by James R. Arnold
Two hours late, the Prussian division advances along the river road leading to the Russian right rear. Surprised by this maneuver, the Russian player rolls his right flank commander's initiative. He fails and the Russian brigades tumble back before the Prussian advance. The Prussians reach the river and spend the next hour deploying. During this time a courier delivers orders to the defending Russians: they are to "fall back" to a wooded defile and thus buy time for the Russian Army to face the unexpected Prussian threat. The Russian player worries: will his flank commander fail him again. If so, the game is lost, for the Russian has inextricably committed his reserves to an attack in the center. The French player, commanding a Franco-Prussian corps in front of Riga in 1812, smiles. Success will surely be his. The Russian player rolls his flank commander's initiative to determine how he responds to his new orders; the commander obeys, but only after a lengthy delay. Meanwhile, the Prussian division makes its approach march. The French player decides to advance them in line with artillery support; this takes an extra 50 minutes deployment per brigade and another 15 minute for the approach. Just as the Prussians near the defenders, the Russian withdraw to the defile. By the time the Prussians finally reach their objective, the Russians have manned a stout defensive position. The French player's orders for his Prussians do not cover this situation. He must depend on his subordinate by rolling Prussian initiative. The initiative roll fails; the Prussian commander dawdles and then withdraws. The French player is forced to concede and order a retreat, chastizing himself for relying upon the baulky Prussians to perform the important flank march. This scenario took place last weekend. 1, the French commander, really thought I had a good plan. But, to reflect realistically the Prussian's lack of enthusiasm for the war against Russia, I had to plan around Prussian uncertainty. In the event, they were just a little too late. in addition, as a tactical player, I made the decision to take the time for a set piece attack against the Russian flank defense. Had I instead hurled columns forward I would have caught the Russians as they withdrew. All in all, I suffered from realistic command restraints and faced a tough, crucial tactical decision. it was frustrating to lose (particularly to my best friendopponent, Ralph Reinertsen), but I felt I had really experienced the types of decisions a Napoleonic army commander faced. I would like to share with you the rules that made this possible. Over the years I have developed and sold two different rules sets. Genralship Napoleonics provided a framework for fighting on a tactical scale. it focused on the decisions required by a battalion and brigade commander. More recently, Generalship: The American Wars (which included America's own Napoleonic War, the War of 1812) simplified and refined the earlier rules. Neither rule set aimed at the really big battle. Time has passed, 'American Wars' has gone through two printings, and I think I am retiring from the writing of rules (a word of warning to those who consider trying to publish rules: it's not very profitable and must truly be a labor of love). To those of you who purchased my rules, thank you very much. For you, for those who continue to write asking how to purchase my rules, and for anyone interested in the continuing challenge of trying to fight large Napoleonic battles in a fun, realistic way, here are my thoughts on rules. Take what you like; jigger with them in any way you see fit. Ralph Reinertsen, who has contributed greatly to the rules, noets that we in America are caught between two schools when playing miniatures. One part of us demands precise, explicit rules covering all possibilities. in our experience this leads to lengthy rule sets and long, long games. The other part of us seeks the fun aspects of gaming. I heavily lean towards this end of the spectrum, a bias that puts me in what I call the English school of wargaming. The English emphasize fun and playability, considerations that we on this side of the pond all too often lose sight of. Enough game design philosophy, on to the rules. Time is calculated using a modified variable length bound (credit to George Jeffrey). The player moves from critical event to critical event, updating the battlefield when appropriate. The minimum unit of time is 15 minutes. Every activity is specified in terms of how much time it requires. Past issues of The Courier have explored the variable length bound. We have found it to be a liberating concept, but one that takes getting used to. We have also found there is not getting away from the need to keep careful track of the time on different parts of the battlefield. Sometimes this requires noting such detail as "Hussar Bde., 10:15; Dragoon Div., 9:00; Gd. Inf., 11:00", meaning that these are the times when we last fiddled with them. Placing a cheap kid's watch, spray painted green so it doesn't intrude on the field, next to formations who are out of synch with the overall clock is a useful gaming aid. MOVEMENT (per 15 minutes)
Horse Art. 40" Cavalry 50" Courier 70" Artillery 24" Combined arms groups move at slowest rate. Battalion deployment 15 min.
