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


Saturday, 7 October 2017

ECW - Possible Rule Tweak


My in-house ECW rules, which I call CC_ECW, are derived from the Commands & Colors: Napoleonics rules. They are currently sitting at Version 2.67 (dated 24th March 2017 - they are downloadable from a link on this blog, somewhere over on the top right), and I was quite pleased that - thanks to some welcome logic-checking and proofing kindly supplied by the Jolly Broom Man - I had at last got all the various bits (meaning the QRS and main booklet, really) consistent as well as up to date.

Having reached that situation, it's actually a bit of a disincentive to make further change, but I feel there is a change coming along.

Following some recent correspondence with Peter Brekelmans, whose 30YW rules (which are also downloadable here, from somewhere around the same place) are more sophisticated and more complete than my own effort, I came back to the rather mundane, though important, matter of whether ECW musketeers should be able to move and fire in the same turn. This may not sound like complex stuff, but it does make quite a difference to the game.

I know they had some pretty complicated ways of arranging for musketeers to advance or retreat while firing, either by working the loaded chaps forward or by working the chaps who had just fired to the rear, to reload, but this was not really when they were going somewhere - it was more like a gradual adjustment of their position. To keep the essential simplicity in the game, I originally allowed musketeers to fire at half effect if they had moved in the same turn. Intuitively, I didn't like this. It might be justifiable in a Napoleonic context, but not for the ponderous, nightmare ritual of reloading a matchlock.

So I changed my mind. Version 2.67 currently says of Foot that

"they may stand still and carry out Melee or Ranged Combat, may move 1 hex and carry out Melee Combat, or – provided the move does not bring them into contact with the enemy – they may move 2 hexes but may not carry out any Combat."


That seemed more historically pleasing - and the option to get a bit of a shift on when not close to the enemy is very useful for bringing up reserves and other strategic matters.

Only problem now is that attacking has become a pretty thankless proposition. Approaching enemy Foot who are in line means being subjected to heavy fire while being unable to reply. Why, one wonders, would anyone bother?

Now I'm sure that this is handled well and correctly by most of the established ECW rule sets you can think of. The tricky bit is doing something about it without damaging the intrinsic (tick tock) simplicity of the C&C mechanisms. During the period when I tried to educate myself to like Victory without Quarter, I got the hang of a rule whereby a unit which wasn't doing anything else could be assumed to reload - all by themselves - without a specific order to do so from the Earl of Essex (or whoever). In execution it was a little fiddly for my taste, but the idea was nice.

So I've been thinking about it, and I think I have come up with a minimum-effort adaptation to go in Version 2.68.

How about this?

When a unit of Foot fires or takes part in a melee, it is immediately handed a black counter (or a little puff of cotton-wool smoke would be rather cute) to indicate that it will have to reload before it can fire again. At the beginning of the owning General's next move, when the Orders are being handed out (activation from Command Cards - and I give the ordered units markers to keep track of where I'm up to) - once all the Orders have been allocated, any unit of Foot which has not been given an Order, and which is currently unloaded, may hand back their unloaded marker (or puff) - it is assumed that they will, all by themselves, as trained, reload, since they are not doing anything else this turn. If they are unable to reload (because - that's right - they are busy carrying out an Order to do something else) then they must stay unloaded, and they cannot fire until they have had a chance to do something about that.

It will, of course, be worded rather more concisely, but you get the general idea. My original idea was that this should only apply to units which fired, or carried out Ranged Combat, as they say in C&C. But a lot of melee action must obviously have involved firing muskets, or at least bashing the daylights out of them, so I felt it would be appropriate to assume that any kind of Combat would require a reload. Which then leads to another thought: should unloaded units be at a disadvantage if they are involved in a melee? Well, maybe they should. I might consider deducting a die in melee for an unloaded unit of Foot, or - more simply - just gloss over it and allow them to melee as normal.

