Napoleonic & ECW wargaming, with a load of old Hooptedoodle on this & that


Showing posts with label CCN. Show all posts
Showing posts with label CCN. Show all posts

Thursday, 18 February 2016

ECW - Boldon Hill, 24th March 1644

Very few photos from last night - here, Sir Charles Lucas advances with
the Northern Horse. The Royalist cavalry were aggressive early in the day,
but had little success against troops on foot. Lucas, along with his colleague
Lord Eythin, was wounded in the afternoon.
The scheduled battle took place last night - we used a cut-down version of the house ECW rules, to make things less mystifying for my visitor. The circumstances of the historical campaign also lent themselves to some simplification of the troop types - all the cavalry of both sides were of "Trotter" type, and none of the infantry were sufficiently expert or experienced to permit "stand of pikes" as an anti-cavalry measure.

The initial positions can be seen in the previous post. To start off similarly to the original action (though rather earlier than teatime), Hew Fraser's Dragoons began with a hesitant attack on the fields surrounding the hamlet of East Boldon, and they were driven off rather easily by Royalist musketeers lining the hedges - the dragoons took no further part in the action.

The Royalist horse started very aggressively, in the more open ground wide on the right flank, and caused their Scottish equivalents a lot of trouble and some serious damage, but the cavalry action, as often happens with these games, was pretty much self-contained - the infantry battle developed slowly, more or less unaffected by their mounted colleagues. The Scottish foot advanced steadily and effectively up Down Hill (yes, all right) to attack the Royalist line, and successfully brushed away some troublesome artillery. They also occupied East Boldon village, but the second line which was supposed to be following in support was delayed and rather disorganised trying to get across the stream in the bottom of the valley.

After a vicious exchange of musketry on the hillside, the Covenanters took the victory by a margin of 9-7 in Victory Banners - this was helped greatly by the Royalists' late loss of two general officers - Lucas and Eythin were both wounded.

Close thing - could have gone either way (once again), and the game completed in around two hours, which is not bad at all considering that my opponent had no previous experience of the rules. I very much enjoyed the first wargame I've staged for a while, and I believe that I have not frightened away my guest general - I've added him to my list of potential volunteers for forthcoming events, including (if I get it organised) some possible siege work.

I'm sorry this is a rather unambitious report - I seem to have had some problem with my camera last night, and I got very few useable pictures.

Tuesday, 29 December 2015

An Actual Wargame – [No-One Expected That…]



Christmas has been a bit odd this year – we’ve sort of squeezed bits of it in between other priorities. One unexpected by-product was that our dining table was no longer required for dining by Boxing Day, so I took the opportunity to set up a Napoleonic battle, and fought it solo in short sessions over two evenings.

I had a whole pile of reasons for getting the toys out; apart from merely wishing to demonstrate to myself that I still do this sort of thing occasionally, I also had the Commands & Colors:Napoleonics Expansion #5 to explore.

It is obvious, very quickly, that the C&CN#5 game enhancements are really not suitable for solo play – they look interesting for a [sensible] two-player game, but it is not easy to surprise yourself when maintaining two hands of Command and Tactician cards – in fact this may be one of the few situations where short-term memory loss would be an advantage. So I played the game using C&CN’s movement and combat rules and my own (dice-driven) activation system. Since my activation rules allow orders to be given to brigades, I had a chance to use my recently-acquired coloured wooden cubes to identify brigades and their commanders. The Expansion #5 involvement was limited to some new rules (terrain related, and also some new rules for rocket units, of which more later), and I also borrowed the general form of the Brienne scenario from the new booklet.

I have said here before that I am not a big fan of the published scenarios – mostly this is because of my solo games; the scenarios specifically give a balanced game which for a solitary gamer can produce slogging matches. I prefer an uneven game, where the skill of conducting a hopeless defence (or something) gives more of a challenge. Otherwise, a solo attempt at a balanced scenario can become an exercise in watching the chance element play itself out.

My version of Brienne was – of course – not Brienne at all. It used an elongated version of the scenario field (17 x 9 hexes) and I added some extra units – the line-up was now a Peninsular War one – Anglo-Portuguese (General Henry Clinton with the Allied 6th Division, plus the Portuguese brigade from 3rd Division, plus cavalry, plus – hallelujah! – a rocket troop) attacking a French force (General Eugene-Casimir Villatte, with a large division of French and Confederation infantry, with cavalry).

