Blucher Rules OK - Part One

I am writing this Blog about the Napoleonic rules Blucher.
Blucher can be played with miniatures or unit cards or both in the same game as cards can be used to provide a fog of war that conceals the nature of your units until they move on the battlefield or are identified by the enemy and then replaced with figures (You can download generic unit cards from the Honour Website) . Under this rule system the smallest unit for cavalry and Infantry is a Brigade represented by a single base. Artillery batteries are either attached to an infantry brigade adding one dice to the shooting for that brigade or three are combined together to form an artillery unit .Armies consist of a number of Corp with a min and max number of units within them. You can field a number of sub commanders with different abilities allocating one per Corp.
The rules contain army lists for all the major forces. A pick up and play army would be 200 or 300 points to play on a 6 by 4 table. Each army will have an Army morale depending upon the number of units within it.
You can use the Scharnhorst campaign system included in the rule book to manoeuvre your armies around a map (there are a number of different maps which you can download from the Honour site) to create a battle for your 200 or 300 point armies. On the campaign map you gain victory points for controlling villages, towns and cities. When you fight a battle generated by your actions on the Campaign map you can win in one of three ways first by breaking the enemy armies’ morale, secondly by holding all the objectives on the battlefield at nightfall or failing that thirdly the side with the most victory points at nightfall wins. Under this system usually one side has more victory points than the other before the battle begins creating a natural attacker
The sequence once you have deployed your troops on the table top looks like this-

First players turn

Information Phase Discover enemy units

Movement Phase Activate units and move them
Adjust current MO until phase ends

Fire Phase Units that did not move may fire

Combat Phase Resolve all combats

Status Phase Check for reinforcements (Advanced Game)
Check army morale
Roll MO dice for the enemy

Second players turn as above

The MO referred to is Momentum (another term for movement pips) your opponent roles a number of dice depending upon how many points the armies are worth he would roll 3 d6 for a 300 point army. He covers the rolled dice with a cup to keep it secret from you and then you start moving your troops starting with Corp moves first spending Momentum as you do so -your opponent lets you know when you have run out revealing the concealed dice when he does so. So you cannot be sure how many units you will get to move in your turn. Apart from Horse Artillery- units that move in their turn cannot fire.

For the first game I wanted to try the complete system I arranged for two old club members to play. John played the Prussians he was given an 1813 army led by Blucher (with abilities Legend which raises army Morale and Mobile) and 2 sub commanders Theilman (with steadfast ability) and Roder (with cavalry and Inspiring leader abilities). The army consisted of two Prussian Corp, one Russian Corp and a Prussian Reserve Cavalry Corp. This Army had 2 Prussian Grenadier brigades, 4 Prussian Line Infantry brigades 2 Prussian reserve Infantry Brigades, 3 Prussian Landwehr infantry brigades and 4 Russian Line Infantry brigades (15 Infantry brigades in total). The cavalry consisted of 1 Prussian Cuirassier Brigade, 3 Prussian Light Cavalry Brigades and 1 Russian Light Cavalry Brigade (5 Cavalry Brigades in total) His Artillery consisted of one heavy Russian Foot Artillery unit, two Prussian Foot Artillery units and one Prussian Horse Artillery unit.
His opponent was Tony commanding an 1813 French army led by Napoleon (with Legend ability) and 2 sub commanders Ney (with hero ability ) and Kellerman (with cavalry and hero abilities) The Army consisted of the Imperial Guard, two Infantry Corps and a Cavalry Corp. This army had 2 Old Guard Infantry Brigades, 2 Young Guard Infantry Brigades, 5 Veteran Line Infantry brigades, 5 Conscript Infantry Brigades , 3 heavy Dragoon brigades, 2 Light Cavalry brigades, 1 Guard Heavy Foot Artillery Unit, 2 French Foot Artillery units and 1 French Horse Artillery Unit.