Tonight we ran out Steve's Napoleonic rules again. Larger forces with Chris Flowers commanding the French, Steve supporting him with the Italians and me with Russians and Prussians.
The Russians had a light Division to my Right with a Cossack Regiment and 2 Jager battalions, then a Dragoon Division, a further infantry division and a Prussian division marching onto table. The Russians had light gun batteries, the Prussians 12 Pounders.
Facing us left to right were an Italian Division, two French Divisions and then a Cuirassier Division and a Light Cavalry Division.
You will remember that each force has a number of chips allowing them to attempt to activate Divisions. We start by rolling to see who has initiative and activates first, spending one of the 6 chips to activate a division. We need a 3 or better on a D6. If we pass we roll again to see how many actions we have 1,2 or 3. Do our movement then try with a second activation. We cant try the same division again but now need a 4. If we fail the initiative passes to the other player.
I get the initiative pushing my Prussians on the left flank, then my reserve Russian foot, then the cavalry and finally the off table Jagers. As I pass each time I just keep going, with chips remaining I go back to the Prussians and pass again needing a 4 or better finally getting them into a solid defensive line, as the Italians have one unit in effective range I try a shot. I hit causing two casualties which prompts a morale test, Steve rolls a one and the regiment retreats.
Not a bad start for the Russians and Prussians, however as I passed all activations the French now have all 6 chips and I cant respond to them.
Chris pushes his Chasseurs forward, then activates them a second time as they are in range to charge my horse battery. The closing fire is ineffective and the horse battery over run.
The light cavalry rally immediatly and charge into my stationery dragoons who have already taken casualties from the French artillery.
The other light cavalry catch my Jagers forming line and break them, leaving these troops to flee from the field.
The lights having defeated the Jagers withdraw rather than face a volley as they mill around reforming.
Meanwhile the Currassiers have hit my disordered dragoons, which really should be the end of them. But a close range volley from the square as they close disorders them in turn.
Its a good time to roll a lot of six's and the Dragoons live to fight on another round where both sides are dis-ordered and the French no longer have their charging bonus.
Eventually the Currassier are forced to withdraw, two Dragoon regiments too badly mauled to continue but the line has held.
Before the light cavalry can take advantage and charge one of the Dragoon regiments I charge them with my Cossacks. The Cossacks loose pretty convincingly but the Chasseurs are forced back.
Whilst its been a fun game it has exposed some cracks we want to deal with. As Chris was intent on the cavalry action and me on countering him the rest of the game has simply been ignored so only a quarter of the forces have been engaged.
As the rules allow you to try and keep activating the same units there was nothing to prevent this.
It was the right thing for Chris to do as well, if his superior cavalry had broken through, which they almost did, I would have had infantry killing heavies in my flank and rear and the game would have been up.
Some food for thought despite some good fun.