The French were installed in a fairly open, flat area which contained 4 villages (3 of which were in a cluster, within musket range of each other, and looked like an ideal position to defend) and a walled farm (which was classified as a “fortress” for the new rules), which controlled a key river ford. 10 victory points were required for a win, and there were 2 temporary VPs available for whichever side held most of the 4 village hexes at the start of each turn. If the Allies took the walled farm that would be an immediate victory – game over – didn’t look very likely.

Clinton was required to take the initiative, and his general plan was to ignore the cluster of BUAs on his right, and attempt to score enough VPs on his left to win the day. He had a few early bad breaks, including the loss of both of the brigade commanders on his left, as a result of which Plan C was required (there was no Plan B), and the game suddenly became a face-off between two linear armies, exactly the sort of slugging match I wasn’t looking for. At the end of the first evening session, I came close to abandoning the game. The Allies were now forced to attack a strong defensive position, their approach being across open ground which made heavy losses inevitable; without the scope to move reserves quickly enough to provide a game-winning local superiority, and in the absence of the whimsical trump-card possibilities of C&CN, it seemed fairly clear that the real General Clinton would have thought better of the whole deal and would have pulled back, and whistled up some heavier artillery (or some Stukas, if he had any).

Thus the game only just made it into evening 2, but in fact the second session went well – there was a lot more ebb and flow than I expected, and the result could have gone either way – Clinton just edged it, though he might well have lost if it had gone on another turn. Good game, rather to my surprise – my faith is restored.

I’ll try to explain the action in the picture captions.

General view from Allied left flank. The cluster of villages is at the far end

Rule changes allowed me to field this rather scruffy rocket troop - as far as I recall,
they've never appeared in the field before - they have taken part in the odd siege
(brown bases mean they belong in the SIEGES box). The rules worked well
enough - the rockets had sporadic successes, but at least they avoided blowing
themselves up

Villatte set up his defence of the cluster in accordance with the scenario map
- the battery in the space between two BUA's proved to be a weakness - Villatte
has the white border to his base

Garde de Paris doing some berry-picking - no flag - having lost their eagle at
Baylen, the replacement unit was never given a new one (historical fact) - Napoleon
remembered...

Anson's light cavalry on the Allied right saw an opportunity to clear their front of
their French counterparts - it was nippy while it lasted, but they succeeded

Straight out of the box, the rockets scored a direct hit, first shot, on this battery
- they did not maintain anything like this level of success

General Hulse brings up his brigade in the Allied Centre - the idea was that he would
swing left, and, with Col Palmeirim's Portuguese, he would assault the French right.
It didn't go well - Hulse's men were repulsed pretty decisively, and Hulse himself
fell, and at about the same time Paleirim was shot in the woods to the left, which
meant that activation of the entire Allied left wing became a major problem
- without a commander present with a brigade, the constituent units have to be
ordered separately

Synchronised dragoons - the 20eme, with their brigade commander, did a bit
of riding backwards and forwards on the flank, but never got involved - note the pink
brigade identifiers

Their opposite numbers - Le Marchant's British heavies, facing them, also
contributed nothing to the action

After Hulse was wounded, the French started to organise their defensive line,
and this was the point where General Clinton had grave doubts about continuing the action

A decisive moment came when the light companies from Col Hinde's brigade overran
the pesky battery at the cluster - you will observe that I use red tiddlywinks as loss markers

Gen de Bde Bouton brings up a battalion of grenadiers to dispose of Hinde's light
bobs, and to plug the gap left by the artillery's demise

More reserves - the 3rd Confederation Regt (Frankfurt) look on from the rear

Allies on the right - this really doesn't look too promising, but at least the artillery
has gone

All quiet on the Allied right - the light cavalry spent the rest of the day glaring at each other

Looking back the other way, from the Allied right, as Clinton resolves to give it his best shot

For the first time, the British musketry has cleared part of the village (though reserves
are available, Bouton was a casualty) - at the bottom of the picture, Clinton
has arrived to take charge of Hulse's leaderless troops

Villatte himself brings the Chasseurs des Montagnes up to defend the village (this
is getting pretty near the bottom of the barrel!), while Hinde and Madden
organise the Allied assault - the more battered units to the rear, as per the text book

...and the marker is spitting blood - including the (green) temporary VPs for
majority possession of the villages, the French were leading 9-6 at this point - 10 for the win... 

