Wednesday 16 October 2019

Some other (re)definitions

Translating Napoleon's Battles from tabletop to hex-based map required that some rules be bent, or adjusted...

Front Flank and Rear


Because of the hex-based interface. Front, side and rear are defined as follows:



A unit in square, of course, faces to the front in all directions.

Firing templates


The computer game interface, whether 2D or isometric, won't work with the standard firing and wheeling templates, so some adjustment is needed.

The unit's front facing also becomes its firing template - I'll call the computer version a fire zone to avoid confusion.  At least one of a target unit's bases must fall withing the firing unit's fire zone for it to be eligible as a target. Other rules regarding restrictions on target selection still apply.

The enemy unit falls partly within the firing template and so is a valid target.
If using the "Firing Infantry Template Placement" optional rule, I simply visualise the fire zone of a single base, and count the number of bases whose fire zones the target unit falls within. In the example above, this would mean that the firing unit could only count three bases (-1 modifier), since the target does not fall withing the fire zone of the rightmost front base.

Note that if the target unit was displaced to the left by one hex, the firing unit could still fire one base (-2 modifier), since the target unit would fall within the fire zone of the left rear base.


Wheeling:

The hex-grid means that optional wheeling rules (11.11) can't work, so the standard cost of 1" per unit width in bases applies. An alternative approach, an similar to the rules, is to count the moves of the outermost base, counting each pivot as an additional 1".  A unit, lacking sufficient movement factors, can wheel 60° or 120°.

Echelon Movement:

A base moving into either of the hexes directly to its front is considered to be moving straight ahead.

Movement of left- and right-most bases shown. The red, green and blue movement paths all count as straight ahead.


Range and distance:


Naturally, the movement allowance in inches translates directly into number of hexes moved. However, range works a bit differently.  Range, for firing and for determining command status, is the number of hexes between the firing unit/general and the target unit/subordinate unit.

The general's command range is 3". The unit is 3 hexes away and is in command.

The French unit has a firing range of 4". The Nassau unit is 4 hexes away and is in range.

Similarly, a unit is pinned if an enemy unit (or part of one) is exactly 1 hex away.


Attachments


Where a general is in a hex that is adjacent to a unit, he is considered attached only if  his 3D graphic is pointed directly at that unit. Artillery units attach in the usual way. If an artillery unit has both of its elements adjacent to friendly units, I just put the battery's Cadre Base general adjacent to the unit to which the attachment has been made.

The Allied general is attached to both units. The French general is not attached. The Allied and French artillery units are attached.

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