LBM Variant

Updating Moskowa

by Paul F. Smith



La Bataille de la Moskowa is the granddaddy of all grand tactical simulations. It proved that a large game could be produced yet still remain playable. It is because of this, together with its strong flavor (one can almost hear the church bells ringing as the Russians recapture Borodino), that Moskowa is appreciated so highly among those who play the game.

Even though it was the state of the art at the time of its publication, it still seems innovative today and presents a refreshing look into Napoleonic warfare. However, it should be remembered that this game is almost six years old. Since its introduction, Martial Enterprises (step-parent to present day Marshal Enterprises) has been refining and upgrading its system to its present form as presented by La Bataille D'Austerlitz. For those of you wishing to upgrade your Moskowa game to represent the state of the art in Napoleonic warfare, the following changes to the game are suggested.

There are a substantial number of minor details which have been modified, but there are only a few drastic changes. Rules concerning charges, square formations, skirmishers (including mounted skirmishers), melee morale checks, artillery ammunition and ricochet, and morale on a corps level can be considered the major areas of upgrading.

As with the original design, rules concerning line formation have been left out. In the limited space where this battle was fought, line formation could seldom be used. Another reason for its deletion is that it introduces multi-hex occupation together with its large rule requirement, rules exceptions, and conceptual problems. Owners of the more recent La Bataille series games will notice that the Martial Enterprises system has been modified. This was done so that only minor modifications need to be made to the existing Moskowa charts and tables.

Counter Changes

F now stands for fatigued. More F counters should be made on the backs of the rout counters and vice versa. Use the blank backs of the square and march order counters to signify disruption, as an inverted infantry or cavalry unit will now signify a skirmisher. It is also suggested to put a 2 casualty on the backs of the 1 casualty markers, a 3 casualty on the backs of the 4 casualty markers, and so on, solving the problem of insufficient casualty counters when playing the campaign game.

The cavalry listed on the accompanying table are given fire factors. Be sure to include the parentheses, which signify that the fire factors may only be used when the cavalry is acting as skirmishers. All have a one hex range.

Cavalry Fire Factor Table
NameSP-MPFireNameSP-MPFire
Russian
Lifeguard Cossack6-14(4)Akhtyrka Hrs 11-12(6)
Lifeguard Hrs16-12(11)Iziumsk Hrs 11-12(6)
Elisabetgrad Hrs12-12(7)Sumy Hrs 12-12(7)
Alexandria Hrs12-12(6)Mariupol Hrs 12-12(6)
French
Staff CaC9-12(7)Guard CaC15-12(12)
7th CaC4-12(4)1st CaC5-11(4)
3rd CaC3-11(2)11th Hrs5-11(3)
4th CaC5-11(4)7th Hrs3-11(2)
8th Hrs4-11(3)16th CaC3-11(2)
11th CaC4-11(3)12th CaC4-11(3)
5th Hrs4-11(3)9th Hrs5-11(3)
6th CaC5-11(4)25th CaC5-11(5)
6th Hrs5-11(3)8th CaC5-11(5)
Portuguese
CaC3-12(3)-
Wurttemburger
4th CaC5-11(4)1st ChL3-11(2)
2nd ChL3-11(2)3rd CaC3-11(2)
Bavarian
1st ChL3-11(2)2nd ChL3-11(2)
3rd ChL5-11(4)4th ChL3-11(2)
5th ChL3-11(2)6th ChL5-11(4)
Italian
2nd CaC5-11(4)3rd CaC5-11(4)
Polish
1st CaC4-11(4)5th CaC5-11(5)
10th Hrs4-11(3)-
Westphalian
1st Hrs4-11(3)2nd Hrs5-11(3)
Prussian
2nd Hrs3-11(3)-
Saxon
1st ChL (PA)4-12(4)-
Notes: SP = stacking point; MP = movement point allowance; CaC Chasseurs a L Cheval; Hrs = Hussars; ChL = Chevaux-Legers

Terrain Effects Chart:

A note should be made stating that units in forest, orchard, village, town, or redoubt hexes (including the Great Redoubt) are in general order. It is also handy if the bridge hexside is given a fire defense of 15. Players may also want to make a note on the bottom that squares can move only one hex per turn; they can only move into clear or hill slope terrain and can not cross stream or river hexsides.