Once again, the firefight forced the French to vacate the village - Clinton began
to smell victory, if he could just avoid losing any more units - at least the French
no longer had the green VPs (though they could march back in and reclaim them)...

So the action came down to 3 assaults with the bayonet - on the left, Clinton led
one of Palmeirim's Portuguese battalions against a battered French unit - the
French routed immediately, and the brigadier with the blue cube was captured...

...while Col Hinde attacked one of the villages...

...and a Portuguese battalion attacked another village - this was regarded as
the least hopeful of the assaults, so was kept until last!...

...the Portuguese attack on the village was not required - Col Hinde took his
village almost unopposed with the 32nd Foot, the French legere battalion
which opposed them routed from the field, and Villatte was taken
- Allies won 11-8, but it could have gone either way at the end
Now I must try to pencil in a future evening, and invite a guest general to help me give Expansion #5 a proper try-out. 

If I don’t get back to the blog before next month, I wish everyone a happy and peaceful New Year. I'd better get the battlefield tidied away!

Monday, 23 November 2015

Quickest Online Shopping Ever...


Just a very quick quickie...  I ordered up some plastic sleeves for the new cards in my Commands & Colors: Napoleonics Expansion #5 - I ordered them online from Board Game Extras, and they arrived in just one working day. I don't know how that rates where you live, but in these parts that's pretty impressive. Very slick - I like it.

As they say on eBay, recommended supplier. By the way, if you want to fit these sleeves for C&C cards, you want the Mayday Games 2½in x 3½in, heavy quality...

Thursday, 19 November 2015

Expansion #5, and a Question of Tubes


Well, I've paid my ransom money of £17.76 to Royal Mail (that's £9.76 for UK Value Added Tax on an item imported from outside the EU, plus an £8 "handling charge", for the privilege of having my parcel delayed for 2 days at a detention camp in Berkshire), and have now received the promised Expansion #5 for Commands & Colors: Napoleonics - "Generals, Marshals & Tacticians" from GMT Games.

I haven't had a proper chance to check it all out yet. There is a reissue of the C&CN Command Cards pack (green backs instead of blue - some tidying up, plus a logical dovetailing with the new Tactician pack), plus the new, additional pack of Tactician Cards, the initial allocation of which at game start-up is based on the ability of the General. There is also a bunch of new scenarios, there are some new unit and terrain types, and there are sheets giving General Tactician ratings for all the past scenarios.

I have steered clear of the C&CN expansions prior to this point. Expansion #1 covered the Spanish Army, but by the time it appeared I had developed my own additional rules for the Spaniards, and I have stuck with them (they are very similar to GMT's, in fact). I have no miniatures for, or particular gaming interest in, Russia, Austria and Prussia, which were the subject matter of Expansions #2 through #4, but I have always thought the role of Leaders in the core game was a bit underwhelming, so I was keen to purchase this latest instalment.

Once again, the production standards are very high and GMT themselves are nice, organised people to deal with - the pre-publication (P500) price represents a good deal, even with the international shipping and RM's ransom demand, and I hope to get some decent value out of the extended rules - what GMT describe as "enhanced fun"!

I'll get the old reading specs on this evening, make some coffee and have a good study - with luck this should encourage me to get the table out for a game next week. Interesting now that I see the scope of what this expansion comprises - prior to this I had very little idea what it would be, so the reality is bound to be more restrictive than the unlimited scope of what it might have been (including all the things I never imagined, of course!).

Looks very good - I hope to say more about this sometime soon. I'm confident you'll find proper, informed reviews of the product all over the place, so I won't attempt anything of the sort, but the mere fact that I, who have scorned all the previous expansions, should have invested in this one is evidence of my devotion!

Separate topic - acrylic paints. When I first started painting again, maybe 12 years ago, after a lengthy sabbatical, with what to me were new-fangled acrylic paints, a friend talked me into using a starter set of acrylic artists colours, in tubes. It didn't go well - I had enough trouble just getting my eye in again with the brushes, and I couldn't get to grips with artists' paints at all - couldn't get the coverage I expected, had problems with mixing and the gloopy textures. I switched to pots of modellers' paints, and have continued thus, quite happily.

My paint collection must have reached a certain age - many of my pots are now turning into chewing gum, and there is a limit to how much reactivation you can do (not to mention the time and the hassle). A big blow during my recent Spanish Grenadiers effort was the demise of my beloved Revell Stahl silver (in a square pot) - it is now metallic chewing gum - visually spectacular but useless.