Still thinking about that one. It also occurs to me that a unit which is already in a melee shouldn't be able to reload while standing next to the enemy, even if they haven't been given an Order to fight this turn - I can't see them doing a very good job of it.
OK - that's shaping up - I need to try it out, and I need to identify all the places where the rules need to be changed, so that Version 2.68 is as shiny as it's predecessor.
And then I thought - what about dragoons? And I said to myself, ignore them - they can already move and fire, and in any case they do not have much of an effect.


Thursday, 5 October 2017

Hooptedoodle #279 - Jock and the Lottery


I received word recently that my old friend Jock had died - in fact I hadn't had any contact with him for nearly 20 years, but that just means that the version of Jock I have lost is forever a younger, healthier version.

Jock was a very amusing man - a natural extrovert, without the grating excesses which are common to such people. I admired him a lot. He had a hideous-sounding job - he worked as a general trouble-shooter with the social work department of the local authority in Edinburgh. His patch was the roughest, nastiest council tenement block in the city - a place whose name was well-known for the amount of crime and drug addiction. Jock spent his working day - and many of his nights - helping some of the most wretched people in the city, making sure they got their benefit money, met their parole officers, ate some actual food - he worked tremendously hard, he loved his job, and he did work which really made a difference. And, of course, he didn't get paid very much himself. He admired me, I think, because I had some knowledge of science and mathematics - things that fascinated him, though his level of understanding was roughly what you might get from the Daily Express or the backs of cereal packets. He used to watch a lot of science programmes on TV, though he admitted he mostly didn't make much of the detail.


One evening, long ago, over a beer in the Canny Man's in Morningside, Jock and I were discussing the National Lottery, in which he was a big investor - he was constantly on the lookout for some magical "mathematical" system which would land him a jackpot. I was a big disappointment to him; I had no systems, I didn't even have any belief. I told him that I didn't gamble, especially on no-hope projects like the Lottery. I related to him the tale of some of the actuarial students at my work, who had calculated that a man aged 30, a British citizen in average health, who buys a Lottery ticket on a Monday has more chance of being dead by the Saturday than he has of winning a big prize.



Jock was very impressed by this - and he asked me a few more questions about it, and he even (I think) wrote a few notes in his Filofax (remember them?).

I didn't see him for a while afterwards. Eventually I bumped into his wife in the local supermarket. We exchanged greetings, and I asked after her husband. She told me he was well, but very busy, and then she asked me what had I said to him about the Lottery? I had no idea what she was talking about, but then remembered, and said that I'd simply mentioned how small the chances of winning were. She told me that Jock had been very thoughtful about this, though he had admitted that he didn't really understand it, but since then he had started buying his weekly ticket late on a Friday - just to be on the safe side.

I still treasure that - a worthy memorial for my old friend, I think.

Tuesday, 3 October 2017

Hooptedoodle #278 - None of My Business

It's nothing to do with me, of course, but it does seem that that nice Mr Trump hasn't had a lot of luck since he became the leader of the most powerful nation in the world. Not a lot of good breaks, really.

I was interested to see how he would get through his official reaction to the terrible devastation caused by recent hurricanes without any reference to climate change. He seems to have managed OK, which is a decent effort, I would say. [Does he have an official reaction, by the way, or does his incontinence on Twitter serve in its place?]   

Trump as Charlton Heston
($30m of his campaign funds provided by NRA)
Mr T's comments following the terrorist shootings in Paris included his opinion that more liberal gun laws in France might have helped to reduce the loss of life. The implication, I gather, was that citizens on a night out would have drawn their weapons and had a shoot-out with the terrorists in the street.

Now he has to react to this latest abhorrence in Las Vegas. It would appear that the suspect (who had 23 weapons checked into his hotel room) was not a terrorist, nor any kind of oppressed minority representative, merely a nut job. You cannot legislate for nut jobs, but we should recall that Mr T has already shelved Obama's initiative to restrict sales of weapons to people with mental health issues. No - that's right - there's no point being wise after the event, and, as I mentioned, it is nothing to do with me.