Unit Identification Chart:

F counters now stand for fatigued. Players may want to put a parenthetical fire factor on the back of the cavalry counter.

Square Attempt Table:

At a three hex range a die roll of 1 will give a result of R. At a one hex range a die roll of 4, 5, or 6 will give a result of S. Underneath the table the following list of die roll modifiers should be summarized:

    +1 if defender is Guard
    +1 if defender is Russian grenadier
    +1 if defender is Polish
    +1 if defender is stacked with a leader
    - 1 if defender is on a hill slope hex
    -1 if cavalry is light but not lancer
    -2 if cavalry is lancer
    -1 for each morale level of defender's corps.

Cavalry Charge Table:

Change the name of this to odds effect on melee table. Odds no longer have any effect on charge resolution but are used for the premelee morale check. Below the table the following should be listed:

    Cossacks and militia use only 2/3 of their stacking points (SPs)
    SPs are used exactly as melee values would be.
    During the pre-melee morale check the following modifiers are used:
      result from the odds effect on melee table
      leader bonus
      corps morale level
      -6 if units from different corps are stacked together
      +6 for defender if units are in square
      -12 for defender if units are in march order
      +12 for defender if attacked exclusively through fleche front hexsides.

The following list should also be included on the same page as the previous tables. It summarizes the die roll modifiers applied to the morale check when being charged.

    automatic rout if in march order, and adjacent units -12
    -6 if Old Guard is charging
    -6 if heavy cavalry is charging
    -9 if charged from the rear
    -12 if charged from the flank -6 if units of different corps are stacked together
    leader bonus
    corps morale level

Melee Combat Results Table:

R now stands for rout. Unlimbered artillery does not rout and is treated per Rule 24F. If a leader is wounded, roll one die to determine the number of hours he is out of the battle. The following melee effects are appended to the summary:

    Rear Attack: attacker's melee value x 1.5
    Skirmishers: melee value halved when attacking
    Infantry: melee value x 1.5 when attacking a square
    Cavalry: melee value x 2 if charging straight for last three hexes
    Cavalry: melee value halved when in or attacking units in general order
    Cavalry: melee value halved when fatigued
    Cavalry: heavy cavalry x 2 when engaging only light cavalry.

Fire Combat Results Table:

If a leader is wounded, roll one die to determine the number of hours he is out of the battle. Players should make a note that skirmishers are doubled when firing at one hex range and halved when firing at three hex range (only a French Guard has a three hex range). The following should be appended to the die roll modifiers summary:

    Ricochet: -12 into hex behind original target
    Routed: -6 when fired upon
    Square: +6 when fired upon

The remaining changes refer to modifications to the rules booklet and include both changes and additions.

Rule 5: Preceding the movement phase is the cavalry charge phase. All cavalry units which move during this phase must be charging, and no cavalry unit may charge during the movement phase.

Rule 6:

Only leaders, aides, and routing untis have no facing. Limbered artillery does have a facing. A flank consists of the two hexes adjacent to the front hexes; the rear is the hex adjacent to both flank hexes.

    A) (exception: infantry square)
    B) (exception: infantry square)

Rule 7:

Only leader, aides, and routing units have no ZOC; limbered artillery does have a ZOC.

    A) Cavalry and horse artillery may move through enemy ZOCs with a +2 MP penalty for each hex exited.

    B) Cavalry is an exception to this except when retreating before combat.

    G) ZOCs of squares do not stop infantry or artillery. Such units may move through a square's ZOC with no MP penalty, but may draw fire from the square for each ZOC hex exited.

    H) Units may be fired upon when attempting to leave an enemy ZOC or when attempting to change formation, reform, or change stacking order in an enemy ZOC. This fire occurs during the charge, movement, or melee phase and in no way affects ability to fire during the defensive fire phase. A unit can i,ot be fired upon when leaving an enemy ZOC as a result of rout (it loses 1 SP for each ZOC entered) but may be if retreating before combat.

    I) Infantry and artillery rout if retreating before combat through the ZOC of an enemy cavalry unit.

Rule 8:

    B) If stacking limits are violated, each unit in the hex must individually check morale with a -6 die roll modification. If after the morale checks the violation still exists, the unit which caused the violation must move back to the hex it occupied prior to the violation.

    C) Cavalry may not end its movement stacked with unlimbered artillery. Cavalry can move or charge only through skirmishers, squares, limbered artillery, or other cavalry.

