Here's more info on movement and ranges in Morale Napoleon - 1" = 100 yards, give or take.
7.0.2 Movement
2 Movement
(Read the result as
rolled)
Circumstance
|
Modifier
|
Artillery– Fired or will fire this turn.
|
May not move
|
Division Commander or Higher – If
within 3” and LOS.
|
+1”
|
Facing and Formation – If changed
facing and formation this turn.
|
May not move.
|
Facing or Formation – If changed
facing and formation this turn.
|
-1d6
|
Unformed – If unit is Unformed.
|
May not move.
|
Infantry and Cavalry
Direction
|
Infantry
|
Heavy Cavalry
|
Light Cavalry
|
Straight ahead
|
Higher d6.
|
Higher d6.
|
Both d6.
|
Backwards
|
Higher d6.
|
Lower d6.
|
Higher d6.
|
Sideways (1)
or diagonally
|
Lower d6.
|
Lower d6.
|
Higher d6.
|
(1) Includes infantry in square.
Artillery
Direction
|
Foot Artillery
|
Horse Artillery
|
Straight ahead
|
Higher d6.
|
Both d6.
|
Backwards
|
Higher d6.
|
Higher d6.
|
Sideways or diagonally
|
Lower d6.
|
Higher d6.
|
7.0.1 Ways to Move
Interpenetration
Interpenetration is when one unit moves through another.
Here’s how we do it:
·
A unit must have enough movement to move
completely through the stationary unit. If it does not it will stop 1” short of
contacting the stationary unit.
Pursue
Cavalry units may be required to pursue routed 4”, Unformed.
Fall Back
Cavalry units may be required to fall back 6”,
Unformed.
Rout
Infantry units may be required to rout 6”, Unformed. Cavalry
units may be required to rout 12” Unformed.
On the following turn they are removed.
Rally
After forfeiting one turn of activation, the Unformed unit
can reform when next active. Here’s how we do it:
·
Turn 1 – Go Unformed.
·
Turn 2 – Remain Unformed.
·
Turn 3 – From into line and move if desired.
8.3.2 Artillery Ranges
X Artillery Ranges
(Based on the weight of the shot fired by
the gun)
Pound Gun
|
Range
|
2, 3, 4, 6 pound or British 9 pound gun.
|
9"
|
8 pound or British 12 pound gun.
|
10"
|
12 pound or higher guns.
|
12"
|
Congreve Rockets.
|
6”
|
9.2 Forming Square
Infantry can form square in one of two ways:
1 – When active – this will modify its active movement.
2 – When inactive and charged by cavalry:
·
Determine the full movement allowed for the
charging cavalry unit.
·
If the distance traveled by the cavalry is half
or less than the full allowable move, the infantry will count as being
Unformed.
A good set of simple rules. You might be under rating cav mvt. Cav maneuvered at a trot 222 yds per min., while Infy advanced at the quick step 75 yds per min.
ReplyDeleteI have never read that Brit 9# guns were inferior in range to Fr. 8#s. Where did you get that?
The co-author had it so not sure where. Still tweaking movement and ranges, just want to be simple.
DeleteAlso, movement also adds in time it takes for the unit to actually respond to the orders.
DeleteHave read that the British 9pndr fired a lighter shot than the French 8pndr. But would be surprised if the difference in effective range would affect at the scale we are looking at. Certainly compared to lumping them with 4pndr light guns. I think most gamers, right or wrong, will want their cavalry to move faster than their infantry over open ground. Exciting project!
ReplyDeleteEasy fix, looking at cavalry doing a +3" modifier when moving straight ahead.
DeleteThat sounds good. That also makes Light Cavalry more wild in their moves which appeals to me. :)
DeleteAlso, include information on the Russian Licorne batteries. Because of their flatter trajectory the ranges were different for same poundage batteries in other services.
ReplyDeleteWhere would I find the info?
Delete