So, beyond my shock and revulsion, and my sympathy for the Vegas victims, I now wait to see how he will manage to circumlocute the delicate matter of gun control.

It is worth bearing in mind that it takes a very significant terrorist event indeed to exceed the death toll of the average weekend in Los Angeles' ganglands. Of course, as we are told all the time, those guns are already out there, so we have to ensure a steady flow of weapons to the supposedly innocent citizens, so they can keep their end up. One of those citizens seems to have accumulated an arsenal of astonishing size, and to have taken half of it on holiday with him to Las Vegas. Just a bad break. No one yet has suggested that it might have helped if the concert audience the suspect used for target practice could have fired back with their pocket pistols.

None of my business, of course. I did not vote for the chap, I don't have to live in his country. On the other hand, if his crazy exchange of football hooligan diplomacy with Mr Kim is going to get us all fried, I feel I might just be entitled to an opinion.


Quite how the US can have a president who would be banned from most UK pubs and golf clubs for the way he conducts himself is a puzzle for me. If I get just one brainless reference to the Second Amendment in response to this post then I'll simply pull it - it's nothing to do with me anyway.

Monday, 2 October 2017

Of Young & Fogg, and Aromatherapy, and Other Things

Topic 1: Young & Fogg.

Here are a couple of well-known - nay, historic - wargaming photos from the days when the whole world was still black and white. What common element is in both these pictures?



Yes - well done at the back, there - the buildings are from a fondly remembered range marketed by Triang, which was most famous because they were made of rubber.


Clive, the celebrated Old Metal Detector himself, has a collection of these splendid little buildings, and there are some fine pictures on his blog [click here].

So who were Young & Fogg? Well, they were a firm specialising in the manufacture of rubber items, who were taken over by the Triang company in the late 1950s. The first result of this acquisition was a range of rubber buildings to suit Triang's Spot On range of 1/42 scale diecast vehicles (the range is attractively described here, on a link provided, once again, by Clive); shortly afterwards, the more famous, HO model-railway-sized Countryside Range appeared, which lent itself more comfortably to gaming scales.

I remember these very clearly - my model railway days were over when they appeared, but I was very taken with them - especially the church. I never had any. The most pleasing thing about them was that they didn't look like other model buildings - model buildings mostly had very straight corners and bright colours, and didn't really resemble proper houses. The Triang rubber houses had cheerfully quirky designs - Cotswolds meet the Brothers Grimm - and had a nicely distressed, rounded appearance. The one feature which was a problem in the long term, of course, was the material of which they were made. Rubber grows old and perishes. The reason you see so few of these on eBay is because they have mostly rotted and been throw away.

I acquired one of the churches last year, or maybe it was the year before, as a makeweight in a job lot purchase from eBay. It wasn't an important element in the purchase, and I was expecting it to be a wreck. It pretty much was a wreck, too.

The rubber had dried out and cracked and twisted - never mind - I stuck it at the back of a shelf somewhere and vaguely thought I might have another look at it some time.



Now this week, I came across the Donald Featherstone picture at the top of this post, and I thought, righto - let's have another look at that rubber church.

Well, it's pretty awful. It should probably just go in the dustbin. However, since I am a madman I did some online research, and it seems that rubber can be softened by immersion in various brews, and the strategic ingredient in these concoctions is Oil of Wintergreen. Hmmm.

Thinks (this should be read in Bluebottle's voice, from the Goon Shows):

(1) I could purchase some Oil of Wintergreen and maybe a few other cheap constituents, and I could stew my church in this for a while.
(2) It would lose it's paint, but when it was softened I could pack it with bits of wood and whatever else was needed to train it back into a church shape.
(3) Leave it to cure and then refinish.
(4) Be the envy of my chums (if I had any).

I'm not fired up into any state of fevered excitement. The first snag is that Oil of Wintergreen is not available in bath-sized containers, as far as I can see. It is prized in the purple world of aromatherapy [ah yes, quite so], and thus it retails in poncey little 10ml bottles, with an eyedropper and an art nouveau label. The prices are not amusing, either.

