MM15 Epic Smolensk (17 August 1812)

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2 years 8 months ago #7261 by Mark-McG
MM15 Smolensk (17 August 1812)
Historical BackgroundThe...

MM15 Epic Smolensk (17 August 1812)

Glory is fleeting, but obscurity is forever.
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2 years 8 months ago - 2 years 8 months ago #7262 by Mark-McG
VASSAL 2.2 Game save file

Glory is fleeting, but obscurity is forever.
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Last edit: 2 years 8 months ago by Mark-McG.

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2 years 8 months ago #7264 by ANDRE
Does the river stop the cavalry or can it move along it for the maximum number of hexes, for example, can the hussars pass 3 hex along the river in a round?? 

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2 years 8 months ago #7272 by Mark-McG
Cavalry treat the Dnieper as fordable river hexes, so would stop at the first time they enter such a hex.

Glory is fleeting, but obscurity is forever.
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The following user(s) said Thank You: ANDRE

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2 years 8 months ago #7275 by Napoleon IV
Great scenario. Tried as a 2-player version: 6 hours of gaming, 16-10 to the French. French tried fighting their way up the ravine, but were beaten back, then a frontal assault in the centre led by Guard Artillery finally wore down enough Russian infantry.

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2 years 2 months ago #7644 by Mark-McG
Russians need 20 LN and 10 LT units - substitute as needed

Glory is fleeting, but obscurity is forever.
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2 years 1 month ago #7647 by ANDRE
Does the RAVINE have combat and movement restrictions?

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2 years 1 month ago - 2 years 1 month ago #7648 by Mark-McG
it is treated as a fordable river, but only infantry can enter a Ravine.

the restriction is otherwise on LOS. Only adjacent units can attack (melee) units in a ravine. The reverse is not true, infantry can fire out.

Units in a ravine don't block LOS, so units could fire through the hex as if it were vacant, with the proviso enemy units cannot ignore an adjacent unit in a ravine to do so.

Glory is fleeting, but obscurity is forever.
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Last edit: 2 years 1 month ago by Mark-McG.

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2 years 3 weeks ago #7700 by Mark-McG
After 4 playtests I feel the scenario plays reasonable well and close enough to the battle, but needs some adjustments to balance it;

I have 3 main ideas around this;
1. Adjust the ravine to run closer to the town
2. Give the Russian infantry one extra die in close combat attacking a town or castle
3. Give a Time Pressure objective banner to the Russians if they play a Scout card
Time Pressure Objective (new)
When Time Pressure rules are in effect against the attacker, the defending player, after playing a “Scout (Left, Centre or Right)” Command card, may take a Permanent Victory Banner and draw one Command card instead of drawing two Command cards at the end of his turn. Taking a Permanent Victory Banner, instead of drawing two Command cards is not allowed, if doing so would give the player his final Victory Banner to win the battle.
Page link: www.commandsandcolors.net/napoleonics/th...nts-expansion-6.html

Opinions?

Glory is fleeting, but obscurity is forever.
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2 years 3 weeks ago #7701 by ANDRE
Good time trouble rule 

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