The time is coming when I'm going to have to replace quite a few of my paints. There is a local problem in that there is no shop selling Citadel or Foundry paints within 40 miles of here, and I don't like buying unfamiliar shades or makes online. There is a Hobbycraft store about 25 miles away, and they sell the DecoArt pots, including the rather excellent Americana series, but the stock is uncertain and there are often gaps on the shelves. None of this is insurmountable, but since I am in any case forced to review my paint preferences, I thought it was probably worth revisiting the topic of artists' acrylics. Again, a friend suggested that was the way to go, though he is not near enough (or supportive enough!) to talk me through this in detail.

So - the point of mentioning the subject - there are certainly a few art suppliers fairly close to here, so availability would be OK. Does anyone reading this have experience or opinions of (tubed) acrylic artists' colours for modelling? I hasten to add that I am not really interested in mixing my own colours, so would tend to use them straight from the tube. I feel it would be silly to overlook these if they would be useful, but even more silly if they were not going to be suitable for my rather childish painting style!

As is always the case with this humble blog, all advice and clues will be gratefully received!

Wednesday, 19 August 2015

Manoeuvring in Hexes


Tinkering-around time again. If hexes bring you out in a rash, I recommend you go and read something else!

As any regular readers will know, I mostly play Commands & Colors: Napoleonics these days, with miniatures, and am very happy with those rules, though I have to make the occasional adjustment to them to suit a particular game.

Principal areas where these adjustments are called upon are:

(1) I mostly play solo – standard game can be compromised by lack of surprises…

(2) The published scenarios give balanced games, with the armies set up all ready to start fighting; I very rarely use these scenarios, and a lot of my games – especially in campaigns – require the bringing up of reserves, sometimes off-table reserves, or rapid deployment of big groups; though there are a couple of the Command Cards which allow rapid movement of large formations, C&CN is not well suited to this kind of action without some special add-ons

(3) Any game which is not clearly across-the-table and divided sensibly into Left, Centre and Right doesn’t fit the Command Card system

(4) A couple of other things which I remember when I see them, but I can’t find all my notes as I sit here…

The whole philosophy of C&CN is that the game moves quickly – you can see the battle develop; the turns are short and very limited, but you get lots of them in quick succession – a battle on a standard-sized board/table (13 x 9 hexes) should last about 2 hours. To enable this, some very clever mechanisms are employed, and a degree of simplification which may be seen as a turn-off by unbelievers – the C-in-C does not concern himself with the exact formation of each unit, nor the placing of skirmishers – with a couple of exceptions (notably squares) this stuff is left to the regimental officers. In C&CN we do not form units into lines or columns, we do not even concern ourselves with which way a unit is facing – if they are still on the table, we assume they are getting on with doing what they are supposed to be doing, and if the combats go disastrously against us then maybe one of the contributory reasons was a lack of tactical skill at unit level – the C-in-C will never know, but it’s a handy excuse if needed…

That is all very fine, and I am very content with the approach, but I used to play an in-house (computer-managed) game called Elan, which also used hexes, and that allowed some tactical manoeuvring and suchlike; I would never suggest that Elan was even half as successful as C&CN as a game, but the tactical bit was rather fun, and it would be nice to do some of that again from time to time.

I have some other tweaks, some of which I have discussed here before, which involve alternative (dice based) activation systems instead of the Command Cards, with a rapid-movement option involving faster marching when distant from the enemy, and the ability to give orders to an entire brigade as a single entity, provided it has been kept together and in good order.

Recently I have been re-reading Neil Thomas’s Napoleonic rules (and especially some very fine work done by Jay “OldTrousers” and others on fitting Neil’s game onto a hex grid), the White Mountain Thirty Years War rules (which are a cousin of C&C Ancients), which allow for units to have a direction of facing, and my own Elan game (the movement aspects of which worked very comfortably for some 25 years before I ever heard of C&C, and which are logically very similar to what Jay set out on his blog).

Two further thoughts  - tickles at the back of my brain – to give the idea.

(1) Just looking at the four wooden blocks in a C&CN infantry regiment (or bases in the miniatures version), I have often often thought it would be possible to form them into a line or a column, though the blocks don’t make it clear which way the guys are facing, and the very idea is a heresy and would cause Richard Borg to shudder.