Which brings us up to date. Has any devoted collector of these rubber buildings ever attempted a makeover of this type? Any views or war narratives which might help?

All advice will be most welcome. In my heart I fear my little rubber church is, to use a technical term, knackered.


Topic 2: Who's this then?


Here are two Napoleonic-period British light infantry officers. Like me, you may feel that you have seen this pair appearing as a comedy act at a seaside theatre. The one on the left is clearly from Les Higgins, and he is there simply to provide a scale comparison. What is the one on the right? He is obviously one of André Maurois' Filifers. This casting is of a very gangly officer - one of his feet is interestingly strengthened by placing it in a clump of grass. I have some ideas about his origins, but would welcome some better informed views.

Any ideas?


Topic 3: Luddites' Cup - Inverted snobbery in the world of Tech.

Here at Chateau Foy we attempt to strike a balance between our love of the venerable traditions of our stately home and of our uncomplicated, rural life and the heady excitement of the rush of modern technology advance.

Overall, we probably tend to be just a little reactionary - I am subjected to much scorn from my son, for example, simply because I cannot see any point in being able to take photographs with my razor, nor watch movies on the tumble dryer. Some element of versatility in my assembled gadgetry is welcome, but I find too many examples of solutions in search of a problem to solve.

Now the Contesse has a Kindle Fire, which she uses to - any guesses? - yes, that's right - she uses it to read e-books. Good. It would, of course, be possible to distract herself while she was reading e-books, by also using it to check continually if she has any email - this is always a good way to avoid coming face to face with the exact dimensions of one's attention span. But she does not normally do this; however, the other night she decided to make use of the Fire's internet capability, and check her social media accounts. She received the warning screen shown below, with which we are delighted. This must get us straight through into the group stages of the European Luddites' Cup, surely?


What a fine achievement. Our son may be too ashamed ever to speak to us again, which is not an unattractive idea.

Sunday, 1 October 2017

Talavera - (2) - The Game

Today Baron Stryker, Count Goya and I fought the Battle of Talavera, as promised in my last two posts. Of course it wasn't really the Battle of Talavera, it was just a game which had certain similarities. The set-up was mostly derived from a Commands & Colors user website scenario. I'm always a bit dubious about published scenarios - not that there is necessarily anything especially wrong with them. It's simply that, typically, they are designed to give both sides a fair chance of victory. In my experience, one of the risks then is that a closely balanced fight can develop into a slugfest, and little of interest happens until attrition has worn down one side or the other to a point where something decisive might become possible.

Definite signs of visiting generals - first session before lunch.
Looking along the field from the Allied left flank, at the outset. Spanish
battalion in the farm in the foreground.
Allied right, with the Spaniards defending Talavera
However, fear not - today we had an absolutely cracking game - it had everything. History was overturned yet again - the French won - just about. I was the unfortunate Cuesta, commander of the Spanish force, whom history has not remembered kindly. Typecasting again, I know. Stryker was an impressively dynamic Marshal Victor, Goya was Wellesley, with most of the work to do on the Allied side (since, historically, he had restricted the Spanish army to a defensive role, on the flanks) and with the constant frustration of not being able to bring enough force to bear where he needed it (as a direct consequence, so it serves him right!). We had a tweak in the rules: this was a battle of three armies - the British and Spanish could collaborate on the card play, but, since they had separate turns, could not co-ordinate any action directly. This worked out pretty well - by the time the battle was lost, The Spaniards still had more than enough troops to help turn the day, if they could only have been employed more usefully.

If this sounds like a gruelling session of frustration and frayed tempers, nothing could be further from the fact. The game had lots of movement - feint attacks, very exciting cavalry fights, astonishing, show-stopping volleys and even more astonishing complete misses - all conducted in a splendid spirit of enthusiasm and good humour.

