| Map of Hurst shire of the Kingdom of the Weald, circa 1735 |
This map details the disputed western area of the Weald, known as Eyerstscir (Wealas) or Hurstshire (Alban) and the major conurbations as they appear in 1735. Each hex grid represents about six miles.
Major Features
Towns
Movement
Infantry and Artillery may move 2 hexes per turn, and Cavalry may move 4 hexes per turn. This is halved for any off-road movement. Infantry and Cavalry may attempt to ford a stream but Artillery and supply wagons may never do so.
Supply
Units must be able to draw a line of supply to the nearest road and thence to their home territory or a friendly town, if not they are subject to supply issues. This line may not cross through enemy towns, across rivers except at bridges, or roads which are occupied by an enemy army.
Coverage and Line of Sight
Armies that encounter each other in the same hex may choose to engage in battle, or one (or both) sides may decline and retreat. Armies become aware of opposing forces in adjacent hexes (and one additional hex for an army which contains light cavalry, to represent the scouting and patrolling responsibility of such units), except in the case that a potential target army is inside hills/forests/mountains.
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