Rule 9:

    F) Cavalry and horse artillery may move through an enemy ZOC at a cost of 2 MPs per hex exited.

Rule 10:

    A) and B) Infantry must expend 1 MP to enter or leave march order; cavalry must expend 3 MPs to enter or leave march order.

    I) When checking morale, modify the die roll by -12 for units in march order.

    J) If charged when in march order, units automatically rout. Adjacent units must then check morale.

Rule 11:

    D) There is no movement cost to reform.

Rule 12:

    F) An infantry regiment is forced to breakdown if it has lost 50% or more of its original strength. Casualties are then distributed as the owning player sees fit.

    H) Infantry battalions in column lose half of their fire power when only 1 SP is left. All other units (e.g., skirmishers, squares) lose fire power in proportion to their casualties.

    J) All units lose melee points in proportion to their casualties.

    K) Delete.

Rule 14:

    F) All units in a square or in general order may fire from the same hex.

    H) If artillery is firing at medium or long range, infantry battalions and cavalry regiments in the hex lose stacking points in proportion to their strength,

    I) When advancing, units can not change facing unless stacked with a leader. If stacked with a leader, a unit may then change facing 60 degrees (one hexside).

Rule 15:

    A) Infantry units may utilize their two hex range only when acting as skirmishers. Skirmishing units use twice their printed strengths when firing at one hex range and half their printed strength when firing at three hex range.

Rule 16:

    A) Routed units do not block line of sight.

Rule 17:

    A) Each side must pass a premelee morale check before comparing melee strengths. First the defender checks morale utilizing the odds effect on melee table to modify his die roll, based on the attacker: defender stacking point ratio. If successful, then the attacker checks morale using the same table. If the defender routs, the attacker may occupy the vacated hex without changing facing or initiating another melee. (If the advancing units are stacked with a leader, they may change facing by one hexside.) The SP stengths used for the table are modified exactly as the melee strengths would be.

    H) Advancing units may not change facing unless accompanied by a leader. If accompanied then facing may be changed by one hexside.

    J) Also, units attacking an enemy's rear have their melee value increased by 50%.

    K) Also, infantry attacking a square has its melee value increase by 50%.

    N) If more than 3 SPs are lost in this way, then the units are captured and eliminated.

    O) Cavalry, units in general order, and units with no morale rating never take a pre-melee check.

    P) Only the top unit in a stack checks morale. If it is successful, the whole stack is successful. If it fails, it routs and the next unit in the stack checks morale and so on (note that the odds may change during this).

    Q) If a cavalry unit charged straight for the last three hexes of its movement, its melee value is doubled.

    R) Attacking cavalry units which fail to inflict casualties must retreat three hexes (losing 1 SP for each enemy ZOC entered) and check morale.

    S) A square has its morale check die roll modified by +6. Units behind fleches have their morale check die roll modified by +12 if attacked solely through the bold frontal hexsides.

    T) Cavalry units in or attacking units in general order have their melee values halved. A defending cavalry unit in general order has its melee value halved. This halving is in addition to the effects listed on the terrain effects chart.

    U) An R result means that the defender routs. Unlimbered artillery does not rout but is captured (see Rule 24F).

Rule 18:

    A) Units in redoubts have facing and ZOCs in all directions and are in general order.

    E) Units in woods, orchards, villages, towns, and redoubts are in general order.

Rule 19:

    A) The dice are rolled separately for each unit in the hex. Morale checks due to cavalry charges and the pre-melee morale check are exceptions. In these cases only the top unit checks morale. Other units in the hex check morale only if the top unit fails the check.

    B) However, routed battalions may not reform, and routed regiments may not break down except to satisfy stacking limits in the last hex of the rout movement.

    C) This concept is applied at the end of movement, not during. The first priority is that a unit must retreat so as to be furthest away by the end of its rout movement. The second priority is that routed units must try to move along or towards roads or paths. When 15 or more hexes away from the enemy, a unit routs to the nearest (to the unit) town, village, woods, orchard, or redoubt that is 15 or more hexes away from the enemy. The unit may remain in such a hex until it rallies or becomes less than 15 hexes away from the enemy.

    D) If a unit loses more than 3 SPs due to this, it surrenders (is eliminated).

    K) Every third battery eliminated due to rout appears at a friendly road map edge on the following turn.

