More conclusions:
- An attacking infantry division in the lead needs superior, or even better, veteran superior troops, with rear support (either a large unit in column or a 2nd unit behind it). They can thus withstand moving into 6->4->2 inches (taking 2 turns before being able to being able to volley!) to volley before charging. I cannot charge if the enemy is not disrupted by either barrage, skirmish or volley first.
- If veteran superior, this will also give them enough morale to perhaps not need a charismatic commander.
- Only charge disrupted or wavering enemy units!!!
- An attacking infantry division requires 2 attached artillery batteries to clear enemy cavalry who have chosen to stand around in front of them. I cannot advance into volley range (and be charged if they pass a command test) unless they are out of command points...and a competent general will always have one.
- A flanking division is too large and unwieldy. I should attach a light unit to each division and use that to win the skirmish battle, along with 2 skirmish detachments per division.
The winning army
They also released the winning army- another 1809-11 Anglo-Portuguese!
It's tiny! Only 22 break points! Only 3 divisions! The first division must be the assault division. All the artillery is veterans. Large leading units with smaller ones in support. The cavalry unit is the same size to mine, though the light cavalry can split off to do their own thing as needed.
Post note- the armies illegal - the light infantry with rifles is an 4 extra 4 points, but I only noticed after the tournament was over that the spreadsheet was wrong.
I wish I could have seen in action. What missions did he take? What missions did he BLOCK with the exceptional corps commander?? How the hell did he not get overwhelmed by every other army that outnumbered him??
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Thank you for the comment on my blog! May your dice never desert you and your tactical abilities be as good as your posting is! Never stop posting.