Dave's just asked if anyone has any more feedback on these, plus any recommendations on changes to be made?
Haven't played them yet but i've had a good read through.
Once i get my French painted up i'll run a game with these rules and let you know.
However, there's one question i have about the small arms ranges.
German rifle 300mm / French rifle 500mm.
Now, as i understand, the German Dreyse had an effective rang of about 600yards, but given the failings of the rifle itself (tendencey of the bolt to fail to close properly which reduced the muzzle velocity and range further and forced the troops to 'fire from the hip' to avoid getting their face burned by the escaping gasses) the Germans rarely opened fire at ranges beyond 2-300 yards.
The French Chassepot on the other hand had an effective range of 1300yards, and the French drill and training had them opening fire on average at 7-800 yards, often with devastating effect that surprised the German troops and commanders.
Since your groundscale indicates 1mm=2m, should't the ranges therefore be:
) 300yds (150mm) / Long ()Maximum
) 600yrds (300mm)
) 700yds (350mm) / Long ()Maximum
) 1200yrds (600mm)
Just a minor point i suppose, but for me the 'rifle duel' was one of the critical frictions of the FPW and worth giving consideration to.
I'm not sure how this relates to your troop movement paces though. How long is a turn?
Open order troops move 70mm max in a turn which is 35 yards by your groundscale.
At a brisk pace, troops would do 35 yards in 20 seconds. So a turn is 20 seconds?
In that time, a Chassepot rifle could get off about 6 shots (represented by the one attack dice roll?)
Is that important to consider?
More importantly though at a pace of 70mm, moving into guns under your ranges, advancing Germans will take 4 rounds of shooting before contact. They should probably face 8 turns of shooting if reflecting the friction of the problems they faced advancing into the French rifles during FPW battles?
Just some intitial thoughts.