The battle involved over 60 units - around 1100 castings - on a table of ten-and-a-half feet by five. We got properly started around 11:30am, and the game came to a clear conclusion at about 16:30 - and that included a sit-down lunch break of about an hour and a half, which is not bad going at all. The armies were tied on 12 Victory Points each near the end, but at the last Victor forced enough units onto the British-held ridge at the Cerro de Medellin to gain the necessary 3 bonus VPs, and it was a 15-12 win for the French. Very, very close - it really could have gone either way.

My thanks and sincere appreciation, as ever, go to my worthy collaborators. It was such a lot of fun that I didn't even mind about those deplorably streaky French dice rolls.

Well, maybe just a bit.

On the Allied right, Cuesta sees the German troops opposite starting a general
advance through the woods - this caused much alarm, but turned out to be a feint attack.
 
In the centre, the key defensive point was the ridge at Cerro de Medellin - here three
companies of the 5/60th Rifles splash their way across the stream in front of
the ridge. They had a difficult day.
The French set about forming an attack here, but initially made slow progress.
Oops - a battalion of the Regimiento Ordenes Militares had the job of defending the
farm on the Allied left flank, but took fright with little real provocation, and
evacuated the place - these double retreats for the Spanish army really have the
boys running around!
 
They were replaced by the Voltigeurs of King Joseph's Guard, who made a
much better job of things, and held the place for the rest of the day.
Credit where credit is due - the stand-out performance of the day came from
the French 15e Chasseurs à Cheval, who fought off all-comers on the French
right. They were still on the field at the end - battered but glorious. Special
mention in dispatches.
The French are still making little progress in the centre, as Wellesley brings
up the Coldstream Guards.
By this time, the Confederation troops opposite Cuesta have quietened down a
bit, so the Allied right flank has not very much going on.
But what's this? - Victor turns up some very heavy cards, and things start to happen.
Sudden, very rapid advance in the centre by the troops of Sebastiani and Lapisse.
Yes, this is looking serious.
To make sure their photo is in the report, the 15e Chasseurs pop up again,
this time on the end of the ridge, in order to (briefly) claim one of the bonus
VPs available. It didn't last, but the point was made.
The French suffer a few reverses in the centre, and the British defence of the
ridge looks secure for the moment, though losses are creeping up.
Suddenly, there is a rush of cavalry on the French right, near the farm. This is the
area where the British light cavalry fell down a ravine in the real battle, but
we didn't have anything like that.
What we did have was a sizeable clash of cavalry. All sorts of celebrity units - Vistula
lancers, KGL Hussars, even a unit of British Dragoon Guards. Very exciting.
The British cavalry was very successful initially, until they came up against
the dreaded 15e Chasseurs again, and everything stopped dead.
Over on the Allied right, Cuesta's infantry made a demonstration against the
Confederation boys in the woods. It didn't necessarily start off as a demonstration,
but it didn't go very well, so it became a demonstration quite quickly.
Victor appears to be calling down a thunderbolt on to Wellesley.
French now splashing through the stream, trying to get some purchase on the
ridge, and suddenly a few of the British defenders were dislodged. 12-12 in
VPs at this point - if the French can get 3 units on the ridge they've won the day.
Lots of desperate action from the Brits, while their Spanish allies are doing
very little on the flanks.
Here they come - the French are on the ridge, including - most impressively -
their astonishing charging foot artillery.
It no longer matters, but Cuesta is still disputing the woods on the right.
Heroically, but to no avail, Wellesley brings up the 16th Light Dragoons, his final throw.
But the French retain their foothold, and the battle is decided. Observe, if you will,
that two of the British generals are still on the border, and have never entered
the battlefield. Fane is in the foreground, Henry Campbell further away. The
French had two generals killed during the day; the British had two generals
who didn't turn up. Hmmm.
Over on the right, Cuesta's Spanish troops have kept the town of Talavera
safe and secure, which is exactly what they were ordered to do.
Opposite Cuesta the French forces look solid enough - Milhaud's heavy cavalry in
reserve and everything.
This photo to go to the Daily Mail, I think - and maybe Horse Guards -
Henry Campbell wondering if this was the right address - the game is over.

