As per usual I am starting a discussion about an upcoming battle day.
Please add your own thoughts too.
1. Shooting.
Beyond short range (4" foot and 5" guns) casualties will be light. Players should constantly declare whether they intend to be in or out of short range. This will save a lot of time and potential grief.
Front rank = all shoot.
Second rank= half bases rounded down. e.g. 3 bases = 1 base of shooters.
2AP per shot. Max 2. There are no residual actions in CWB. Thus a unit with 1AP cannot shoot.
2. Formations/movement
Each move of 3" costs 1 AP.
Maximum allowed = 6 - unit frontage. eg. 2 base frontage. 6-2=4= maximum number of move increments.
Single base column suffers no move deductions for scenery and turns.
Try to keep 2 bases minimum in the 2nd rank. This helps in falter tests and morale.
Use charges when extra D6 are available for a re roll of the falter test.
martin :)
ARTILLERY
Light guns -1 ap
Confederate (all guns) -1 ap
Stewart
I do like these themed rules reminders (even if I don't play CWB) - very helpful, chaps.
Simon
It is useful. However I tend to overlap rule sets with "surely it is there?"
martin :)
That's kind of what I (also) meant - your pre-game notes help to keep you on the path of righteousness, Martin :D
Simon
GENERALS
if killed Generals can be replaced on by a D6
1 or 2 not replaced
3 or 4 1 command value worse than the General being replaced
5 or 6 same command value as General being replaced
Replacement General is placed with in 1 in of a brigade of his Division
Stewart