(2) I did consider just trying Jay’s hexified version of Neil Thomas’s game, as he has set it out. Two slight issues with that – the scale of the board and the size of the actions don’t really fit what I am likely to want to do. Also the C&CN combat dice, with (Hallelujah!) the built-in retreat system (which does away with the dreaded industry of morale testing) would be sadly missed.

Thus I have come around to my current plan, which is to have an alternative to pure C&CN available for games which could make use of it – this is not, repeat NOT, intended as an improvement on C&CN, nor as any kind of replacement. My present thinking is to use C&CN’s combat dice system, with as few alterations as possible, with a modified movement and manoeuvre system and with a dice-based activation system allowing brigade-sized groups to be activated. Yes, this does away with much of the beauty of C&CN, so I do not pretend this is a variant of C&CN – it is merely another game which uses a C&CN-style board and C&CN combat dice. I emphasise that the movement and frontage rules set out here are based on my old Elan game, and that it needs a fair amount of work (especially in the skirmishing department). Today I’m just intending to cover the formations-and-facing rules.

One preliminary note, and it may bring a few hoots from friends who know of my aversion to morale testing: formation changes and changes to front can be ordered, but they may also be attempted, out of turn, as a reaction to an enemy attack. It would be pointless to allow this to be successful on all occasions, and the reality would be that the better units would have a greater chance of success, so – yes, despite all my normal stance on this – these rules require a reaction test. I introduce this reluctantly, and I make a point of keeping it as bovinely simple as possible. When required to react to an attack, by changing formation or facing, a unit will have to score not less than a certain number on 1D6 – troops have 4 basic classes, thus:

1 – The Old Guard, certain very special elites
2 – Steady, reliable, trained troops
3 – Poorly trained, demotivated or raw troops
4 – Militia and levies, dross

"No, no - we are Class 2, and don't you forget it..."
The class of the unit will be improved (reduced) by 1 if a Leader is present, and worsened (increased) by 1 for each casualty counter. The test will be to equal or beat the altered Troop Class with 1D6. Thus, for example, Class 3 troops with a general need a 2 or better to allow them to react successfully; Class 1 troops with 2 casualty markers need a 3 or better. Simple as I could make it. One further detail I am thinking is to add a rule that a straight roll of 1 is always a failure, so the Guard may sometimes let you down, and a straight 6 is always a success, however desperate the situation.

With a nervous cough, I move on hastily.

Units must face a vertex (point) of a hex, as in C&CN. The two sides of the hex on either side of this vertex represent the unit’s front, and they may move, fire or melee only in that direction. They may, however, turn – according to the following, which I’ll come back to later.

(1) as it enters a new hex, a unit may turn by 60 degrees either way – i.e. to the next vertex – without penalty

(2) any bigger turn, or any stationary turn (i.e. turning on the spot before any movement) takes an amount of time equivalent to 1 hex of movement

Some additional points, before we get into the detail of movement allowances and so on:

(a) charges to combat must be straight ahead – there may be a preliminary turn if the movement allowance permits one, but a charge cannot wheel as it goes in

(b) this is similar to the normal Zone of Control idea familiar in boardgames – a unit entering a hex adjacent to an enemy must stop – they cannot slither around an enemy unit to reach a flank. Note that this does not apply for attacks on units in built up areas or woods, or squares, none of which have flanks or rear.

(c) units attacked in flank or rear who do not manage to react and turn are worse off in two ways – the enemy gets an extra die, and they themselves do not get to fight back – again, squares and units in towns and woods do not have flanks or rear.

(d) skirmishers don’t have a front either

Move Distances

Squares, unlimbered artillery                                                      zero (though may change formation)

Infantry in line                                                                            1 hex

Infantry in column, skirmishers, limbered foot artillery             2 hexes

Cavalry, generals, horse artillery                                                 3 hexes

Units in column of march may add 1 hex of movement if their entire turn of movement is on a road (otherwise terrain effects are pretty much as C&CN)

Change of formation, and any stationary turn, or turn greater than 60 degrees costs 1 hex of movement. Limbering and unlimbering is a change of formation.

Unit Types (note that scenario rules may limit this – e.g. some nations are not allowed to use column of attack)

Close-Order Infantry


Column of March - bases one behind the other - this formation gets a bonus on a road, and can march through a wood or town at normal speed, without stopping, but cannot fight or fight back unless the unit changes formation


Column of Attack - 2 bases wide - this formation can shoot only with the front row of bases, but may melee with 2 rows of bases. Note that, in all formations of all fighting units, the number of bases able to take part in a combat is limited to the original number less any casualty markers. The casualty markers are especially useful here, since keeping the bases on the table allows the formation to be indicated. A unit is removed, of course, when the number of casualty markers is equal to the number of bases (duh).


