I thought I'd post something to create a rough outline of what we are doing. Of course, it is all open to change if you want to post something different.
• Begin 10am. (I guess Ash expects to show up then.) Hopefully, the battlefield can be laid out before hand.
• Battle mats supplied by Lovejoy and Job.
• Terrain: Job, hills, orchard, a few trees, one road. Lovejoy: a few houses (farm house and maybe some scenic sort?), roads (please), trees (?) Prim: linear objects, roads (please), other (?)
• Armies: Anglo-Prussian Alliance vs. French army. I suggest we use Albion Triumphant 2 as a guide on units and rules. Ash has a copy of Prussian rules. Most of the French rules are straight forward.
• Commanders: Single Commander in chief for each side @ Command 9. I suggest we use Wellington for the Anglo-Prussian force and Messena for the French force. (?)
• Mission:
Battlefield: Roads stretch from each corner towards the middle of the board where there is an intersection. On one side of the middle line is a ridge line dominating the crossroads. On the other side a farm, one building with orchard and surrounding fields.
Mission: Both are attempting to seize the crossroads before night falls. In failing to capture it, they should attempt to contest it and dominate the surrounding positions. The main objective is the crossroads, worth 3 VPs. The farm and ridge are worth 1 VP each.
Mission rules:
• Each player gets a table corner.
• Calvary with the "Marauder" rule may begin on the table. They represent scouts out ahead of the columns. Every other unit is in reserve marching to the field.
• Order of March: Each player will write down a Order of March for their brigades. Each brigade will march onto the field from their corner. If a brigade fails a roll, the rest of a player's brigades are delayed. (Ex.: Brigade 1 succeeds its command roll and marches on the table. Then Brigade 2 fails its command roll and doesn't appear. Brigade 3 and 4 can not arrive on the table until 2 successfully rolls a command order.
End of Game: Roll a d6 at the beginning of Turn 6. On a 5+ darkness arrives and the game ends. If the game continues keep rolling for each subsequent turn adding +1 to the roll.
• Units: This is where I am speculating. I believe our forces are fairly evenly matched.
Infantry: British 7 (3 light), Prussian 5 (2 large, 1 small/light); French-job 6 (1 large, 1 light) , French-Lovejoy 3
- Well the Allies will have a decisive advantage in numbers. I expect Prim will want his Rifle men from AT2, so they will be "semi-elite", while the Prussian landswehr are unreliable on the other hand large. On the French-side, Lovejoy's Old Guard will certainly be "Elite" and I will have 2 "semi-elite" units, the Swiss and the Vistula Legion. Advantage: Allies
Artillery: British 4 batteries (1 howitzer, 1 horse) ; French - job 4 (1 siege, 1 howitzer, 1 horse), French-Lovejoy 1
- The British guns will be Reliable from the AT2 book and have access to Shrapnel. The French will have the advantage of one more battery. Advantage: slight French
Calvary: British 4 regiments (?) (3 hussar, 1 Dragoon); French - job 3 (1 hussar, 1 lancers, 1 cuirassier), French-Lovejoy 1 (hussar)
- The British will have their Ferocious Charge and Ride at Anything rules, which makes them qualitatively superior to the French, but the French will have Cuirassiers, an "elite", and the Vistula Lancer, "semi-elite". I think, Advantage: French
Overall, I think the two forces will balance themselves relatively. Sorry, for estimating your forces, but I think if my numbers are correct, there is no need to adjust the mission or unit rules, too much. What do you guys think?