A standard NQSYW Charge! infantry company is 16 privates, an officer, a sergeant and a drummer or 19 figures while a standard MacDuff infantry unit is between 8 and 12 figures although a full Charge! company would work if I was using smaller figures or a bigger table. It occurred to me that by adding 1 extra officer per company each of my Charge! companies could provide 2 MacDuff companies of 10 figures. Each of my 2 company NQSYW regiments could thus provide a full 4 company MacDuff Regiment.
Thus it was that for the first go round with the scenario, the one in the teaser, each side had one battalion with 3 or 4 companies on a single card as well as individual light and artillery companies each on their own card. It was a pretty good game despite some rules blips that had to be settled, but as so often before when playing this sort of game, I occasionally got confused about when a company was a unit and when a group of companies was a unit. Past attempts to not only write this up in a clear concise manner but to also apply the rules evenly during games has always been an issue. That is why I eventually gave in and dropped the battalion rules until the 20th Anniversary loomed.
|Early in the dress rehearsal.|
So I reset and replayed the scenario with 12 figure units, each on their own card. The first game had been good but the second one was better. This was the game that I chose for the battle report. But how did that organization compare to historical battles of the right size?
I hit the books looking at historical scenarios of the right size such as Belle Famille (Niagara), Crysler's Farm and others. Sure enough, the evidence supports a tendency for detachments to be made before a battle rather than during it and they don't usually rejoin during a game. More than that it seems not uncommon in small battles for battalions to be split before the battle while several small detachments might be combined. Excellent, the ground scale indicates that each of my companies really represents 2 or 3 real ones anyway. Anniversary edition or not, that whole multi-level unit thing can be dropped in favour of variable sized units. I may end up losing the special Colour Party rules or at least modifying them.
|Mid-game the lancers charged over the bridge breaking the Picquet which was down to nearly 1/2 strength but declined to pursue into the fresh Grenadiers.|
BUT, how will this mesh with my NQSYW organization? Well, I could still go with 10 man companies if 19 is too big but the more I think about it, I'm not likely to ever need to haul all of my NQSYW units to a convention game and the next one is probably at least 2 or 3 years anyway. So I will just paint 12 man MacDuff units now, probably in pairs, and worry about it later should the occasion arise.
The whole convention topic then led me to think about whether I would ever want to take a scenario set in this fictional campaign setting to a convention or would I rather take it as a fictional scenario in an historical setting? I'd been looking at Danish and Saxon uniforms as a basis for a non-British army in red but since many of my NQSYW units are actually painted as historical units, the thought struck me that I might as well keep on doing it and leave my options open.
So, the die is cast, the first unit from the new French moulds will be painted as the Swiss regiment Karrer from the Louisburg garrison as originally planned. The first unit of a new party to the war, the Maritime League, an alliance of minor trading states. (or not, a change from red and blue might be nice.)