Where do these numbers come from? Deployment times are based on George Jeffrey's "Tactics and Grand Tactics of the Napoleonic Wars", march times come from this book, the work of George Nafziger, and articles in that excellent journal of Napoleonic studies, "Empires, Eagles, and Lions". For those who must know such things, these calculations make one inch equal 30 yards. MANEUVER ELEMENTS The smallest maneuver element is the brigade. in small battles, say corpssized and under, each brigade has a command figure. in larger battles only divisional and higher commanders are represented. A combat result effects the entire brigade, even if only part of the brigade actually fought. Within a brigade individual regiments/battal ions may be placed in different formations as the gamer wishes. GENERALSHIP All commanders are given a value called their initiative rating. The player tests a commander whenever that commander receives new orders. Meeting the point or rolling under it allows the player to move the appropriate units. Failure requires a second roll using a D6: 1,2 = 15 minute delay; 3-4 = 30 minute delay; 5,6 = 45 minute delay. Orders come from a player, move by courier, and take 15 minutes at each command level, e.g., a player acting as army commander writes an order, 15, the courier moves up to 70 inches, 15, at corps/div/bde 15 each. The final recipient little battles a brigadier, big battles a divisional commander) rolls his initiative. This may seem like a long time for a reaction move, and it often is. But remember, your opponent is suffering from the same constraints. It also rewards a force that sticks to the original plan. The second, and usually more important, situation requiring initiative rolls is when a commander must recognize a situation. This requires an exercise in common sense. Put yourself in the position of the command figure; what does he see? (we use sighting distances and take into account terrain obstructions). If he sees a new threat (e.g., enemy forces approaching his flank), wants to commit reserves, or wants to withdraw, he must test. Failure prevents the move. A player can only test once per situation. As a gamer, what this means is you will want to place your ablest subordinates in the positions of greatest responsibility. The statement I'mu st recognize a situation" is deliberately vague. You will have to come up with your own conventions, and this approach simply won't work if you are playing against a rules lawyer. If there is a sincere difference of opinion as to whether a commander should test, flip a coin. The really neat aspect of initiative is it allows one to realistically rate historic commanders and their armies. For those of you who still have Generalship Napoleonics, we use the ratings provided there. The gifted Davout is rated at 80%, a good divisional commander at 50-60%, a lowly brigadier at 25%. THE APPROACH MARCH The variable length bound coupled with the long movement distances requires a rule convention known as the approach march. Before combat, an attacking force must inform the defender that the attacker is making an approach march. Only deployed forces can make an approach march. Unless a brigade fights for consecutive 15 minute periods on the same ground, a new approach march is required for each new combat. Infantry columns/cavalry approach marches require 15 minutes. Lines and brigades advancing with artillery support require 30 minutes. PASSAGE OF THE LINES Historically, one of the difficult tasks confronting an attacker was to manipulate large bodies of troops so they could advance in concert. A great deal of time was spent drilling the men in what was called "the passage of the lines", i.e., when one brigade tried to march through another brigade. One of the reasons columns were used was to facilitate this passage. Whenever a brigade tries to move through friendly troops a D10 is rolled:
Regular pass on 1-7 Veteran pass on 1-8 Elite pass on 1-9 Modifiers: plus one for each critical threat, for rough terrain, and when when passing through routed/retreated/shaken forces; minus 2 if in column. Failure to pass causes the brigade to halt/shaken for 30 minutes. ARTILLERY BOMBARDMENT Light and medium batteries fire 32 inches.
