Mssrs.,
Allow me to give you a sneak peek at some of the key changes introduced with the Jena Campaign game:
* Reduced Stacking and 10 minute Turns
Stacking is reduced to a max of 1500 inf and/or 500 cav and the time scale is reduced to 10 minute turns. The net effect is that, on the one hand, players will have a harder time creating killer stacks that can punch through any line. On the other, even cavalry can no longer race around a flank to encircle and ZOC kill an entire line.
* Re-ordering in covered terrain
Infantry in column and skirmishers can now recover from disorder while in covered terrain; e.g., woods. It will not be as quick as when they are in clear terrain and they had better be within the command radius of their Bg CO, but it is now possible to sustain an advance through woods and urban areas.
* Increased Cav Multiplier
Given the reduced stacking, the charge multiplier for cavalry was increased to 5x so that cavalry can remain a potent force on the battlefield. Coupled with the fact that the basic cav unit is now the squadron, rather than the regiment, this also brings the game closer to the cavalry tactics of the period which emphasized the use of squadrons rather than entire rgts.
* Optional "No ZOC Kill"
I am not familiar with this change because it was introduced after the beta testing was completed, but it is my understanding that players will now have the option to activate a "No ZOC kill" rule. As I understand it, when this option is activated a unit whose retreat paths are blocked will simply lose additional casualties but will NOT be eliminated.
* Across the Board reduction in Unit Quality/Morale
One of the consistent problems with the historical accuracy of the series has been that units which have been bled white with 50-75% casualties, continue to rally and return to fight to the bitter end. As a step towards addressing this issue, unit quality ratings have been slashed across the board. With these overall lower ratings, once units become fatigued they will be <b>extremely</b> fragile. Players can continue to re-commit them, but they will do so at the peril of having them rout away at the drop of a hat. Instead, players should withdraw highly fatigued units to a quiet sector where they can rest and recover from fatigue. Given the slower pace of playing at 10 min/turn, the rotation of units to rest is a viable tactic in any of the large 30+ scenarios.
Regards,
Paco
<i>Maréchal</i> M. Francisco Palomo
<i>Prince d'Essling, Grande Duc d'Abrantes et
Comte de Marseille
Commandant - Division de Cavalerie de la Vieille Garde </i>