    P) Whenever overstacking occurs, Rule 8B applies.

    Q) Units may also check morale when attacking or defending in a melee.

    R) They will also rout if they fail to form a square or if called for on the melee table. They automatically rally.

    V) Units in a redoubt have their morale die roll modified by +12. Units in a fleche have their pre-melee morale check die roll modified by +12 if attacked solely through the front hexsides.

    W) When units of different corps are stacked in the same hex, subtract 6 from any morale die roll.

    X) Routed units move only at the instant they first become routed and during the rally phase if they fail to rally. They never check morale except during the rally phase.

    Y) Corps can be at different morale levels, based upon losses:

    % LossesMorale
    Level
    0 to 200
    20 to 401
    40 to 602
    60 to 1003

    Losses are figured by battalions. Loss of artillery and cavalry has no effect on a corps' morale level. Units lost include casualties and routed units. Thus, a corps' morale may fluctuate as units are routed and rallied. The corps morale level is determined at the beginning of each hour and is in effect throughout that hour. Whenever a unit of a corps checks morale for any reason, the die roll is modified by its corps' morale level as follows:

    Level French Corps Russian Corps
    0 00
    1 -4-3
    2 -8-9
    3 -12-15

Rule 20:

    C) Rallied units may adopt any facing but must be in either column or general order.

Rule 21:

    S) If a leader becomes wounded, roll one die. The result is the number of hours the leader is out of the battle. He reappears at least 15 hexes away from enemy units.

    U) This is true only if the advancing unit is cavalry or if the leader can not trace a line free of enemy units and enemy ZOCs to a friendly combat unit. Otherwise the leader is immediately placed on the closest friendly combat unit to which a path free of enemy units and enemy ZOCs can be traced.

    V) Leaders alone in a hex are captured if the hex is occupied by enemy cavalry; otherwise they retreat before combat, However, leaders may not retreat before a charge. Leaders stacked with units which surrender are captured and removed from play.

    Y) Kutaisov must be stacked with the artillery at the start of the movement phase in order to move it.

Rule 22:

    A) A unit is designated as skirmishing by inverting its counter. Only battalions may be skirmishers and only when the battalion is the only unit in the hex. An infantry unit may use its two hex firing range only when it is skirmishing.

    C) Also, skirmishers when charged must either retreat before charge or rout.

    D) Delete and replace with: Skirmishers have their melee values halved when attacking in a melee.

    F) Delete and replace with: Skirmishers have their fire value doubled when firing into the adjacent hex. Their fire value is halved when firing at a three hex range. Their firing value is normal (printed) when firing at a two hex range.

    G) Squares may form only during the friendly movement phase or during the enemy cavalry charge phase.

    I) Squares may be formed only in clear or hill slope hexes.

    J) Squares may move one hex per turn but can not cross rivers or streams and may only enter clear or hill slope hexes. Squares may not initiate melee. If a square receives an R result, it checks morale. If the check is failed, the square loses 1 SID (in addition to any other losses) and all units in the square rout.

    If the check is passed, nothing happens. Units in square always add 6 to their morale check die rolls.

    M) Delete and replace with: Units in column or artillery units may stack with a square as long as stacking limits are not violated. Units in the square are always placed on the bottom of the stack. When fired on treat as artillery stacked with infantry (Rule 24M) except that 6 is added to the die roll against the square.

    N) Squares have ZOCs in all six hexes but have only three fronts (of two adjacent hexes each). It may use its printed fire value (adjusted for casualties) to fire once into each of its fronts during the defensive or offensive fire phase. Thus, it may fire up to three times in such a phase.

    0) All units in a square may combine their fire. One battery may also fire out of the square; it may fire once from each of the square's fronts at 1/3 fire value.

    P) Delete the phrase "unless that movement is its first movement in that turn ".

    Q) Squares may form during the enemy charge phase.

    S) Charge must be declared when the cavalry unit is one or two movement points away.

    T) Subtract one from the die roll if forming a square on a hill slope hex.

    W) To melee a square that is the sole occupant of a hex, the attacking units must actually occupy the hex containing the square. In this case, only the attacking units may fire offensively against the square and the square may fire only at the attacking units if it fires at all. While a unit may be fired upon when it is moving from ZOC to ZOC, it may not be fired upon when moving from a ZOC into the hex occupied by the square. If at the end of melee both attacking units and a square occupy the same hex, the square may remain where it is (doing nothing), retreat one hex (drawing fire), or an adjacent square may enter the hex and form one single square with the original (the entering square draws fire).

