Ok - here is an experiment I want to try out. I got the idea from someone on my playtest team that said that it would be nice if each player per turn moved a certain amount of formations per impulse and then the other player did the same and then they alternate until all forces have moved. So here is my new game style format which I call "Impulse Play" - its not terribly detailed but will involve additional emails:
1. Each scenario will have an additional number of turns (but see the club scoring note down below) each called an "Impulse." This will usually be x3. So 18 turns will be 48 turns.
2. For each player they will have THREE impulses per turn. This means you can move three formations per turn per corps or wing. In an Allied column of say 3-5 brigades you move ONE of them. In a French division you move ONE brigade. For British - each division usually has 3 brigades .. sometimes more some less. Mutually agree on the amount of formations that can move per impulse per formation.
3. The first player in the game starts it off. They move one portion during their impulse for each major formation. They do their charges, melees, etc. They send the file on to their opponent.
4. Opponent does the same as in step #3.
5. Continue doing all of the moves until all of the formations have moved OR have a limit to the number of portions that can move per "Game Turn" - a Game Turn is a set of turns equal to the multiple used in adding on additional game turns.
Comments:
1. Yes, there will be a Command test each turn. Thus if there are three turns per "Game Turn" then there will be three command tests. Not much I can do about this but the players might mutually agree to use a modified OB file that LOWERs the Command ratings. H&R is doing this already.
2. There will be the same amount of cannon fire since only a portion of the formation moves every 3 turns per Game turn (or whatever the multiple is going to be).
3. Folks might try using x2 as their multiple to keep the amount of emails lower.
4. This will help folks that want to form square prior to cavalry charges.
5. Turns time length can be changed in the PDT file to match the multiple. Thus if you have a scenario of 24 turns, the turn length is 10 mins. each and you use a multiple of x2 you could set the turn length to be 5 min. turns. This would cause the time to pass at the same exact speed as in a normal game.
Example:
1. I decide to play the Teugn-Hausen scenario out of Eckmuhl. We use a multiple of x3. Each turn in the regular scenario is 15 mins. Each turn in our game will equal 5 mins of time. The movement rates will not be affected.
2. I am in command of the Austrians. My Opponent - the French. He opens up by moving his right flank brigade forward. He sends me the turn. I do my turn - move some of my forces in the center. In his phase he moves from forces in the center. Sends me the turn. Now I move forces on the left flank. Send him the turn. He passes .. has no other moves. I get the file and move some of my artillery. Turn is over. Three turns = 1 Game Turn of normal play.
Neither side was able to "blitz" the other.
Partial brigade movement .... if you opt to move just one part of a brigade you need to note it somehow ... the units will all be eligible for movement in your next player phase.
Example:
You have a large brigade of French troops. 9 bns. in the brigade. You move your Legere troops first. You do a "Partial Brigade" move. Note this in a text file. On your next move you can move the rest of the brigade.
Optional rule: mandatory reserves.
With this rule in a set piece battle you cannot move all of your forces in turn. You must designate some as reserves. This is historical.
Example:
Same example as with French large brigade. You move the Legere .. in your next phase you move another one of the regiments. Per your House Rule with your opponent that last regiment remains in reserve unless one of the regiments is threatened with larger forces. You can feed in the reserve regiment. This is a defensive example.
Attack example: you feed in the Legere and that first Ligne regiment. Then in your last impulse you feed in the last regiment ...
There really is no boundary on this system as to how you can allocate forces other than what the players agree on.
You may also agree that the players should keep a reserve of cavalry. Its up to the players.
Scoring of turns.... as obviously this system is a player's choice thing ... if the scenario is 24 turns in the NWC DOR then you score it as such no matter how many turns you really played in the game. The concept here is to break up the "Game Turn" into impulses.
I suggest the players use a roster system. Build a spreadsheet .. divide up the formations into groups. Move one group per Impulse. A group could be a brigade. It could be an infantry and cavalry brigade. However, you want to split them up.
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Generalfeldmarschall Wilhelm Prinz Peters von Dennewitz
3. Husaren-Regiment, Reserve-Kavallerie, Preußischen Armee-Korps
Honarary CO of Garde-Ulanen Regiment, Garde-Grenadier Kavallerie
NWC Founding Member
For Club Games: I prefer the Single Phase mode of play. I prefer to play with the following options
OFF:
MDF, VP4LC, NRO, MTD, CMR, PR, MIM, NDM, OMR (ver 4.07)