Melee is resolved using individual combats as per the original Charge! rules. This is a point of importance to me, as the procedure generates some excitement (as well as occasional bad language and unkind remarks). But Charge! uses a single dice throw for each side, with multipliers according to the number and type of figures. With the variant rules, each side uses a 'score' which is calculated as the sum of the melee values of the figures involved plus the value of a dice roll.
The melee values we used in our Napoleonic battles were:
Heavy Cavalry = 3
Light Cavalry = 2
Infantry = 1
So if two light cavalry troopers are fighting one heavy cavalryman we'd be comparing (2+2+Dice) vs (3+Dice). A casualty would be removed if a difference of two or more in scores result (as the ordinary Charge! rules dictate), although an additional saving throw of 6 on a single dice roll is allowed for cuirassiers.
It should be noted here that infantry are decidedly weaker in melee than before; no less than three of them are needed for an equal combat against a single heavy cavalryman. I believe this to be a considerable advantage over the original rules where infantry, if they have significantly narrower bases, can rather too easily mob cavalry. As John Preece has noted: allowing only one infantryman to fight any given cavalry trooper can be a useful amendment to the original Charge! rules.
Dragoons Versus Cuirassiers
1 comment:
It is difficult to amend the rules without unbalancing them. In infantry combat the Grenadiers get a bonus but the cavalry mechanism is much more difficult.
I shall try your solution. One simple idea I came up with for Guard Cavalry or Cuirassiers v dragoons etc. I called 'super sixes'.
The better cavalryman will always win a one to one combat if he throws a six, even if his opponent also throws five or six. If my mathematics are correct this will result in winning one combat in eighteen which would have been a draw before. A slight edge but not devastating.
John
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