Thursday, 28 September 2017

Talavera - (1) - The Set-Up

All ready for Saturday - Leval with the French left flank - Confederation troops
(Nassauers, Hessians, Frankfurters) with Milhaud's dragoons lurking in the
background (mostly off the table to start). Some minor tweaking of the
initial positions will, of course, be possible
I've now placed the troops on the table for Saturday, as per my slightly shrunk version of the scenario map. Because the scenario was written for an 11-hex-deep table, and I have only a 9-hex available, some units will start the battle on the border area - this is not part of the table itself, but units on the border may be ordered onto the table - prior to that they cannot do anything (since they are not really there). [Stryker and Goya are due to arrive around 11am on Saturday, so I'm trying to get everything ready for a brisk start.]

Wellesley was, in theory, the overall commander, but his relationship with the Spanish general, Cuesta, was not very reassuring. In his concern over the Spaniards' lack of facility in taking any kind of attacking role, Wellesley decided that they should take a defensive position, in front of the town of Talavera, and a redoubt was constructed to strengthen the position.

As the scenario notes (below) will explain, we have adopted an experimental rule for Saturday, to simulate this disconnected command for the Allies. The game, in a manner which will be familiar to veterans of Waddington's Campaign, has three players; we have, if you like, plumped for an IGO-UGO-HEGO system! It could end in tears of course, but it's certainly something different.

General view from behind Allied left flank. If you spot any fellows in 1812 hats in this
1809 battle, please award yourself a medal, but don't point it out - we know all about that.
From behind Allied right
Allied left, from an aeroplane behind their position. The main hill on this side of
the river is the Cerro de Medelllin, which is the site of MacKenzie's defence -
Wellesley with the red edging to his base. Spanish detachment in the farm on the left.
The Allied right, again from behind their position. To the right of the river, this
is the area to be defended by Cuesta's troops.
MacKenzie in position. 
Merlin with a mix-and-match command on the French right - King Joseph's
Guards, Vistula Lancers - all sorts.
What a Whopper! - enormous battalion of the Coldstream Foot Guards
Green cubes identify light troops - here's a detachment of 5/60th Rifles
Allied guns in the redoubt - the Allies cannot use the C&C Grand Battery rule, since
they are separate armies.
 
Cuesta, in charge of the defence of Talavera town - he intends to show that
long-nosed English Lord a thing or two. (I'm to be Cuesta on Saturday - an
obvious choice, I'm sure you will agree)


Battle of Talavera - scenario notes heavily adapted from C&CN EPIC game

Preamble: Very roughly, the battlefield on the tabletop is about 3.5 miles wide, the armies are limited to the troops who were actually engaged - the number of distinct units is less than half of the historical OOBs, but our model units are very much overstrength on a figure scale basis - overall, the scenario works out at about half-scale.

(1) Rules and Game Format: C&CN, with Expansion #5-style Tactician Cards included - table size is 17 hexes by 9. To increase effective depth of the field, some units will start the game placed on the table border, behind the baseline. Units so placed cannot fight or offer support until they are moved onto the table - once they have marched onto the table, no units may use the border area.

(2) French army is
(a) Leval on the left - German troops - 2 bns Nassau, 2 bns Hesse Darmstadt, 1 bn Frankfort, 2 bns of converged voltigeurs (3 bases each) from that German division + 1 foot battery - total is 5LN 2LT 1FA 1LDR
(b) Behind Leval and along baseline to river - Milhaud with 5 regts Dragoons and 1 Horse battery - total is 5HC 1HA 1LDR
(c) On right flank, beyond stream, Merlin with Kings Guard Grenadiers (count as LN) and Guard Voltigeurs (count as LT) with 2 regts of Chass a Chev and Vistula Lancers - total is 1LN 1LT 1LNCR 2LC 1LDR
(d) In centre, Villatte, Sebastiani and Lapisse have the 4th Vistula plus 8 French line bns + 3 French light bns + 3 foot batteries - total is 9LN 3LT 3FA 3LDR
(e) Thus grand total for French army is
            15LN 6LT 5HC 2LC 1LNCR 4FA 1HA 6LDR
(f) All French units are of 4 blocks, except artillery units and converged LT units in the German Divn, which are each 3. The Germans and King's Guard count as French.
(g) Also - add Marshal Victor as CinC (ignore King Joseph?)