Rule 23: Cavalry may also charge limbered artillery. All charges are conducted during the charge phase.

    A) This applies only for the premelee morale check.

    All) A charging cavalry unit gains five extra movement points. It may change facing at a cost of 2 MPs per hexside. Light cavalry may change facing up to two hexsides per hex while heavy cavalry may change facing only one hexside per hex.

    A2) A cavalry unit must designate its target when it is 2 MPs or less from the target. A cavalry unit must charge straight (not change facing) during its last three MP expenditures.

    A3) A defender not in square must check morale when an enemy charging cavalry unit moves adjacent.

    B) Also, unless meleeing a square a charging cavalry unit has its melee value doubled if it charged straight for the last three hexes of its move.

    C) Delete. However, the morale roll is modified by -6 if the cavalry is heavy, -9 when charged through the rear, and -12 when charged through the flank.

    D) Delete. This applies only during the premelee morale check.

    F) Delete and replace with: Cavalry can move or charge only through skirmishers, squares, limbered artillery, or cavalry.

    H) Delete and replace with: If artillery is stacked with infantry and the stack is charged by cavalry, the infantry must check morale. If it passes, continue play as normal. If it fails, then the infantry routs; the artillery may fire (in addition to defensive fire) at the charging cavalry before checking morale. If the artillery is not stacked with infantry, it still may fire upon the charging cavalry before checking morale.

    I) Cavalry may charge into an unprotected fleche hexside.

    J) Delete and replace with: Cavalry becomes fatigued after charging or after meleeing a square. Fatigue goes into effect and units recover from fatigue at the end of the melee phase. Fatigued units may not charge, may not retreat before combat against unfatigued cavalry, and have their melee values halved. A unit will not become fatigued if it voluntarily melees at half value. To recover from fatigue, a fatigued unit must do nothing for one turn or move at half allowance and not melee for two tu rns.

    J1) Opportunity Charge: When infantry or foot artillery moves into, changes formation, reforms, or changes stacking order in a hex adjacent to a cavalry unit's front, the cavalry unit may check morale and, if the check is passed, may move one hex to charge the units before they perform any other action. This type of charge does not cause fatigue.

    J2) Reaction Charge: Light cavalry may react to charging enemy cavalry that is in the zone extending four or fewer hexes from the light cavalry's front; heavy cavalry may also react , but its zone is only three hexes. When enemy charging cavalry moves into such a zone, the defending cavalry may counter-charge if it passes a morale check. Each sides then moves one hex at a time until they meet. The phasing player is still considered to be the attacker. Cossacks may not countercharge. This type of charge does cause fatigue.

    J3) Heavy cavalry includes all cavalry with a movement allowance of 9 or 10, except for lancers. Light cavalry includes all lancers and all cavalry with a movement allowance of 11 and 12. Light cavalry with a fire factor may operate as mounted skirmishers. Heavy cavalry has its melee value doubled when engaging only light cavalry.

    N) Delete. However, lancers do subtract one from the square attempt die roll.

    Q) It costs infantry 1 MP to mount.

    U) Roll once the cossack fight table once for each battle.

    Z) Cossacks must check morale before charging. Cossacks can not make a reaction charge. Cossacks can be charged, in which case they check morale to see if they stand and fight. If not they retreat before charge and the enemy may charge onwards.

Mounted Skirmishers:

    AA) Any light cavalry unit with a fire factor may operate as a mounted skirmisher. The counter is inverted to designate this.

    BB) Mounted skirmishers may not perform any type of charge, have their melee value halved when attacking, and subtract 6 from the die roll when fired upon.

    CC) The ZOC of a mounted skirmisher costs infantry and foot artillery two additional MPs to enter. Hexes adjacent to these cost such units one additional MP to enter.

    DD) A mounted skirmisher may retreat before combat after defensive fire but before offensive fire without drawing fire if it has a movement allowance 2 or more MPs greater than the enemy's.

    EE) Adjacent enemy light cavalry negates sections CC and DID above.

    FF) Light cavalry may only use its fire factors when operating as mounted skirmishers. Rule 24:

    C) Limbering or unlimbering costs 2 MPs.

