© By Jim Getz
Game Overview This game is a card based, simultaneously sequenced, order-execution phased, initiative driven, multi-player, grand tactical, Napoleonic wargame. The goal in designing this game was to provide a rule set that was easily learned, quick to play, historically consistent, and fun. The game is built around the Piquet concept and its use of cards to control the flow of events, but does this in a new and unique fashion. The basic playing pieces of the game are infantry and cavalry regiments and artillery companies. The mechanics allow the use of brigades and even divisions as maneuver elements. The regiments in the game define the operational frontage of the battalions or squadrons of the regiment. The game does not represent anything smaller than a regiment; there is no assumption about the location and formations of the battalions or squadrons other than that they are operating in the frontage defined by the regimental playing pieces. The size of the playing piece is based solely on the game's ground scale of 75 yards to the inch. There is no requirement for a specific number of castings in each regiment or a specific number of stands of a specific size - only the frontage matters. [1] (These numbers in square brackets refer to notes at the end of the rules.) The players fulfil the roles of army, corps, and division commanders. You can replicate the process of a command structure with differing roles for the different levels. The game progresses by the players issuing orders to units and then executing the orders in a sequence defined by the player's card decks. Because this game follows a new variation of an old style of gaming, the simultaneous move, it uses a new nomenclature to distinguish the new process from the old. This game progresses by the players turning cards from their decks and then acting on the card, if possible. In the rules, each turn of a card by the players and all processes that may result from the type of card turned will be referred to as a KARD. Eighteen KARDs make up a DECQ This represents the playing of the 18 cards each player has in his or her deck. While it is convenient to think of a DECQ as a turn in a normally sequenced game, it is not exact the same concept. Always remember that the exact sequence in which mechanics are resolved is dictated by the cards turned by each player. There is no defined sequence of actions related to the DECQ other than the simultaneous turning of cards by each player and the reshuffling and dealing of the cards to the players at the end of the DECQ [21 Organization The game is played with infantry and cavalry regiments and artillery companies. Other than detaching elements to occupy towns and the optional use of the Skirmish Engagement, the regiment can not be broken into any smaller element. Each regiment will also include a stand of piquets that is used to help define movement of the regiment. [3] There is no troop to casting ratio in the game. Units are defined by their frontage only. You may have any number of figures and depth in ranks of castings in the unit that you desire as long as minimum and maximum frontage dimensions are maintained. This is determined based upon a scale of 75 yards per inch. These guidelines are not to be taken dogmatically - they are just that - guidelines. The day-to-day fluctuation of the strength of a regiment can account for any variation you might introduce into the width of your units based on your mounting scheme and esthetic desires. Infantry Infantry frontages are determined as follows: 1. Take the number of troops in the regiment and divide by the number of ranks that the unit was formed in (for example, 2 100 men in a 3 rank formation would be 2100/3 or 700). 2. The maximum frontage for the regiment will be determined by dividing this number by 75 (Example: 700/75 is 9.3 inches), 3. The minimum frontage is determined by multiplying this number by 5/8 if the regiment has 3 battalions or more, by 2/3 if the regiment has 2 battalions, or used as is if the regiment has only one battalion. (Example: a 3 battalion regiment, 9.3 inches x (5/8) is 5.8 inches.) [4] 4. You may use any number of stands or castings in any number of ranks to represent the regiment provided that these minimums and maximums are essentially met. There are no formation changes as such in this game. You are capable of expanding the frontage of the regiment between the maximum and minimum allowed and in preparing infantry to receive cavalry. If you decide to use the optional Skirmish Engagement, regiments that can use this type of attack are allowed to also deploy into and from skirmish order. You must also provide the capability of detaching a piquet of troops that will be used in the movement system. This may be a stand of troops, an officer, or a stand of skirmishers. Cavalry Cavalry is organized in the same fashion. Follow this procedure: 1. Take the number of troops in the regiment and divide by 2, the number of ranks most cavalry formed in during this period. (Example: 500 troopers divided by 2 is 250.) 2. Multiply this number by 1.5 and then divide by 75; the result is the width of the unit in inches. (Example: 250 x 1.5 = 375; 375/75 = 5 inches.) 