Tricolor

Rules for Grand Tactical Level
Miniature Wargames in 15mm

review by Jim Birdseye

By Cal Kinzer. $6.00 from Tricolor Games, Farmington, Ar. 72730. Includes a 20 page booklet, 8"x10" game chart printed on one size and a ziplock bag.

These rules are designed for simplicity, playability and accuracy in the simulation of Napoleonic warfare at the "grand tactical" level. Cal wants to present rules that are easy to play for beginners but also retain the feel of Napoleonics. In some ways Tricolor has the flavor of On to Richmond, but it is distinctly Napoleonic. The sequence is: command and control, attacker moves, defenderfires, charge and melee and finally formation change and rally, then the attacker and defender switch. It has no morale rules. Maneuver units are regiments. Losses are taken in stands. Cal says the high level of losses reflects morale failure and loss of combat effectiveness. Losses are temporary; units can recover lost stands during the rally phase if they pass a 'morale' check, but destroyed units are permanently lost.

Melee would better be called close combat because it includes fire, hand to hand, and morale. Figure mounting is unimportant and the rules, despite the title, could be used in any scale with slight modification. The rules are well organized and presented. This is a solid set of rules that includes a number of innovations and optional rules, but for the most part there is nothing all that new. The rules are easy to understand and play. They are fast paced and losses mountquickly. You must keep units in reserve to block openings and exploit success; if you don't, you will lose and lose badly. Charge distances and ranges are acceptable and allow for a good ebb and flow on the battlefield. The rules appear adaptable to new ideas and modification.

In their basic format they present an acceptable simulation of Napoleonic warfare that is enjoyable to play. I played a corps sized battle in 55 minutes during a Sunday NFL game. (Saints, Frogs, and Lions, Brits). Even the Empire crowd can use these rules forquick battles because the flow is similarto Empire III and the mechanics are simple enough to keep their minds uncluttered for their next 'real' battle.

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