by David Brown
Reviewed by David Barnes
These rules declare themselves as "Wargaming the Age of Napoleon at Brigade Level", which I am pleased to see because often one is faced with rules, or used to be, in which the era of history seemed paramount rather than the organisation used by the fighters involved. For your 8.99 pounds you get 54 pages excluding the covers and including a four page card "pull out" summary. In the introduction David Brown acknowledges help from Steve Payne, the Loughton Stnke Force and Taunton Wargames Society for playtesting over a couple of years. David then goes on to say why he constructed these particular rules. We all know the reasons - others were too complicated, time consuming or aimed at army level control or skirmishes - or a split between the two. These rules, David says, allow the player freedom to command and manoeuvre battalions or squadrons but also, includes higher command decisions such as brigade objectives, the timing of assaults and the deployment of reserves. He also points out, "Obviously simplicity means that not all aspects of Napoleonic warfare can be covered and players should therefore try to resolve any problems in a sensible and friendly manner." When not playing solo, if the application of common sense isn't enough, the friends I wargame with use a D6. If it tells 123 one side gets the decision, if a 456 the other does and the problem is resolved. As Brigadier Young used to say "War is an art, not a science" and that goes for wargaming too. The second section deals with Scales, Base sizes and Dice. Base sizes are not vital to the game but suggestions are given which looks good and makes life easier. Equipment: Two six-sided dice, markers for brigade orders and pen/pencil and paper for casualties or markers. 3. Troop Types and Formations: Guard, Elite, Line, Conscripts, Cossacks and 2nd Class Artillery. (There seems no mention of 1st Class Artillery, of which Britain had a good amount: viz. Bull. Mercer and Whinyales - off the top ot my head). National characteristics are Ieft out. Squaddie when it comes down to it depends on the equipment he's given and how he is organised and led. Infantry Formations, Cavalry Formations, Unit Organisations. Unit Strengths i.e. gun models always have 4 crew - and a rough guide to line battalion strengths by nation. 4. The C-in-C Brigade Generals and Brigades. Each player fields a Division and so is the C-in-C Div. The Division consists of from 4 to 8 Brigades each conmmanded by a Brigadier represented by a figure. The C-in-C issues orders and each Brig. will position, maneuver and order to charge individual units. Useful information is given on brigade structure, how many brigade Generals to have. Brigade formation, deployment on the table and the historical equivalent, changing Brigade orders, Brigade general initiative, loss of nerve(!). Creating new Brigades in battle. Assuming command of leaderless Brigades. Notes on command and control. All designed to make you behave historically and not have the control you would like! 6. The Game Turn This gives 8 phases which are taken in order - either in series or simultaneous by the players. Initiative can be gained at the start by rolling 2D6 The winner represents that he got his act together first. 7. Charges Proeedure and restrictions Evading and opportunity charges 8. Movement Tables. Formation changes. Interpenetration 9. Terrain. Good and Bad. Villages. Visibility and the Battlefield 10. Firing Tables. Casualties. Infantry. Cavalry and Artillery firing and Ranges. Rockets (The latter can do you more harm than good). 11. Skirmishers. Two types of Skirmisher screens Of Brigades. Battalions deployed as skirmishers. Read Oman's "Wellington's Army l809-14" Napoleonic Library No 4. Greenhill Books for good info on skirmisher uses by both sides! 12. Melee Procedure and tables. Casualties. Post Melee (with an example) 13. Morale Test. Definition i.e. Charge/Counter Charge. Units may charge or countercharge etc. Notes on Melee and Morale 14. Optional Rules. e.g Desperate charge. The C-in-C may lead one desperate charge during the course of the game sounds like me - rallying two line infantry. one makes and a dog!l Other interesting options are ammo supply. weather. smoke and Redoubts. 15. Double Six and Risk for Generals e.g. roll "11-12. Pocket watch hit - upset but otherwise unharmed." Generals who roll less than 4 "are removed from play." C-in-C's can be replaced eventually however. 16. Victory and Defeat. Usually obvious but a points system is given for "close in things." 17. Orders of Battle. A couple of historical examples. 18 The Battle of Maria 15 June 1809. A scenario by Mike Oliver appearing originally in "Age of Napoleon No 17" A good set of rules which I have read through but not playtested I intend to a.s.a.p as I have a Peninsular setup - and also some Austrians gathering dust who need to be fielded. Well presented and easily understood uncomplicated and refreshingly like a game! Take a look for yourself. Other Reviews
The Ii: A Samurai Clan: Feudal Japan Army Guide At the Sharp End: WWII Skirmish Rules Back to Lone Warrior #116 Table of Contents © Copyright 1996 Solo Wargamers Association. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. |