(3) Spanish Army is
(a) Bassecourt on left, with 2LN (of which 1 is in farm) 1LT 1LDR
(b) De Portago and Manglano on right have 5LN 2LT 3LC 2FA 2LDR
(c) Thus grand total for the Spanish army is
            7LN 3LT 3LC 2FA 3LDR
(d) Spanish units are all 4 blocks, except artillery and cavalry which are all 3.
(e) Also - add Cuesta as overall Spanish commander

(4) British Army is
(a) Left - Fane with 1 regt of Lt Dgns and 1st Huss KGL, plus 1 of Dragoons and 1 of Dgn Gds - total of 2LC 1HC 1GHC 1LDR
(b) on Cerro de Medellin and to the right of that, Mackenzie and Henry Campbell with 5th Bn KGL, 83rd Ft, 94th Ft, 24th Ft, 45th Ft (=5LN) + Coldstream Gds + a 4-block unit of converged lights + a 3-block unit of 5/60th + 2 Foot batteries - total is 1GG 5LN 1LT 1RL 2FA 2LDR
(c) Grand total for British is
            5LN 1LT 1RL 1GG 2LC 1HC 1GHC 2FA 3LDR
(d) British rifle unit, artillery and cavalry all 3 blocks, Foot Guards 5 blocks, all other infantry 4 blocks.
(e) Also - add Wellesley as CinC

Special "Talavera" Scenario rules
* Initial set-up uses the table border as an extra baseline - units placed there may only be ordered to join the battle, they can't fight and they can't offer support and they can't be attacked (they are not there!) - thereafter, the border hexes cannot be used in the game.
* Key issue for the Allied side is that Cuesta unable to co-operate fully with British army (though Wellesley is officially the CinC of the combined forces). Thus the game is tweaked for 3 armies - British and Spanish take separate turns - turn cycle is French (who start), then British, then Spanish.
* A Spanish general may enter a hex occupied by a British unit, but may not be attached to it, and may not provide support to British units - vice versa applies for British generals with Spanish units. Will be at risk if unit suffers loss; must leave as soon as possible.
* Spanish and British units may provide support for each other, though joint attacks are impossible.
* Objective bonus VPs: French get 1VP at start of move for each hex of Talavera occupied; French get 1VP at start of move for each hex of the Cerro de Medellin they occupy.
* Stream has no effect on combat - troops must stop when they enter it, but may move off normally next turn.

15 VP to win.

Turns and Card Play:
* French start; they get 7 Command Cards and 4 Tactician Cards; they can play 1 or 2 Command Cards in each turn; if they play 2 cards, at least 1 of these must be a Section Card (i.e. referring to a flank, or the centre) - if they have no Section cards, they may only play 1 Command Card. Cards are additive, but no unit may receive two simultaneous orders as a result. 
* British follow the French turn; they start with 5 Command Cards and 3 Tactician Cards. They may play only 1 Command Card in their turn.
* Spanish follow the British turn; they start with 4 Command Cards and 2 Tactician Cards. Like the British, they may play only 1 Command Card in their turn.
* Any commander (including the French) may, instead of taking his turn, replace 1 Command Card (unseen by other players) from his hand with a fresh one (again, unseen) from the Deck, but this REPLACES his turn (the "Scrabble Rule").
* Separation of Allied armies - The idea is that Wellesley and Cuesta have an advantage in that they can share their cards, but a disadvantage in that their tactical actions cannot be fully co-ordinated - in particular, a joint attack by British and Spanish troops becomes a tricky thing to arrange.
* Each general commands his own troops, but the card play is collaborative - at the end of each Spanish turn (after new cards have been taken to replace played cards), Allied generals may confer, and may transfer cards between their hands for the next cycle of turns. Only restriction is that neither army may finish up with less than 2 Command Cards (or they can't form a square). Tactician Cards can be divided up in any way Wellesley & Cuesta wish, but once the division is made each army is stuck with the cards they have until the end of the next Spanish turn.
* Cards when played only apply to each general's own army - reference on cards to "Command", as in "number of Command Cards in the hand" means "in the hand you currently hold" at any moment - not pooled, not original allocation (if different).
* The Command Card decks should be shuffled and re-initialised when so instructed by a played card, or when the cards run out, or when all generals agree it would improve the game.