3. You may use any number of stands or castings in any number of ranks to represent the regiment provided that this maximum is not exceeded, and as long as you also provide a piquet for each regiment, There is no defined minimum width for cavalry, Artillery Artillery is represented by placing 2 gun castings (in 15mm) for a 6 gun company and 3 gun castings for an 8 gun company. The castings should be mounted on 3/4" to 1" frontage. Russian 12 gun companies are represented by two 6 gun companies that maneuver as one, but fight as two companies. Command and ControlThe sequence of the events and actions of the game are controlled by the playing of cards by each player. Each player uses a deck of 18 cards. Part of this deck is made up of one each of the 9 basic Piquet cards: Artillery Move, Artillery Reload Cavalry in Open, Deployment, Infantry Move in Open, Maneuver, Melee Resolution, Musket/Missile Reload, Officer Check. This set of cards is referred to as the basic cards. There is in addition an Army Deck for each side which provides the other 9 cards. The Composition of this deck is described below. At the start of the game, the commander of each side will shuffle their army decks and then deal each of their subordinate commanders 9 cards from the Army Deck. Each player will then shuffle these 9 cards with their 9 Basic Cards to form their 18 card playing deck. This is placed face down on the table. The game is played by each player simultaneously turning over the top card of their own deck. [5] They may either use the card to execute orders (discussed below), or they may place the card in their hand, or they may do nothing at all with the card. [6] Unlike standard Piquet, it costs no initiative to turn a card. When the players reach the end of their decks, the Basic cards are removed (any cards currently in the players hand stay there-they are not returned), the Army Deck cards are returned to their side's commander who combines them with the cards left over from the previous deal, reshuffles them, and again deals enough cards to each player to have a total of 19 cards. (If a player has moved one or more Basic Cards to his hand, he or she will need to be dealt more than 9 Army Deck cards in order to get to the 18 total.) This process is completed each time the players have run their decks. While it may be convenient to think of this as a "turn," there is no other function or special mechanics associated with reaching the end of the deck and re-shuffling. This game plays in a continuous flow of events and actions and is not interrupted by an arbitrary set of "end of turnibeginning of turn" activities other than for a reshuffling and dealing of the cards. Initiative As with standard Piquet, commanders must dice for and use initiative to accomplish things. Each player should have an initiative counter that will allow them to track the amount of mitiative they currently have. This counter must be able to track up to 18 initiative points (IP) for the player. All players will make one cast of the initiative dice at the start of the game and then each player may elect to cast again whenever they turn over an Officer Check card. The player's initiative is determined by casting 3d6. The initiative level cast replaces the existing level of initiative, if the new cast is greater, it is not added to the existing total. For example, a player has 5 IP, she casts 3d6 and the total is 12, the new initiative total is then 12. If the players new cast had been 5 or less, there would have been no change in her initiative total. If you are playing with a chain of command, superior ranking players can also pass initiative to subordinates. [71 This costs the superior player 1 IP to do the passing, plus the number of IP's passed. Any initiative passed in this fashion is added to the receiving player's total. In the above example assume that the player's commander pays 1 IP and then passes her 3 IP. These 3 are added to her existing 5 for a total of 8, but costs the commander a total of 4 IP. Commander Hands As alluded to previously, each player may build a hand of cards. The maximum number of cards held is a function of the quality of the player's character: Superior 5 cards, Good 4 cards, Average 3 cards, Poor 2 cards, and Miserable I card. A player may add a card to his or her hand without cost as long as there is room in the hand. If there is no room, the player may discard a card in the hand and then add the desired card to his or her hand at the cost of 2 IP. A player may play a card from their hand at the cost of I IP. To do this the player must take the top card from their deck and place it face down on the discard pile without looking at it. The player then places the card from his hand face up on the discard pile and carries out the actions associated with that card. [81 The Order CycleThe game proceeds by the giving and executing of orders. The sequence is that the order must be issued and then it is executed when a card of the appropriate type is turned by a player commanding the unit, this may be the direct commander of the unit or any player higher in the command chain. Commanders can issue orders only after having turned or played from their hand an Officer Check card. Each order placed will cost 1 IP. An order can be issued to a regiment, a brigade, or a division for the expense of 1 IP. All units in the brigade or division will then operate on this single order. Superior officers can issue orders to units of their subordinates at the cost of an additional IP. [9] The orders that can be issued are: Melee Resolution, Move, Maneuver, Deploy. The process is as follows: [10]