    D) Also, howitzers may never unlimber on hill slopes.

    E) Every third battery eliminated because of rout re-appears on a road at a friendly map edge on the following turn.

    F) This is true if the artillery receives a R (rout) result on the melee table. Artillery assumes the facing of the advancing units, friendly or enemy.

    P) Ricochet occurs when artillery is firing at medium or long range into clear or slope terrain. After the target hex is attacked, the hex behind the target hex on the line of fire (if this passes down a hexside, randomly determine which of the two hexes is affected) is attacked. Roll again on the fire table with a die roll modification of -12, recalculating the odds due to the defensive terrain of the new hex; any casualties resulting from this roll are applied to this hex.

    Q) Ammunition is expended whenever artillery fires during the offensive fire phase. Foot artillery has six rounds and horse artillery has eight rounds. To be resupplied, an artillery unit must be limbered and within five hexes of a road leading to a friendly map edge and must roll a 5 or 6 (on one die). The resupply path may not pass through enemy units or their ZOCs.

    R) During the offensive fire phase, artillery in two adjacent hexes can fire at the same target if a leader with an artillery bonus is stacked with one of the stacks. Artillery in three hexes can fire at the same target if a special artillery leader is stacked with one of the stacks and is adjacent to the other two. Special artillery leaders are Kutaisov, Napoleon, Laribossiere, and Sorbier.

    S) Horse artillery may always limber. Foot artillery limbers on a roll of 5 or 6 (on one die). The special artillery leaders add three to this die roll. Kutuzov, Barclay, Constantine, Bagration, Berthier, Murat, Mortier, Lefebvre, Bessieres, Davout, and Ney add two to this die roll. All other leaders with an artillery bonus add one to this die roll.

Rule 25:

    A) Also, this occurs before the pre-melee morale check.

    E) and F) Use a blank counter to signify dispersal.

    H) Also, skirmishers must retreat into these hexes or they may also retreat into unrouted infantry (where they are then put on the bottom of the stack). They may also retreat before a charge using these rules.

    I) They may assault again. They may change facing, up to one hexside, only if stacked with a leader.

    J) Cavalry may retreat from unfatigued cavalry only if it is itself unfatigued and has a MP allowance two or more than the attacking cavalry.

    K) Leaders may not retreat before a charge if alone.

Rule 26: Also, they become fatigued after this. They may freely change facing but are not doubled if they charge straight.

Rule 29:

    K) Also, if the aide is killed, the message is lost. If the aide is captured, the enemy gets to read the message.

As a result of using this update, players will find that the play may be quite different than before. There is more decision making and more finesse required. One will immediately find that the use of artillery becomes much more restricted. It just can not limber up and move at the whim of the owning player. Also, the French will no longer be able to pound away at Borodino even though surrounded by cossacks because the ammunition is now limited. The restrictions on combining artillery fire onto a single target will reduce the casualty rate somewhat. At first it may seem that this will offset the great French advantage of artillery availability, but actually it will make the advantages even greater because of the lack of good Russian artillery leaders.

There are now disadvantages to forming a square where there were none before. Not only are they more susceptible to fire and infantry melee, but they really can not hold a line. An enemy unit can stack with the square for melee, and, if it survives, move off into the enemy rear on the next turn.

This raises the question of retreat before combat. A player must think twice about using this ability since the phasing player can initiate another melee after advancing into the vacated hex. One's rear may then be exposed.

The French are given another advantage since regiments do not have to break down until they have lost 50% of their strength. Not only does this preserve the regiments' fire power and morale advantage a little longer, but it also keeps the battalion casualty rate down to improve the corps morale level. This doesn't help the Russians since breaking down when casualties equal one battalion or 50% of the original regimental strength usually occurs at the same time for him.

Cavalry can no longer charge turn after turn. Players must be careful lest they lose their most mobile force. Cavalry becomes even more useful than before since ZOCs no longer stop it. Using cavalry as mounted skrimishers is often most productive since it forces infantry to move so slowly near such units.

As time passes and casualties mount, units will rout more easily as their corps' morale worsens. When this occurs, more geographical area can be won by melee than before. Thus it becomes even more profitable to follow the old practice of preparing the enemy with volleys of fire before marching off to take his position. However, patience is required.

Generally, with these newer rules players will see less casualties, more movement, more routs, more patience, and more finesse.


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