Principles of War

Rules Review:

Review by Ron Telucky


This is not a simple set of rules. It does require time and effort the master the basics. Once done you will find this time well spent. You have at your command a well thought out set of operational rules that will enable you to fight large scale battles from Brigade up to Corps level.

The extent of Principles of War, written by Tom Penn, covers the time period from the end of the Napoleonic Wars up to the beginning of WWI; 1815 to 1914, some one hundred years.

Most of my gaming preference and experience in gaming the Colonial Period has been at the skirmish level. PoW starts out with the battalion, cavalry regiment, and artillery battery as the smallest unit. Now, I believe you can play at the battalion level having a company stand as the very smallest unit. This is recommended when using 25mm scale figures, but when playing with 15mm scale figures then the battalion would be the smallest unit stand.

The range of figure scales for these rules is written for 6mm up to 25mm. I would think 15mm would be the most effective figures used.

Unit organization at the brigade level would have from 3-4 battalions, and 2-4 cavalry regiments. At the division level would have 3-4 brigades. At the corps level would have 2-4 divisions. With each command having an officer command stand.

To play PoW it does require a wide range of dice: average die, ld4, ld6, 1d10 and 1d20. Measurements are made in inches but base frontages are in metrics.

Basing

Troop definitions are based on class, shooting ability and types. Unit basing for 15mm figures would be for foot 9cm x l.5cm, for cavalry 9cm x 3cm, for artillery 3cm x 4cm. When using 25mm figures the same size stands are used but with fewer figures. The size of the stand and not the number of figures counts. Thus, put as many or as few figures on each stand as you would like. Which would let the individual gamer create his/her own mini diorama for each base. I like in that you could customize individual units to your own research specifications; i.e. the British 24th foot could have 6 figures per stand, but a native foot unit could have 4 figures. When making up command stands be creative. There are guidelines to follow, but it strikes me as just guidelines.

Unit formations are centered on either formed [movement] or deployed [ready to fire] units. Each unit has a strengths point value. More about that later.

The Typical Game

A typical run through of a game is as follows:

A set up procedure is followed using movement bases (markers). These are not unit stands but markers to indicate a unit being present or not in the case to create a fog of war. These are placed, either at table edge or 12" from the base edge. An initiative die roll is made. The winner is the aggressor.

Orders are written for each command. Each command receives a written order which it must follow until circumstances or a change in orders is received.

The sequence of play is based on a series of bounds which in turn have several phases to them. In fact the set up starts in phase four. Which is the phase that has Officer initiation, movement and officer replacement. Phases one, two and three then follow. Which they in turn deal with morale, firing and close combat. Once understood, this flows very smoothly.

Command control is based on initiative points. Officers use initiative points to influence troops under their direct command. A division commander may issue orders to anyone in his own division, but not outside it. Initiation points are based on an officer's rating, be he good (average die), or poor (four sided die).

Orders and Actions

The are eight orders or actions that an of ficer can write. Each one cost only one initiative point, but as the distance increases from the officer to the unit receiving the order, the number of points needed goes up by one for each additional 8" covered. Therefore, a divisional commander to have one of his brigades receive a change in orders that is 24" away would require three initiative points to be used. With a rating of good using an average die with results of [2,3,3,4,4,5] the odds are good that that brigade will receive a change in orders. However, it is stated in the rules that the player may pick the order in which officer can write changes in orders. I would think that a chain of command should be followed from the top down. But that opinion might change once my own play testing starts.

Movement, firing and close combat along with morale each have their own outlines to follow. There is a strategic and tactical movement each based on the nearest to enemy units.

Morale ranges from steady to shaken to retire shaken to rout. There are + and - morale factors. Morale checks are made throughout the different phases. Morale checks are made when units come into contact, when taking fire and when in close combat.

Firing is based on a simple set of tables, dependent on range, a unit' s type, its' strength value and the target unit itself. All tables needed are listed on one laminated play sheet.

Very simple to use. Individual figures are not removed due to casualties received. Remember, the number of figures per stand is not important for game play, only for the look you wish to present on the table top. Each stand has a certain number of strength points. Strength points are lost when casualties are taken either through fire or close combat. A roster system is used [preprinted army sheets are provided].

Example

An example of this would be a typical line unit has a basic strength point of six along with an added ldl0 die for randomness. This would give a strength point total ranging anywhere from 6 to 16. As this unit receives casualties, these strength points are marked off. The higher its strength points total the more effective a unit is when firing, in melee, and when checking morale. This strength point total is also used when firing. Again a very simple system once understood.

Army lists are provided for most major European powers for the second half of the century, the ACW and the colonial wars covering colonial powers along with all their typical enemy states. There are a half dozen optional rules included.

Backup

There seems to be a new trend to rules writing. PoW provides a backup service through the publication of PoW The Magazine, The Magazine provides additional army lists, reviews, rules queries and explanations, league tables etc. There is a complimentary issue, October 1995. Send your name and address to John Hollyoak 63 Vivian Road, Harborne, Birmingham, B17 ODT, UK. Issue number one came out in February. This is a quarterly publication. Which means issue number two is due out soon. Issue number one is 14 pages long. Starting with an opening editorial, Rules Queries, tips on terrain indicator markers and an outline of the battle of Langensalza 1866, with army lists for both sides of this battle. I am not sure of the subscription price [around 2 British pounds per issue]. I'll be writing to John to find out how US subscribers can pay for this subscription and what its costs really is.

PoW can be ordered direct from Tom Penn, 1 Harnell Close, Shirley, Solihull, B90 4QR, UK. Rules are listed at 12.50 pounds, which includes post and packing.

PoW can also be ordered from On Military Matters, 55 Taylor Terrace, Hopewell, NJ 08525. Cost is $18. There was no indication that On Military Matters carries the Magazine subscription, like so many others that they do. Again, something I'll look into.

What is my recommendation: if this is the operational level you wish to game colonials wars in than this is a well written set of rules. After a little understanding to get the system down, it will work well for you. I like the command control, with the initiative die rolls, the unit strength points where figures do not have to be used, along with the fact that basing is not dependent on the number of figures, just a standard size, [I think you could also play without having to rebase if you really wanted to]. and that preprinted army lists are provided for roster use, which are very easy to use..

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© Copyright 1996 by Richard Brooks.

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