Comparing the Latest Napoleonic Rules

THE THIRD ACTION: LE PETIT EMPEREUR

by Jim Birdseye


This is a different concept than most miniatures players are used to. It combines many features of a board game with those of miniatures. It uses a morale clock to track each side's actions. The commanders have the traditional role of rallying units but have a new heroic role of the grand sacrificial gesture that has a chance of improving overall army morale at the cost of his life. I can think of any number of commanders who could have improved their army's chance to win by doing themselves in but that is not the nature of this study. Because the scenario we are using was not well suited to the Le Petit Empereur (hereafter, LPE) the feel of the rules and the length of play were somewhat affected in our game. The base unit is one stand in size and two or more units make up a corps. The Corps is the main maneuver unit in the game. Basically we had two French corps; 4th Corps with two infantry stands (12 th & 13 th Line Divisions) and one cavalry stand, and a pseudo corps made up of the French 4th Division and Jacqunoit's cavalry - 2 stands altogether. We had one Prussian corps of four infantry and three cavalry divisions (stands). Each side had two artillery stands and one commander stand.

The sequence is very simple and straight forward forLPE and is as follows:

  1. Rally Troops
  2. Change morale clock, a general may attempt to influence the battle by heroics.
  3. Resolve artillery fires
  4. Movement (changes in facing cost a forth of the movement and changes of formation cost all the unit's movement.)
  5. Charges to full base contact
  6. Melee
  7. Follow-up movement
  8. Determine phase winner
  9. Set morale clock

Because the armies in LPE are fixed at 24 units plus 4 a rtillery and a general we will not get the complete feel of the rules with our scenario, but we will be able to see how the mechanics work. The size of the units represented meant that we had to change the scale of our layout. Notice on map number 4 how much area units in LPE cover in comparison to the other rules. This is definitely the most compact of the rules sets. In the Shako and Volley and Bayonet rules Grouchy's corps covered between 24 and 34 inches with all units on line and artillery and cavalry deployed. There were some gaps in the units but the corps covered the area. In La Petit Empereur the corps covered less than 10 inches. This required a redesign of the table. In LPE a 15mm battlefield is 36 by 48 inches. Because we were using only a fourth of the "army" in the rules our area was cut to 30 by 24 inches. Also the terrain features were eliminated for the most part. The woods of Paris and the town of Plancenoit were left in as was the stream but the other items were gone.

This time the French were played by Kieth Lightfoot of South Carolina and I played the Prussians. We had the following forces: French; 3 LN(Line Infantry Div), 1 Gen, 2 Art, 2 OC (Ordinary Cavalry)and 1 ET(Elite - the Guards). Prussians: 5 LN, 1 Gen, 2 Art, and 3 OC.

THE GAME

By now you are familiar with the scenario and what options each player has. In LPE the terrain is of little consequence except for the items mentioned. We had no troops to rally, so we set our morale clocks at ten (0) and started to play. The morale clock determines the number of units and corps that may move in a bound. Since neither of us had ten units we elected to reduce our morale clocks to six for the next turn. The number of units that can move is dictated by the clock number, this forces players to use bigger multiple unit corps so that they can move more units in fewer bounds. The reflects the "friction of war" that occurs as the command structure breaks down in the heat of battle. The loser of each turn losses one on his morale clock.

Map: Le Petit Empereur playtest.

Because we planned on using the reduced morale clock the second turn both sides could bound 10 units at full move in the first turn. So Kieth and I closed quickly on each other. The French elected to keep his infantry, 12th and 13th division together as a column with the artillery and race his cavalry ahead to screen his front. Because the 4th division with its Artillery and Jacqunoit's cavalry did not need to be activated as in the other rules he moved them forward as well. He did not activate the guard (ET).

The Prussians divided Ziethen's corps into two bodies of infantry (2 LN and an ART) and two of cavalry. They sent their cavalry ahead as two units while the infantry raced ahead six inches in column (4 inch base plus two for column). Cavalry moves eight inches and it was clear that next turn our cavalry would do battle.

During turn 2, no rallies were rquired and the morale clocks were dropped to five artificially. The Prussian cavalry hit the French cavalry head on, then on the next bound the Prussian cavalry and Jacqunoit's cavalry met face to face. Bound three, the Prussians moved Vivian's cavalry into the flank of Jacqunoit. The French 4th division moved up short of contact but the artillery was in position to engage the Prussians. The French 12th and 13th Divisions move up in column. The 3rd and 4th brigades moved up six inches in column as did the 1st and 2nd Brigades.

