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As promised… a division of Hooker’s Corps goes forward, a Brigade simply refused to move so instead of 4 brigades only 3 make the attack… Confederates have their problems too. All that because one thing is “to move around in the countryside” and other to move against an enemy. (Dice involved simulated field of vision and local orography… but also excuses -read officer’s characteristics-to do not move…).
So I used red and blue dices to show the relative strength in numbers of Brigades. Those are added to a six sided dice result and there must be a real difference in pips to have a decisive result (one or two pips difference are ignored)… More in following attacks. Brigades have a tendency to stand or even recoil quite easily… more difficult to press attacks… There was even a case of enfilade fire that did not succeed!… I had fun (not guaranteed)!
As I have said before 4 turns is the maximum “time” (time is flexible again) a Brigade can stand on the frontline fighting… afterwards must retire tired even if victorious… some exceptions will be worked on further on. This is shown with the use of white and black mini dice. So in fact I micromanage the fights that seems “hours” to participants… while the rest of the Corps (both sides) await results.
Quite if not completely satisfied with the first experimental solo rules… ties where resolved with the turn of a card for each side… if that also (it did not happen) was a tie I have gone to the deck of ultra rare or unpredictable tides of war situations that happened in real life.
My kind of “game” is quite impartial and develops like a film or scene… I am an spectator of it… but I expect Armies to behave like the Historical one’s. So far so good.
More next days.
Enjoy!