Houserules Napoleonics
Part 1

A Review and
Game Test Battle

by Mark Ashby, UK


Houserules Napoleonics (HRN) are one of the new generation of highly detailed, tactical/grand tactical rules which are now emerging from the USA. They aim to achieve a high degree of realism and historical accuracy while retaining playability.

At present they are only available from the author, Brian Stokes at:

    4942 W Kesler Lane
    Chandler, AZ 85226
    USA

for the sum of $26.00 (USA) or $29.00 (elsewhere)

Brian also supplies an excellent follow-on service with updates, information etc.

The rules are presented in a reasonably attractive, softbound booklet which contains the rules, an explanation of the reasoning behind them and the ratings for the various nationalities, units and commanders.

The figure/man ratio is 1:60 and the ground scale varies depending on the figure size; for 15mm it is 1 inch = 50 yards.

Command and control are the key to the game system. The actions which a command can carry out are restricted by its orders; these are difficult to change, especially for some of the more rigid allies. In addition, commanders must remain within command radius of their senior commander and all units must remain within command radius of their brigade commander. These command radii vary depending on the nationality of the army and the year.

Such restrictions may be uncomfortable for the "gamer" rather than the "simulator" but they do force one to plan in advance and give a much better flavour of some of the restrictions imposed upon a "real" Napoleonic commander.

As an example of this, in a recent game, not the one described elsewhere, the Russian commander had sent the bulk of his command forward against the French (very un-Russian!) and had seen them badly discomforted and halted in their tracks by artillery and skirmisher fire. He attempted to call up his reserves but, realising that his front line would have collapsed long before they could act on a message carried by an ADC, decided to ride back to give them the order personally. Unfortunately, this caused all of his engaged commands to go out of his command radius which added immensely to their unhappiness as they realised that their (beloved?) leader had deserted them.

Move Sequence

The move sequence follows a fairly unusual pattern which is briefly described below:

  1. Roll for initiative. The French tend to have a better chance of gaining the initiative than the allies depending on the year and exactly who the allies are.
  2. Declarations. Side with initiative declare first.
  3. Compulsory moves
  4. 2nd side move up to 50%
  5. 1st side carry out opportunity fire
  6. 1st side move up to 100%
  7. 2nd side carry out opportunity fire
  8. 2nd side move up to 50%
  9. 1st side carry out opportunity fire
  10. Defensive fire phase
  11. Morale
  12. General firing and melee

Declarations include charges and attempts to close into firefight (not recommended for Russians!). Success or failure is determined by a morale test which has one added feature; if both sides pass but one side's morale is 5 or more higher than its opponents, then the side with the lower morale is "repulsed" and may not close.

One move occupies 10 minutes of "real" time so move distances are long (infantry columns move about 12" depending on nationality), giving a very fast-moving and fluid game, while the time taken to change formations varies according to whether the army is trained in the "French" or "Linear" style; mistakes can be difficult to recover from if there are enemy cavalry around on the appropriate orders.

Firing and Melee

Firing and melee are very straightforward with a list of + and - factors to work through giving a variation on the combat factor of the unit involved. Units involved in firefights tend to take and inflict heavy casualties (unless they are skirmishers in cover!) which results in rapid disorganisation, leading to reduced combat ability and morale.

Infantry melees in the open are rare as, on most occasions, either one side or other will flinch before contact (as happened historically).

Disorganisation is at the heart of the combat system; units which take casualties rapidly (perhaps too rapidly?) become disorganised and are liable to break under duress, making it necessary to maintain reserves with which to relieve disorganised front-line units. No more long lines of units with no reserves under this system (assuming that you actually want to win, that is)!

Morale

Morale is simple, being based on casualties, disorganisation, external factors and the throw of 1D10 (the only dice needed in this system).

These rules give a fast and exciting game with a reasonable degree of realism; however, for anyone who has bought a set or is planning to buy them, I would suggest a few rules modifications (house rules for Houserules?):

  1. The inclusion of another morale test after the general combat phase. Without this, it is possible for units to spend most of the next move happily carrying out operations before finding out that they were broken in the previous move.
  2. An alteration to the combat factor reductions when firing at over half range. At present all units firing at over half range suffer a -3 reduction on the factors. I would suggest reductions of -2 for 1/2 to 3/4 range and -4 at over 3/4 range, thus making fire at very long ranges ineffective, except in very favourable circumstances.
  3. The following rule for cavalry charges: It is proposed that charging cavalry be allowed to move up to one normal move and then change facing, they can then move up to 1/2 a normal move straight ahead. In order to restrict cuirassiers somewhat it is suggested that the same rule applies but that the final, straight ahead move be restricted to 25% of a normal move.
  4. At present there is no difference between columns and lines in melee for both cavalry and, on the rare occasions when they come into contact, infantry. Given the potentially greater impact of a column this does not seem to be quite right but we have not yet tinkered with it until we have carried out a lot more research.
  5. Artillery prolong distances appear to be far too long, It is suggested that these should be halved.
  6. It is proposed that squares be permitted to move at the following fractions of line speed:

      Training
      Militia/conscript0.25
      Line0.50
      Elite0.75
      Guard1.00

Despite these points, these rules are highly recommended to anyone looking for a game which offers an acceptable balance of realism and playability. I am sure that, if a UK company were to import them, they would prove to be very popular with the growing band of Napoleonic wargamers whose main interest is simulation rather than merely gaming.

One last point: Why is no-one in the UK producing rules of this quality and level of realism?


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© Copyright 1996 by First Empire.

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