Duc de Gobin's challenge to me was to keep the ammendment in the spirit of Muskets & Mayhem and I owed him a new draft that was similar to Muskets & Mayhem but also put you in the saddle of the Corps Commander or Division Commander.
This may have something to do with the Waterloo anniversary approaching!
So with that said, here are my proposed ammendments to Muskets & Mayhem to give the would-be General a REAL sense of chaos - that of a Corps Commander! First thing you may notice is that the sequence of play is extremely similar to Muskets & Mayhem, with only small changes to the sequence. I have BOLDED and underlined those changes.
1. Orders Phase: Assign orders to Brigades or subordinate Battalions.
2. Initiative Phase: Both sides roll a D6 with higher choosing to go first or second.
3. Movement Phase: Side A moves. Then Side B moves.
4. Artillery Phase
5. Stationary Fire Phase
6. Moving Fire Phase
8. Melee Combat
Orders: Corps commanders assign orders to their Brigades. Those orders are ADVANCE, VOLLEY, CHARGE, RALLY.
Advance: Units may move and fire.
Volley: UNits must remain stationary but fire with a +1 modifier to hit.
Charge: Units make assaults to enter close combat and capture enemy positions.
Rally: Units attempt to reorganize after fire or melee.
Shooting: Unlike tactical Muskets & Mayhem, the Corps level rules are much simpler and use less dice. Battalions have strength points and those strength points also represent the number of dice you fire with. EG: British Battalion has 4 strength points. During the first turn it fires with 4D6. Range is 6" for Battalions. 9" for rifle-armed Battalions.
Artillery Range 6" close 7 to 12" effective, 12 to 18 long
Troop Quality / To Hit Numbers:
Elite 2+Veteran 3+
Second Rate 5+