Page 94: PRE_BATTLE INITIATIVE: RH Column: Add new bullet points:
After “The defender may not .......... except as follows:” and before “to counter-charge with cavalry”
• To declare an assault on an enemy unit that crosses the centre line.


Moderators: hammy, philqw78, terrys, Blathergut, Slitherine Core
Exactly. I think the key to effective defensive deployment is to set up well back from center line, make use of off-table reserve option, and deploy on-table reserves, and especially artillery to counter attackers opening moves once the main axis of attack becomes clear. This can mitigate many of the inherent attacker advantages during the first 2 turns.KeefM wrote:Easily solved.
If the defender deploys within 10MU of the base line it is not possible to shoot at them with musketry in the first two turns.
( MDH is my new Handle - old one was Mike Horah)hazelbark wrote:Agree with Viper.
Defender has to be willing to deploy way back.
In hindsight I think the defender zone ought to be 2-6 MU more generous. While the attacker zone should be slightly less generous. But no matter play on!
I agree with defender deploying back. But they get pinned against the table edge and lose all ability to maneuver.MDH wrote:
I think the idea of the defender setting up back from his deployment limit has merit as it gives some space for manoeuvre even on a narrow table . Once you cannot manoeuvre you have lost the initiative for real not just formally in terms of the rules .Personally when in any period I can no longer manoeuvre a game loses some of its joy for me and it can become a low tactical level scissors -paper-stone, d-roll dominated game.
Don't disagree - more a comment on where my strengths (and weaknesseshazelbark wrote:I agree with defender deploying back. But they get pinned against the table edge and lose all ability to maneuver.MDH wrote:
I think the idea of the defender setting up back from his deployment limit has merit as it gives some space for manoeuvre even on a narrow table . Once you cannot manoeuvre you have lost the initiative for real not just formally in terms of the rules .Personally when in any period I can no longer manoeuvre a game loses some of its joy for me and it can become a low tactical level scissors -paper-stone, d-roll dominated game.
I think having a pure maneuver game pulls away from the history. There were many stubborn fights in this period. I think right now FOG N has the flow back and forth in a sector pretty well. The historical battles we have fought really reflect this well with the rules.