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PostPosted: Sat May 26, 2012 11:05 am 
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Joined: Sat May 24, 2008 5:36 am
Posts: 512
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Allied Player required - but I would like to use some historical house rules
Some suggestions are listed below , optional rules open for discussion -if interested send me an email at roy[dot]eaglesfly[at]gmail[dot]com

Proposed Historical Rule Suggestion

All NEW moves and manoeuvres may be started only after getting the order from Commander, and with presence of a leader (Brigade Leader opens move of his Brigade, Division Leader - of his Division etc. etc., the leader must be with a leading unit herewith); All units of a Brigade must stay within the Command range of the Brigade Leader. (unless a a unit is left to garrison a captured town or victory objective

Battle Order:
-No more than 12 guns in one hex (or 1Battery + 1Btn./or 1Sqn. in Column );
-no more than two Btns (till 1,100 men) or two Sqns (till 250 horses) in one hex;
-no more than (3 hexes) between a Skirmish chain and the parent Brigade in the open fields;
-Infantry cannot form line positions in cover terrain (hex): woods, rough, marsh, orchards, village except in the last hex of village forest to village and must be facing out. Infantry can retreat thru cover terrain in line formation. (Can also attack into cover terrain in line formation
-Only Light Artillery (till 6pdr.) may be positioned in Village/Town hexes, and only in the village/town edge hexes, or in road hexesinside the village/town;

Attack Order:
-Infantry may attack with fire on ANY Cavalry only from the maximum range first, if the cavalry unit persists and does not leave their position then Infantry may attack from the minimal range;

-Infantry/or Cavalry may encircle an enemy unit only with coming on their flanks first, if the enemy unit does not retire then the infantry/cavalry may encircle them completely;

-disordered units may attack/advance only with a leader;

-Infantry/or Artillery may not shot across their skirmishers that are in front of the infantry/or artillery unit;

-If any disordered/or routed/or isolated troops without a leader find themselves AFTER A MELEE behind the enemy's front line, they must to capitulate and draw themselves into a location indicated by an opponent;

-Once a unit (except Guards) has lost 50% of their strength, it can no longer engage in Offensive actions.

M – MELEE

-All melée combat takes place in an Embedded Melée Phase within the player turn. The player may move and/or fire as many units as he wishes, setting up his melée combats for the turn. He then executes ALL melée combats. He may then fire any units still eligible to do so, but may not conduct any further melée combat for the remainder of the turn.

-Melée attacks against skirmishers (if numbering less than 100), wagons, and/or leaders may be conducted at any time during the turn. Overruns by charging cavalry can occur BEFORE the embedded melee phase.

-WITH THE EMBEDDED MELEE RULE IS IN EFFECT: Charging cavalry may still melée multiple hexes in one turn, but the first two of these melées must take place within the embedded Melée Phase. For example, charging cavalry MUST initiate their first melee within the melee phase. It may then attack a second hex BEFORE melees involving other units are initiated. In other words, charging cavalry can conduct two (2) melees BEFORE all other melees are conducted. This allows cavalry an opportunity (though limited) to penetrate and cut off retreat routes. AFTER all other melees are done, then charging cavalry can undertake their third and fourth melees if they desire.

SKIRMISHERS
S.1 Skirmishers in clear terrain must remain within 3 hexes of any unit of their brigade
S.2 Skirmishers that are in the open may use any bde of their division to be attached to if all of the formed infantry of their bde is destroyed.
S.3 Skms may melée other skms, artillery, or wagons and/or unaccompanied leaders without restriction. However, skms can only melee formed units (ordered or disordered) if the units are of equal or less strength than the attacking skms.
S.4 Skirmishers that are deployed in the open at the beginning of a scenario may remain in place or may advance for cover. If they advance towards the enemy without formed inf they must make it to cover in one move.
S.5 Cavalry units with a strength of less than 25 men cannot be used in covered terrain to block road movement of larger units
.

MISCELLANEOUS
-Artillery may not enter any chateau hex unless forced by combat to retreat into a chateau. If this occurs, then the artillery cannot unlimber.


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PostPosted: Sat May 26, 2012 6:05 pm 
My lawyer will gladly make my turns for me. That's the only way I can insure not messing up. Good luck finding someone!


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