The combat in LPE is very straight forward. Add a D6 roll to your unit's basic value against the type of enemy and add or subtract any modifiers. That number is compared to the opponent's number. If you beat them by up to two times they fall back demoralized. If you score more than twice your opponent's score his unit is destroyed. This is very similar to DBM.

The basic value for ordinary cavalry (OC) vs ordinary cavalry is zero. In the first round, we matched die rolls - no effect. In the second, you will remember that Vivian had out flanked Jacqunoit and that would have an affect on the outcome of the battle. The Prussians got to add a one to the D6 roll because they had flanked the French. Again all the units involved were OC. I rolled a '4' and added one while Kieth rolled a '3', Kieth was forced back demoralized.

We reduced the French morale clock to four. Note that in LPE once the morale clock is reduced below five the cavalry has a bonus over infantry.

In turn 3 the French attempt to rally poor Jacqunoit, but fail. The 4th Division's artillery fires at the Prussian cavalry and rolls a '5' which is a hit. Artillery always hits on a four or greater unless the target is across a river, in a town or in woods. Once a hit is scored the artillery rolls again to see the extent of the damage. The range in this case was four and a half inches, short range is four inches and long range is four inches to eight inches. At long range a second roll of '5' will demoralize the cavalry while a roll of '6' will destroy it. True to his luck in this series of games a roll of '2' spares my Prussian ordinary cavalry. Kieth changes dice.

The Prussians can move five units because their morale clock is at five; the French four units because their morale clock is at four. The Prussian 3rd and 4th Brigades with their artillery use the turn to move into line formation. When a corps changes formation it takes the whole turn. The artillery ended up on the left flank of the corps. The 1st and 2nd corps continue to move in column six inches. Vivian attacks the 4th Division and the Prussian Cavalry attacks the 4th Division's artillery. Because Jacqunoit is demoralized he can not charge so the Prussians are safe. The French 7th Cavalry Division is locked in combat with the Prussian cavalry. Kieth deploys the 13th and 12th Divisions with their artillery into line.

The French fire canister at the Prussian cavalry a roll of '1' or '2' and the Prussian cavalry is destroyed. I had not noticed this because it was not on the tables, but even if he can't roll dice Kieth can read! He rolls a five, the change in dice worked as he had been rolling low. The assumption is that there is no point in rolling to see if the battery survives the melee if it fails to stop the attacker. A roll of 1 or 2 destroys the attacker, a 3 or 4 and the attacker stops one inch short demoralized and a roll of 5 or 6 the artillery is destroyed. Scratch one grand battery.

The two OC are still locked in melee and tie again. In the attack of the gallant Vivian (OC) against the stalwart 4th division (LN), The OC has a zero modifier against the LN. The 4th receives a plus one because it was supported by artillery when the turn started even though the guns are now gone. The rolls go in favor of the French for a change and Vivian is demoralized and locked into melee with the 4th.

The morale clocks are adjusted - the French loss of the battery is considered by both players to be worse than the demoralization of Vivian. The French morale clock is now three.

In the next turn, 4, the French attempt to rally Jacqunoit and do so. The French (Kieth) considers a grand gesture but opts out. The Prussians and the French guns fire at long range but neither scores a hit.

The Prussians can move five units and the French can move three. The French send the newly rallied Jacqunoit against the Prussians. The French other cavalry is still locked in melee, and the 4th Division is pinned as well. The Prussians move the 1st and 2nd Brigades into line with the artillery on the left. Vivian's cavalry rolls to disengage from the infantry and does so, it needed a roll of at least four, but Kieth who reads rules noticed that that only applied to un-demoralized cavalry, so we counted it as a move.

The long-even cavalry fight finally exploded as Kieth rolled a 2 and the Prussians rolled a six, the Prussians won by more than two times and the French were destroyed. The battle between Jacqunoit and the Prussians also went against the French again demoralizing Jacqunoit (I'd retire this unit - ED). The one bright spot for the French was the 4th Division's victory a second time over Vivian, Vivian was now demoralized twice and pushed back one and a half inches. The 4th division had received a plus one because Vivian was already demoralized. Again the morale clock moved in favor of the Prussians, the French clock was now two. Was next turn the one that would bring the great gesture?

