In the comments to the last post I was asked about how we played C&C with the 40mm semi flats.........
Over the years we have played most of the C&C games, my favourites being:Napoleonic, We generally play the Epic Battles version with 15mm figures on an 8' x 6' table with 120mm hexes. These give very enjoyable games with reasonably historical outcomes.
Memoir 44 (WW2), with 1/300 figures on the same 120mm hexes, not such a well designed set of rules - but still fun.
I also have 'Tricorn', the AWI version, however this is one of my least favourite versions, having more of the feel of a skirmish game - not in my opinion suitable for the large clashes of the SYW.
A gaming friend has made a very nice 12' x 6' gaming cloth marked out in 180mm hexes, which he uses to play C&C Napoleonic Epic with 28mm figures. He also has the hills and woods to match, so an easy option for me to borrow for a participation game. My 160mm frontage units sit nicely into the 180mm hexes (which are just annotated with lightly marked corners - one visible to front right of the artillery).
SYW Rules Changes
There was not really a lot of change needed, the main ones being:
Infantry v Cavalry
In this period the infantry was generally better trained, and able to repel frontal attacks from cavalry without the need to form square, so we modified the rules as follows:
- In the C&C system the facing of units is not relevant, everything fights all around, For SYW we decided that the facing of the infantry does matter, so at the end of the movement phase all infantry, even those which have not been activated, are adjusted to align with one of the sides or corners of hex. The unit then has 2 (facing corner) or 3 (facing side) vulnerable 'rear' hexes.
- When infantry is attacked from the front (not the rear), the infantry ALWAYS fights first, and the cavalry can NEVER ignore flags. Note that if the cavalry has sufficient movement it can ride around the infantry to attack the rear, so the ends of lines need to be supported.
Artillery
Artillery in this period was neither as mobile or capable of combined arms training as later (although the Austrians were getting there), so:
- Artillery may never fire overhead.
- Artillery may not combine in melee unless in support of an adjacent infantry unit.
- Other than Austrians, artillery may not make additional moves such as those on the 'Bombard', 'Artillery Reposition' or 'Call forward the Reserves' cards.
Prussian Infantry
Prussian infantry was (at the start of the war) better trained than most others, so they have been given bonuses when firing on the move and entering melee with opposing infantry.
Prussian Cavalry
Prussian heavy cavalry (and cuirassiers) could charge for much greater distances than others, so they are allowed an additional hex movement when charging (not additive with the 'Cavalry Charge' card
I've pasted in the playsheets we used for the battle of Kolin - I don't think Blogger has a file upload facility? (For Lobositz we did not apply the advantages for the Prussians, as they were tired and hungry after a long night march.)
Fabulous stuff! I too am a fan of the system (but also less so M44). I might give your SYW version a go with my 54mm toys.
ReplyDeleteThanks - they work well with 'toy soldiers' as you don't need fancy terrain.
DeleteExcellent to see the attempt to adapt the rules to this period. Any plans to post some scenarios? Part of the appeal of C&C games to me is the intentionally unbalanced nature of many of the scenarios that tend to favor an historical outcome. I have adapted both Samurai Battles and Ancients to miniatures play, and have hoped they would do SYW at some point.
ReplyDeleteThanks, the Napoleonic rules don't need much changing.
DeleteSorry I don't have plans to post scenarios, my games are just sorted on scrap paper, resulting in little more than the sketch map.
Thanks Steve. Richard Borg has been rumoured to have been developing a SYW version for years.
ReplyDeleteNeil
You are welcome.
DeleteI see you are just down the road - I'm in Mansfield.