So, we will start with turns representing three hours of action and work from there. That would give a five turn game, which would certainly require players to get quickly to the point. Anyway, I will look at Mars-la-tour and Gravelotte in three hour episodes and see how a game would flow on that basis.
As for the research part
I've been looking at the Volley and Bayonet rules. Although they are a stand=regiment set and so two command levels lower, they are clean grand-tactical rules. There are two mechanisms I paticularly like:
- Straight line movement. Deployed units move in a series of straight line segments, with facing changes (with some exceptions) costing a significant proportion of the movement allowance. we are talking about stands equaling a division, with multiple layers of interlocking formation having to work together to attain an objective. Low level concepts such as wheels and formation changes are meaningless to the army commander, but Chadwick and Novak's method allows a simple way to represent the costs of maneuver through difficult terrain, or trying to work around an enemy flank.
- March column represented by "spacer" stands extending the division over the occupied length of road. Even this is a significant simplification but it is visually clear and gives a role to marching figures, wagons and the like that are pretty on the playing table.
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