2. The player places an order marker of the appropriate color: Melee Resolution-Red, MoveGreen, Maneuver-Blue, Deploy-White. 3. The player will place the regiment's piquet at the objective of the Assault (Melee Resolution) or movement; or indicate the direction of the maneuver or indicate the regiment is going to deploy into Prepared to Receive Cavalry by placing the piquet facing to the rear, or expanding the frontage by using the piquet to indicate in what direction and how far. Note that the placing of the piquet in a terrain objective holds that objective for the unit. Enemy units can not simply move in against the piquet - they must drive the piquet out of the objective in order to occupy the objective. [11] 4. The player will place the appropriate number of movement chips by the regiment to indicate the complexity and duration of the proposed action - more on this later. The orders having now been issued, the regiment will begin to execute the order when the appropriate card is turned by the player. Thus a regiment which has been given a Move order will begin to execute the order when the commanding player turns a Move card. [12] Deck Makeup The following table indicates the number of cards for the Basic Player Deck, a Commander-inChief Deck (optional), and the Army Deck for two players. The Army Deck must contain at least 16 cards for each Basic Player Deck and 18 for each CIC Deck used in the game. This will allow enough cards to fill each player's deck and each player's hand as well as some extra to ensure uncertainty. [13]
Unlike standard Piquet, please note the small number of Dress Lines cards. Because of the simultaneous card play and the card based execution of orders, excessive Dress Lines cards will slow the play more than you might expect or desire. As described above, the game is played with each player having their own deck, this is the preferred method. This also can require a significant number of cards. The mechanics of the game will function just as well with several players using the same deck. For example, if you have a large number of players, you might only give decks to the army and corps commanders and all the division commanders for a specific corps will use the same card turned by their corps commander. Or, you might have a deck for each wing of the army, or each wing plus the reserve. As long as each player maintains their own initiative total, the mechanic will function, More decks will add greater variety in the sequencing, but there is no other requirement to have one deck for each player. Card DefinitionsCard Type : Description
Artillery Reload : Allows artillery that has fired to reload. Costs I IP per company, including Russian. You can not reload a grand battery with I IP, each company in the battery must pay one IP. You can not fire on a Reload card. Brilliant Leader : Treat as a wild card, can be used as any card in the Basic Player Deck. Cavalry in Open : Allows movement of a cavalry formation and attached horse artillery. The formation may incline its move up to 22.5 degrees from the direction in which it is facing. Crushing Volley : Any fire, infantry or artillery, issued by units under the command of the player turning this card is up I step. Deployment : Executing this card will allow the regiment to change its deployment. This is limited to expanding or contracting the frontage of the regiment or going into and out of Prepared to Receive Cavalry. Dress Lines : This represents inactivity as in standard Piquet. [ 15] Heroic Moment : If the drawing player has any units involved in an Assault, they are up 1 on the performance cast. Infantry Move in Open : Allows infantry regiments, plus any attached artillery to move to the next objective or to move to within Engagement range of an enemy formation. Infantry may adjust their direction of facing by up to 22.5 degrees on a move card. Maneuver : The maneuver card will allow a formation to alter its location by 4". This can be forward, back, to either flank, or wheeling on the left or right flank. Note that you can Maneuver out of an Assault or Engagement, but you can not Maneuver into an Assault. You can Maneuver into Engagement. Melee Resolution : The Melee Resolution card is the indication that the formation is to Assault the enemy. When the movement is completed, the formation will immediately fight a round of Assault. Another round will be fought automatically on each turn of a card until the victor is determined or one side or the other retires from the fight. Musket/Missile Reload : An unloaded infantry unit may reload, but must wait until the next turn of a card before firing again. Officer Check : The Officer Check card represents all the command and control actions. Each player may elect to do one, and only one, of the following: Fire : While not a card, Fire is an order that can be given at any time to any infantry or artillery command, or skirmishing cavalry command, that is loaded and within Engagement range (or in the case of Medium Heavy and Heavy artillery, Bombardment range) of the enemy. A formation can not fire on the same Reload card that it used to reload, but must wait for the next card. Unit EvaluationAll infantry and cavalry units are evaluated both as to their eliteness and their experience. The eliteness rating will determine the die type used by the formation and the experience rating will determine the number of dice to be cast. Eliteness Rating : Die Type
Elite : d10 Line : d8 Conscript : d6 Militia : d4 Experience Rating : Number of Dice
Veteran : 3 Reliable : 2 Undependable : 1 Artillery is evaluated in much the same fashion using its poundage and artillery classification.
