This was based on the distance from Berlin to Potsdam of 38 km, with 4 hexes between therefore each hex is approximately 10 km or 6.25 miles.
Movement rates: (all move rates are doubled on roads)Commanders and ADC's : (for all nationalities) they will move at the best 'light cavalry' rate plus one hex : 4 hexes (road bonus rates will still apply)
French - Austrian - Prussians - Swedes:
Infantry & Foot Artillery 1 hex (6 miles) per day
Heavy Cavalry & Horse Artillery 2 hexes (12 miles) per day
Light Cavalry 3 hexes (18 miles) per day
Russians (plus ANY Allied formations that are moving WITH Russians - an often occurrence in the context of this campaign)
Infantry & Foot Artillery 1/2 hex per day (3 miles)
Heavy Cavalry & Horse Artillery 1 Hex (6 miles) per day
Light Cavalry 2 Hexes (12 miles) per day
Cossacks 3 Hexes (18 miles) per day
Unlimited number of units (Divisions) per hex, however only 8 (Divisions) may move down a 'main' road (such a road can be seen between Hamburg and Schwerin - upper left of the map) and 6 down a 'secondary' road (such a road can be seen from Schwerin and Domitz).
Whenever crossing a river the road rate is 'halved' so only 4 divisions may cross a river on a main road and 3 on a secondary.
|Sample of roads on the game map|
Other Terrain Effects:
It is noted that the majority of the map is reasonably flat, good going terrain. The only 'impassible' terrain is/are the water features (as these troops did not really have amphibious capability).
Mountain terrain is something of a challenge, as the Division size we are using should permit men to move (albeit slowly) though having their artillery and cavalry keep up is another matter altogether.
For the moment, we shall have the INFANTRY ONLY divisions be able to move through the mountain terrain at 1/2 speed (unless road is present then IGNORE the terrain restriction).
For the 'lower mountain' terrain (a less dark line section and associated plateau) Cavalry and Artillery are permitted to move into them, they MUST be accompanied by and Infantry Division though (they will not move in there alone and the guns will be manhandled by the foot troops in their turn). Cavalry move at 1/3 speed and artillery at 1/4 speed. THUS a force of foot with guns and horse will take FOUR (4) DAYS to cross one (1) 6 mile hex of lower mountain terrain.
The 'upper mountain' terrain may only be entered by Infantry, Cavalry and Artillery are prohibited. The mve rate is still only 1/2 for the Infantry.
This is important as any such force that wants to 'sneak' across a mountain area quickly will have to do so with NO artillery or cavalry. Otherwise they will be slowed. This no cavalry restriction INCLUDES the Austrian MX (mixed) brigades, so the Austrians MAY cross the lower mountain areas at 1/2 infantry speed and MAY NOT cross the upper mountain areas at all since their forces are intermixed with Horse and Foot in the same Divisions (they cannot be reasonable 'split out' from the parent units ... though I suppose if this was demanded then the screening cavalry could be left behind in Prague? Thus making the overall Austrian Divisions of less combat ability)
For the first play test we are using a command radius of 2 hexes for Army Commanders such as Blucher, Schwartzenberg and Charles John.
For wing commanders and ADC's a radius of 1 hex.
For Napoleon Bonaparte we are using a 'flex' radius of 3 hexes when not attached (in the same hex) as units that are 'in contact' with enemy units. Anytime Bonaparte is with such 'in contact' units his radius will be only 2 hexes.
Units within the command radius may be 'activated' and moved within the limits of the unit and map.
A new item is now to be included into the mix for the main game, Messengers.
A messenger may send any one command to a Brigade (for French) / Division (for all others) or greater force, this force must be 'contiguous' and connected on the map (no 1 hex gaps allowed) when the order arrives it will take effect immediately and be 'in force' until a new order arrives or some part of the contiguous force comes under the command radii of a superior commander.
Messengers are available to be sent out to 'adjust' or 'move' troops that are otherwise outside of the command radii of the Army commands, or ADC's (given above).
Messengers move at a rate of 4 hexes/day (with road bonus that would make 8 hexes)
How many do I get?
Allied Monarchs: 4 (only activates after 'special circumstances' results)
Charles John: 3
Wing Commanders: 2
ADC's (Aides De Camp): 1
The important item here is that the messengers are not a replacement for the ADCs and Wing Commanders, these messenger run forces are not to be the main body of an army, nor of a central command, the idea is to use the messenger forces more sparingly or as a means to re-assemble forces that may have been pushed apart during the campaign battles.