Review

Piquet

Rules


Piquet is nothing if not an innovative set of rules. Piquet provides a basic rule set and a whole slew of supplements that allows one to use the rules for all periods from 3000BC to 1952AD. There is an additional Vauban supplement. In the basic game one gets the rules, a supplement, several data cards, an Impetus Clock, Morale and Unit Status Markers a measurement implement and 3 card decks: The Army Characterization Deck, and 2 Sequence Decks, one for each side. In addition there is a set of dice, D4 ,D6, D8, D10, D12, & D20.

Before the game, the scenario designer must consult a Leader Quality Table, a Unit Battle Quality Table and the Army Characterization Card Deck to determine the makeup of the two armies. The supplements provide the necessary charts to build up and characterize the armies depending on period. The game we play-tested was American Revolution so we used the Cartouche supplement. The supplements also provide rules for formation and deployment limits based on period, weaponry modifications, troop type percentage limits and special rules to enhance the flavor of the period played.

All this is consolidated and entered on the Army Characterization Record Sheet for each army. This sheet is completed by die rolls that randomize the BDV (Base Die Value) according to commander ability, Battle Quality, Unit Type - this will be used for morale and combat effects. In these rules, rather than adding or subtracting 1, 2, etc. from a basic die roll to determine combat and morale effects, one changes the die type used.

For instance if my Base Die Value is a D8 and I am in melee with a unit that is 2 stands stronger but I am uphill and am hitting him in the flank, I go down 2 die types, then up 1 die type then up 2 die types for a total of up 1 die type which is a D10 (up one type from a D8) - the target rolls an unadjusted D6.

The game is based on initiative. Each side rolls a D20 the difference is the high side's initiative points - which determine how many command groups or units may be moved, maneuvered or fired by the winner of die roll. It also determines how many cards can be turned in his Sequence Deck.

The Sequence Deck has a number of Basic Cards and Optional Cards the makeup of which is determined by army type and period. These cards allow such tasks as Artillery Move, Deployment, Elites Reload, Infantry in Open Move, Crushing Volley, Sapper Task, Stratagem. Some 29 types in all. Using an Impetus Point turn a card, it says "Artillery Move" you can move all your artillery pieces - if you have 3 attached to 3 different commands it cost 3 additional Initiative Points - if all your arty is in one command group it only cost 1 additional Initiative Point.

Firing does not require a card but does use an Initiative Point per unit (as does reloading) cards like "Crushing Volley just add to the effect of firing. This continues until one side has used all his Initiative Points. Dice again and continue until 20 Initiative points have been used between the two sides - this is one phase. Reset the "clock" to 20 and start again. A turn may contain several phases - the turn ending when one side has gone completely through his Sequence Deck or both sides roll a duplicate Initiative Roll. In our play-test one side won the first 6 initiative rolls and the other side took quite a pasting as you can do nothing unless you have the initiative or have saved up some Opportunity Fire Impetus Points.

There is some help, however in that the looser of an Initiative Roll can buy die pips reducing the difference in initiative, the cost is Morale Chips. The number of Morale Chips one has is determined by the Army Characterization Card Deck. These chips are necessary to regain control of units, rally them, pay for lost stands and to pay morale penalties. They are also used to force your opponent to do a morale check under certain circumstances. Loss of all Moral Chips can be devastating to your cause!

Opportunity Fire Pips can be saved from the last time you had the Impetus or acquired by routing enemy units. There is a maximum that can be saved each turn (depending on army and period) but can shoot at the enemy advancing on his impetus.

There is much more to these rules than I can ever describe here. I said above that the rules were innovative. But in one area I believe that they are innovative for the sake of being innovative - The Dice! I liked all the concepts except for the multiple dice. Some concepts require getting used to but I would very much like to see an alternative chart for combat and morale results.

I particularly liked the "Stratagem Card" that allows you to place hidden ditches and unsafe bridges in the opponents way as well as used feigned retreats, heroic charges, hidden snipers and a lot more - Great Stuff.

The Master Rules with one Supplement costs $39.95, supplements are $19.95. Shipping, I expect, is extra. There are additional products; a quarterly newsletter, a video tape and playing aids. Written By Bob Jones, Piquet is available from Piquet, Inc. 165 Charles St., Vestal NY 13850. - DICK BRYANT

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