Line - single row of bases - all bases may shoot, but only bases engaged (i.e. same width as opponent) may melee


3-deep Line - I'm still considering this as an option - one-third of bases (to nearer whole number) are in a second row - front row of bases may fire, in melee formation fights with front row bases engaged (as Line above) plus 1 base


 Square - may not move - has no front - each base may shoot once per turn, through an adjacent face of the hex - melee rules are as near to C&CN as I can make them


Unformed - this is just a proposal at this stage - I am thinking that infantry in a town or a wood must be unformed (unless they are in Column of March, passing through) - up to one half the bases may fire through any one hex face per turn - each base may only fire once - melee? - not sure - I think all bases may fight in a town or wood, otherwise an unformed unit in the open fights with half bases. Still working on this...


Light Infantry

First off, let me say that French légère are just classified as line infantry in my games. Actual light infantry appear in two forms:

(1) units such as British or Spanish lights are capable of acting in close order or sending skirmishers out with supports
(2) units of converged voltigeurs or light companies are different - the only formations permitted for these are Column of March or Skirmish Order, in which latter they may be deployed with other, close-order units as a screen - I'm still working on skirmish rules, so this bit is a work in progress

Let's look at the dual-purpose light regiments first - in my organisation, these consist of two normal, line-infantry type, close-order bases, and two, half-strength, open order. Thus a battalion with a total strength of 3 bases may be deployed in the following ways:


With the open-order bases tucked away to the rear, here's a light unit in Column of March, mimicking their normal close-order brethren


They can also be a close-order unit in Column of Attack...


... or in Line (I haven't got a "3-deep" version of this)...


... or in Square.


Or they can do this special trick, which is deploying with skirmishers to the front, supports standing to the rear.

They can probably do Unformed as well, though I didn't bother with a picture.

Now consider the converged units of light companies - these only have two real formations...


...Column of March, if they wish to go along a road in a hurry...


... or in skirmish order, in which case they can be added as a screen to other units - the skirmish rules are still being worked on. Skirmishers caught in melee by close-order troops do not do well - they are just eliminated. Skirmishers, by the way, do not have a front - they can fire or move in any direction, and can hide behind friends if they need to.

Cavalry

Cavalry have only two formations...


... Column of March (can't fight in this formation)...


... or a formation which is Everything Else - it might be Line, or a series of Lines, or Waves or whatever you want - the whole regiment gets to fight in a melee.

Cavalry also move far enough to give a demonstration of how the turning rule works:


First of all, here's an infantry column demonstrating the move straight forward - the unit may follow either of the two red arrows, and move into either of two hexes, still facing in the same direction - having moved forward in this way, the unit may, if it wishes, turn up to 60 degrees in either direction at no extra penalty - they are regarded as having "wheeled" as they entered the hex.


Cavalry have a 3-hex move - here's an illustration of one of the many possible moves the rules would allow. The unit advances (red arrow) into the next hex, and gets a free wheel (of 60 degrees) to the right (the new facing is shown by the brown arrow), advances along the second red arrow, wheels again (second brown shows the new front), and does it yet again, finishing with a free wheel to face the final brown. So the unit may advance in a semi-circle, as an example - also note that such a move would not be permitted to be a charge to attack, which must be in a single direction after any initial turn.

Artillery

Unlimbered artillery only has one formation:


The front is shown by the brown arrow, and the permitted cone of fire is marked here. A stationary turn requires 1 hex of movement, and a battery which turns is thus regarded as having moved for the fire rules.


A single limber represents a complete battery on the move - a limber (like a general, and like skirmishers) has no front and may move or turn in any direction, without limitation - it may not fight, but it may get a Road Bonus if applicable, and may unlimber with the guns facing in any direction.

That is really all I wanted to write at the moment - I don't wish to get into detailed nitty-gritty of the rules (not least because much of it is not decided yet!), but thought that a discussion of how units may behave in a reasonably Old School manner in the world of hexes might be of interest.

I'll keep working on this, but I'd welcome any comments in the meantime. Bear in mind that this movement and manoeuvre system does work, and has done so for years with my old Elan rules - the new bit is attempting to graft it onto the C&CN combat system.

I'm sure that's quite enough for the moment.