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Monday 23 September 2024

Commands & Colors - Seven Years War

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 favourite's 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.



Red Alert - yes space ships - a fun game with all the plastic spaceships and cloth in the box, so it is easy to transport and set up,





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 gaming 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 (just the corners lightly marked)


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.)








 

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