QRS for Talavera - C&CN

Troop Types
Type
Move
Range
Fire
Moving fire
Melee
Notes
FRENCH






Infantry
1
2
bks
½ bks(rd up)
bks(+1 vs Inf)

Light Inf
1 / 2nb
2
bks+1
½ bks(up)+1
bks

Lt Cav
3
-
-
-
bks

Lancers
3
-
-
-
bks (reroll flag rolls)

Hvy Cav
2
-
-
-
bks+1

BRITISH






Infantry
1
2
bks+1
½ bks(rd up)
bks

Light Inf
1 / 2nb
2
bks+1
½ bks(rd up)+1
bks

Rifles
1 / 2nb
3
bks
½ bks(rd up)
bks (no sabres)

Ft Guards
1
2
bks+1
½ bks(rd up)+1
bks+1
Ignore 2 flags
Lt Cav
3
-
-
-
bks

Hvy Cav
2
-
-
-
bks+1

Gd Hvy Cav
2
-
-
-
bks+1
Ignore 2 flags
SPANISH






Infantry
1
2
bks
½ bks(dn)-1
bks (-1 if moving)
2 hx/flag
Light Inf
1 / 2nb
2
bks
½ bks(dn)
bks (-1 if moving)
2 hx/flag
Gds/Gren
1
2
bks
½ bks(dn)
bks+1
2 hx/flag; Ign 1 fl
Lt Cav
3
-
-
-
bks
2 hx/flag

Artillery (All Nations)
Type
Move
Melee
Standing Fire
Moving Fire



2hx
3hx
4hx
5hx
2hx
3hx
4hx
Foot
1nb
4
3
2
1
1
-
-
-
Ft(1 bk)
1nb
3
2
1
1
-
-
-
-
Horse
1 / 2nb
3
2
1
1
-
2
1
-
Hrse(1bk)
1nb / 2nb
2
1
1
-
-
-
-
-

Choose to ignore 1 flag for each of: Leader present; 2 adjacent friends; terrain effect.
Every hex of retreat which cannot be completed – lose 1 block.
Spanish artillery suffer double retreats - ALL Spanish units do.

Terrain effects
Type

Movt
Inf
Cav
Art
Block LoS
Comment
Woods/Fields
into
Stop
-1
-2
-1
woods only

out of
-
0
-2
-1

Only Lt Inf may enter & battle
Hill
up
-
-1
-1
0
Yes

down
-
0
-1
0


hill-to-hill
-
0/-1
0
0

-1 for ranged
Buildings
in
Stop
-2
-3
-1
Yes

out
-
0
-3
-1

May not enter & battle
Earthworks
in
Stop
-1
-2
-1
No

out
Stop
0
-2
0

Inf & Art ignore 1 flag
Stream or Fordable River
in
Stop
-1/0
-1/0
-1/0
No
-1 for melee
out
-
-1
-1
-1

-1 for all
River/Marsh

n/a
n/a
n/a
n/a
No
Prohibited
Bridge






Cancels river

Special Rule for Talavera - the stream requires units to stop as they enter, but has no other effect.