Bombardment effects are based on the length of the bombardment. Roll a D6. A 15 minute bombardment hits on a 6. Add one to roll for each additional 15 minutes. If a battery fires for more than an hour it risks running out of ammunition. (We use a 50% chance out of ammunition at 1:15 Firs.; roll again at 1:45, 2:15, etc.) When out of ammunition, a limber must be sent to the corps train. Each single load refill takes an hour. A battery without ammunition cannot fire. An artillery hit causes a critical threat on the target. When a battery stops a bombardment (regardless of the length of the bombardment), it must take 15 minutes to let the smoke clear, swab barrels and prepare to fire again. AMMO SUPPLY Corps batteries, double load
No longer can a player heedlessly shoot at every target that passes by. But the corps batteries now have a more potent bombardment potential because of their extra ammunition supply. Woe to the battery that is out of ammo when a charge strikes home! THE SKIRMISH FIGHT During the approach march there may be a skirmish fight lasting 15 minutes. Each side rolls a D6 for each skirmish base, hitting on a 6. Add one to rifle and one if firer is in cover. Take the differential and apply it to the loser: net one hit drives all opposing skirmishers behind nearest formed troops and gains "skirmish superiority" for any combat; net 2 hits gives an option; either remove opposing skirmish base or cause one critical threat to loser's formed troops. If there is no approach march taking place (say the attacker is softening up the defense with a skirmish attack), each skirmish combat takes 15 minutes. COMBAT Requires that one or both sides are in an approach march mode
The units that participate in the combat are those that physically touch an opponent. Combat strengths are calculated based on the number of figures in contact. Since we all have different figure basing schemes, the intent is that all figures in a line formation are counted, while only the front rank of a column count. (Recall that columns historically had maneuver and morale advantages but combat disadvantages.) STRENGTH POINTS 8 militia figures equal 1 point
MODIFICATIONS
Remember, combat is by brigade. When two brigades fight 2 brigades, make two rolls. When two fight one, aggregate the points of the larger side, but the result applies to both brigades of the larger side. COMBAT RESULTS TABLE (both sides roll simultaneously)
R=rout; lose 12 figures, move to rear, must be rallied
What does this combat table imply? Clearly the most likely results involves both sides becoming some form of shaken. This means the sides that his reserves in hand will have a big edge. Unless one side brings overwhelming force to bear (and then rolls a V result), gradual attrition will occur with morale playing an increasing part in the outcome. CAVALRY REIN-IN When a cavalry brigade achieves an SA or V result and wants to halt its advance, before the commander's initiative is rolled it must make its morale point to reinin. If it fails, the brigade continues and a V unit becomes shaken. If it passes, the initiative must still be rolled. Modify the morale test by adding 1 to a D10 roll for everyone except British and Cossacks. Add 3 to their DlO roll. Rein-in rolls are also made when cavalry bluffs a charge to force the defender into line. Failure to pass in this case forces the cavalry to try to break the square. COMBINED ARMS ASSAULTS If mounted and foot brigade(s) are going to simultaneously arrive for combat, the attacking player decides which combat happens first. The defending player then has the opportunity to try to perfect his defense using hasty formation changes. These changes reflect the tactical decisions made by lower level commanders. The player specifies which of the sub-units within a brigade are attempting the hasty change and then makes one roll and applies successful results to all the units that wanted to change formation. Failure plunges the entire brigade into a shaken state. Use a decimal die.
