I did some tests today about the way Rebels work.
I set up new tables for the Royalist French, and Britanny, and then used a script to generate rebels, with different strength, in different French region.
Here are the results of the tests:
- The rebel army could possibly get a "limited" unit in any number (for example it can have 10 grenadiers of the guard, even if is limited to 2 units globally)
- The rebel army cannot get a unit which is not available in a region
- There is no clear logic about the quality of the units vs the size of the rebel army. For example, an army size 10 can have only militia, size 12 has only guard unit, and size 14 has mostly light infantry, except one line infantry
- Usually, there is a proportion of cavalry / artillery / infantry, but beside this, there is no clear pattern.
Often, the rebel units are too strong.
So, unless someone can point me to a table where you can really control the contents of the rebel army, here is what I want to do.
- I will create special units for the rebels. There will be only one unit of each type (one infantry, one cavalry, one artillery).
- They will have their own "uniform", based on the normal uniform, but with more variety, no shiny plume, etc, to look more plain.
- They will have their own, icon, with a black frame, to show they are rebels.
- They will be weaker than the regular units (like only two guns, 60 cav, 120 infantry), and will probably be slower on the campaign map (so they remain "local rebels"), have less ammunition...
What do you think of this idea?