"
  • Rout from melee: 6"

The D3 rules include commanders, but they are basically a hit-point-recovery mechanic and don't even need to be present. For fun, I included Bonnie Prince Charlie and his Glenfinnan standard on one side, and his distant cousin George II with bodyguards on the other.

Given how badly the rebels are outnumbered, this looks like Culloden all over again. I have several ways to balance that, and will discuss with George to see which we'll use.

  • Keep the deployment where it is rather than separating it further, saving the Highlanders a turn crossing the board.
  • Give the rebels the first turn.
  • Roll for the militia and government Highlanders, who are all reluctant. On a 6 (the old "Oops, Sorry Sir" rule from Warhammer 40K), they either flee the board or don't even show up to the fight.
  • Roll for weather - on a 1 all shooting will be at a penalty.
Given this is our first try with these rules, it occurred to me (late, of course) that it might be easier to proportionally reduce the number of troops on the board! Halving the number of regiments would make it easier to track all the hit-points they'll have (eight apiece). But since some of them come in odd numbers, that isn't as easy as it sounds. Ah well, in for a pound, as they say. 

See you soon with the results!

6 comments:

  1. I prefer hexes to squares but that is personal preference, I guess. Have you given the D3 rules a run-through yetL

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    1. I've experimented with them, but this will be my first real try. Might be a bit of a mess, but we'll see - they're simple enough to work.
      Hexes just won't work with them, unless I suppose I had enough of them to count each hex as an inch or half-inch.

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  2. Good luck with the game and squares.

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  3. Thanks, Peter. As the author of the rules I'll welcome your comments!

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    1. It will be interesting to see how you go with teh square grid. For government troops I have a portion of them as unseasoned troops and the highlanders as seasoned to help balance the game depending on the number of units.

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    2. The square grid is working, but we have stumbled on the melee rules. Rules as written, only chargers can fight, and there is no indication of what guns, infantry, etc can do in a protracted close combat where one side didnt break after the first turn. I'm using their shooting values as their fighting values, and reducing this by 1 in second and further rounds.

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