Modifiers: militia +10%, per critical threat over threshold, +10%. What typically happens to a defender beset by a combined arms assault is that he deploys his units in a series of tense die rolls. Well-trained, high morale units calmly form square, beat off the cavalry, form line and fight the infantry (remembering to use the hasty line -1 combat modifier). Lesser trained formations... CAVALRY VS. SQUARE Sequence: cav. approach march; hasty squares may be formed; cav. may try to reinin; cav. vs. square die roll; if inf. is victorious they may try hasty line. Cavalry vs. Square: Roll D10: 1=break square; 2-9=shaken, fall back 12" from the enemy; 10--cavalry rout. Modifiers: lancers, British/KGL, per close support battery, -1; hasty square, -2. If the square is broken, the infantry loses 4 figures for every 4 cavalry figures that are in contact, and the entire infantry brigade must then conduct a shaken/retreat ('SR') (taking the 8 figure loss for the SR if the cavalry pursues). Note that when the square forces cavalry to fall back, a passage of the lines roll maybe required for attacking infantry to get at the defender. CLOSE SUPPORT ARTILLERY AND CANISTER An attacker or defender gains close support from a battery when that battery is within 15" of the enemy, the battery is in the same division as the unit seeking close support, or the battery is a horse battery. Remember that a close support battery gives a +1 when calculating combat and influences the chance of breaking a square. Instead of firing in close support, a battery may fire canister. This requires that it have ammunition. When it fires canister it uses up one load of ammo. Roll D6: 1,2=1 critical threat; 3-4=1 critical threat and lose 4 figs.; 5-6=2 critical threats and lose 8 figures. CRITICAL THREATS This is the morale system used in "The American Wars". A brigade is assigned a numerical rating on a decimal die, the higher the rating the better its morale. In addition, brigades are either militia, regular, veteran, or elite. When brigades face their critical threat threshold, they must test morale. The thresholds for militia to elite are 1-4, respectively.
Artillery hits: 1,2 (see artillery) Enemy has skirmish superiority: 1+ (see skirmishers) Combat fatigue: 1 threat until rested Adjacent unit routs: 1 threat Facing column attack: 1 threat (except British) Forced to close combat by attack in flank/rear: 2 threats Foot facing mounted when out of square: 2 threats Brigade not deployed: 2 threats Lost last combat: 2 threats (only when you roll an S result and opponent rolled an SA or V) Commander steading: -1 threat (roll a D6, 1=commander killed in which case add another critical threat) Defending in cover: -1 threat Chasing defeated troops: -1 threat Infantry in square: -1 threat For each increment of 25% losses: 1 threat A brigade tests its morale whenever its threshold is reached. Every threat over its threshold adds 10% to its morale roll. Morale tests are made during the combat sequence. In addition, certain triggering events may force tests. Triggering events include a friendly adjacent unit routing, the enemy gains skirmish superiority, or a force is under artillery bombardment (see the appropriate rules). Then all modifiers are calculated and one die is rolled for the entire brigade. Example: enemy cavalry is making an approach march towards opposing infantry in line. At a minimum the defending infantry faces three critical threats: enemy to front, 1; facing mounted attack, 2. Say the infantry is a regular brigade. its threshold is two. Say its morale rating is 75% (typical for regulars). It's one over its threshold so add 10% to roil. The brigade passes on a 65% or lower. Failure to pass requires a panic table roll. Panic Table 1d6:
4=fall back, face enemy shaken, lose 4 figures (a new approach march will be required to bring a fallen back unitto combat); 5=shaken/retreat (as in the combat results table); 6=rout (as in the combat results table). Add one to the panic table roll for each increment of 25% losses the brigade has suffered and plus one if unit is already shaken. A shaken unit who rollsshaken again has no further adverse results beyond losing the 4 figures. WEATHER We use a weather table on which visibility ranges from 6" in heavy fog and heavy rain/snow to 72" in clear. In drizzle, infantry have an additional critical threat when fighting cavalry. In rain, two additional threats vs. cavalry, artillery effect is halved, and movement is reduced by half; in heavy rain/snow, the rain effects apply plus artillery cannot move off roads and on-road artillery movement is halved. CONCLUSION So there it is, a framework to play what we find are fast, challenging, realistic and fun games between friendly, mutually respectful opponents. I know that sounds like an advertisement, but I'm not selling anything! Use any bits you like, or better yet improve upon it (and write to tell me about your improvements!). Beware gumming up the works by trying to add too much detail in the interest of realism. We have had to catch ourselves many times when we are tempted to add another modifier in order to make a certain situation more realistic. Some changes are no doubt necessary. But many should be ignored because they are simply too tactical. We are all Napoleons here, and not interested in every little detail. Back to Table of Contents -- Courier Vol. VIII No. 2 To Courier List of Issues To MagWeb Master Magazine List © Copyright 1988 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 |