How to make a fun game of the Charge of the Light Brigade? I decided to focus on the limited variables, so I made activation card driven, based on the mechanic used in Fistful of Lead where one card is dealt per unit and the player chooses which unit to active first based on Bridge suit order. I borrowed random movement from The Sword and the Flame. The Light Brigade began with 3 dice worth of movement, adding one dice per move up to a total of 6 dice. For combat, I used the battle dice from About Napoleon. The goal was to make casualties manageable, given the small size of the Light Brigade regiments, each consisting of 7 miniatures.
I set up the Light Brigade at one end of the 7.5-foot table and a Russian battery of three guns, supported by 3 Cossack units, were at the other end, a little over 6 feet away. On each side of the valley, I placed an additional Russian artillery piece and 2 units of 12 Russian infantry. Historically, Russian small arms fire had a negligible effect on the charge, due to the Russian smooth bore muskets and poor Russian marksmanship. I gave the muskets a range of only 12 inches.
First move, the Light Brigade dice rolls averaged 12 inches, well above average. The Russian cannon on the north side of the valley scored 2 casualties on the 17th Lancers. The Russian cannon on the south side did not have the cavalry in its angle of fire and the battery at the end of the valley was just out of range.
Second move, the Light Brigade moved another 12 inches, keeping in good order. The Russian artillery on the north side pivoted to meet the advancing Chasseurs d’Afrique. Long range artillery from the end of the valley scored another 2 hits on the 17th Lancers. At this rate, the Lancers would be destroyed well before they reach their target. We agree to institute saving throws, saving on a 4-6 for long range (48 inches) and 5,6 for short range (24 inches). Saving throw saved 1 Lancer. Artillery on the south side scored 2 hits on the 13th Light Dragoons but lucky saving throws negated the hits.
Third move, the Chasseurs charged the Russian artillery on the north side and killed the crew, but then need to retire to regroup. Rolling 5 movement dice for each regiment of the Light Brigade, the units began to spread out. The 17th Lancers move furthest ahead and take 1 more kill. The 13th Light Dragoons lost 3 casualties from the battery at the end of the valley.
Fourth move, the Lancers, now down to 3 troopers, charged the middle Russian gun, killing 2 gunners and the gun limbers up and retreats off the table. The 13th Light Dragoons charged the gun to their front, killing the gunners and retired 10 inches to regroup. The gun on the south side of the valley killed 2 troopers of the 11th Hussars.
Fifth move, the Cossacks charged the 13th Light Dragoons. The Cossacks lost more figures but rolled 2 flags which pushed the 13th back. The Lancers now charged the remaining Russian gun and killed its crew. The 11th Hussars counter charged the Cossacks who fought the 13th. The results are a draw and the Hussars retired back 10 inches.
Sixth and seventh moves, we decided that the Lancers, 13thLD and 11th Hussars have done their duty, taking out the guns, and they begin the ride back to their starting point. The reserve, consisting of the 4th Light Dragoons and the 8th Hussars, charge the remaining Cossacks, and retire with light casualties. In this game, the Light Brigade began with 35 figures. They lost 15 and would probably lose another couple of figures in their retreat. So they did a little better than their historic counterparts who lost 360 killed and badly wounded out of 673.
First photos are a series taken one per turn to show the progress of the game.