The Prussians attempted in turn 5 to rally Vivian and failed, the French try to rally Jacqunoit and fail as well. Kieth decides that he has one more turn to go before he attempts to save the day with a Grand Gesture.

Artillery fire is ineffective, the French fire at the 3rd and miss. The Prussian artillery is silent,so it can move forward. The French can move two units and elect to drop the 4th Division back an inch. Kieth calls for the Guard which moves forward six inches. The Prussians move both bodies forward the four inches allowed in the rules. They are now one inch away from the French 13th and 12th and the 4th. Jacqunoit and the Prussians are locked in melee. The Prussian cavalry moves to threaten the 12th Division rear losing a quarter move for the change of facing.

The locked cavalry battle goes to the Prussians, Jacqunoit rolls a four and the Prussians roll a four but get a plus one bonus because Jacqunoit is demoralized. It seems that demoralization will not be a big thing in the game when you read the rules but it is a very real handicap. Die rolls are also important.

In turn 6 the French attempt to rally Vivian they need a roll of five normally but Vivian has a double demoralization and needs a six, not impossible but not likely, Vivian stays demoralized and static.

Dead General Equals Better Morale?

Kieth tries to improve his morale clock by two, his general will die in the effort but he needs to have those extra moves. The rules allow the player once in the game to sacrifice the general to improve the morale clock by up to three points. The player rolls a D6 and subtracts the number of points wanted (up to 3) from it, if it is still a positive number the roll was successful and the number of points difference is added to the morale clock. The generals can affect play, if attached to a unit they keep it from being demoralized and can give you a free move above the morale clock limit. Kieth had his attached to the 12th and 13th divisions while mine was with the 1st and 2nd brigades. Kieth tried for two and rolled a three, his morale clock went up one point and his general was removed from play.

The Prussians and French exchange artillery shots. The 4th Division is hit and demoralized on the effect roll. The French hit the 3rd brigade and demoralize it while the Prussians hit the 13th Division and roll an effect roll of five, adding two for close range and the 13th Division is destroyed.

The Prussians move the Cavalry into the rear of the 12th Division and the 3rd and 4th brigades move up to the front. Because the 3rd brigade is demoralized it can not wrap around into the flanks of the of the 12th. The gapleft by the 13th between the artillery and the 12th Division costs the plus one bonus for attached artillery. The 4th Division gets the full force of the 1st and 2nd Brigades again wrapping around their flank. The Prussian cavalry hits this unit in the rear as well. The Guard marches six inches closer. Although Vivian can not charge he can still block the Guard for one turn.

The 12th Division (LN) faces the 3rd and 4th brigades (LN). The Prussians add two for the rear and one for supporting artillery, for a total modifier of three. The Prussians roll a three add three for a six, the French roll a five, 12th Division is demoralized. The gallant 4th Division fairs worse, the Prussians get two for the flank, one for the artillery and because the morale clock is less than four and 4th division is demoralized the Prussians get three more. The total modifier is six, Kieth rolls a four and the Prussians roll a four, the Prussians have more than two times the French roll and the 4th is destroyed. Because it was already demoralized the 4th would have had to retreat if the Prussians had not doubled its roll and with its retreat blocked it would have been destroyed anyway. The morale clock moves to one for the french and Kieth throws in the sponge.

Although LPE is simple, there are subtleties in the game that we did not see until we played it. When we started, I thought it would be over in a few minutes or turns. It was a satisfying game for both of us. Kieth felt that bad die rolls prevented him from gaining an advantage. We both agreed that reducing the morale clock to five for our small game gave us a better feel for the rules and the way the clock affected play. Because of the scope of the game drastic results could and did happen, whole divisions eliminated by artillery for example. But it is a game and not a simulation. Those of you that want thousands of figures on a table will shun this game but you should give it a try.

Introduction

First Action: Volley & Bayonet

Second Action: Shako

Conclusion


Back to Table of Contents -- Courier #70
© Copyright 1996 by The Courier Publishing Company.

This article appears in MagWeb (Magazine Web) on the Internet World Wide Web.
Other military history articles and gaming articles are available at http://www.magweb.com