Heavy : d12 Medium Heavy : d8 Medium : d6 Light : d4
IV : 4 III : 3 II : 2 I : 1 The ranges for the various unit types are:
Dice MethodsThere is one basic dicing method that is used for all movement and combat resolutions. This consists of the following steps
2. Determine the final die value. 3. Adjust the final die value for the situation. The final die value, if there are no modifiers, is the highest die cast. For example, a reliable line regiment will cast 2d8; if the cast is a 4 and a 6, the final die value is 6 if there are no modifications. The final die value can be adjust up or down by one or more steps. If the adjustment is down one step, read the second highest die, down two steps, read the third highest die. If there are more steps down than there are dice to go down, divide the lowest die value in half and ignore the remainder. In the above example, if the cast was taken down one step, the result would be 4; down two steps would be 2; down three steps, 1; and down four steps would be 0. If the adjustment is to be a step up, add another die, of either the eliteness or poundage type, to the cast and read the highest die resulting. If this would take you past four dice, add one of the next higher die type, except when the basic die type is a d12 in which case just add more d12's. For example, a veteran elite regiment (3d10) up one step would be 4d10, up two steps would be 4d10 plus 1d12. Remember that you always read just the highest die cast. The modifiers used to reach the final die value are:
In this case, and this case only, the Up 1 is of a die of the next higher die type regardless of the rating of the company. Thus, an eight gun company of Class 11 medium heavy artillery would cast 2d8 plus 1d10. The final, adjusted die value is then determined based upon the type of action and the type of unit as follows:
Game Start In order to "prime the pump" prior to the start of the game, each player can issue as many orders of any type to units he or she commands with no initiative expenditure and each player takes one initiative cast. MovementMovement is based on the Objective-Horizon concept. This is basically the same as Horizon Movement [19], but is focused exclusively on significant terrain objectives, not just terrain features. Whereas the edge of a wood would be a horizon in Horizon Movement, it is the wood itself that is the objective in Objective Horizon Movement. Because of the scale of this game, many smaller terrain features such as fences and hedges are not of importance. The table should reflect this by showing only grand tactically significant terrain. Fences and hedges should be used to define the limits of the objective. Thus a long ridge could be shown as having an objective at each end, each defined by hedges or fence. The actual execution of movement in this game is done somewhat differently than in most games. As previously described, when an order is issued the unit's piquet is moved to the objective of the move and the unit is given a number of chips representing the difficulty of the move. When a card matching the order is turned, the commander of the unit casts the unit's performance dice. The resulting number of the performance cast is the number of movement chips removed from the unit. If the cast removes all of the remaining chips, the unit is moved to the location of its piquet. For the expenditure of an additional 2 IP, the player may take an additional cast on the same card; for another 3 IP, a third cast can be taken. If a player's casting is attached to a regiment, that regiment may automatically execute the order on the first turn of the appropriate card, without making any cast, but with the cost of 2 IP. However, as long as the player is attached to the regiment he may not use the Officer Check card for any action other than to detach from the regiment. Thus, he or she may not cast for initiative, issue orders (other than to the unit to which he or she is attached), or rally units other than the attached to regiment. Command figures subordinate to the player's casting may be attached to regiments and will remove 2, 3, or 4 chips on each turn of the appropriate card in addition to those removed by the cast, depending upon whether the subordinate is rated as Poor, Average, or Superior However, it will cost 4 IP to cast for card execution or to issue an order to any other regiment or larger unit under this casting's command. If the unit stops at Engagement range, and is loaded they may issue fire. If the unit is Assaulting, an Assault round is immediately fought when the unit is moved into contact with the target of the Assault. If the movement order has been given to a brigade or division, the number of movement chips given for the movement is based on the "weakest link" concept-, that is, use the regiment whose condition will generate the most movement chips and then use the least elite regiment to determine the number and type of dice to cast for performance. Movement chips are issued as follows:
CombatWhen a unit enters combat, Bombardment, Engagement or Assault, as a result of either its action or the enemy's action, it is given a number of Elan Chips as follows
The combat will result in the enemy removing Elan Chips from your unit. Your efforts will result in you removing Elan Chips from the enemy. Whichever unit losses their Elan Chips first is the loser of the combat. The number of Elan Chips you inflict on the enemy is determined by your casting the performance dice as previously described. Engagements continue by the participants firing at each other. The commanders can decide to issue fire at any time provided the unit is loaded and that they have not just used a Reload card on the same CARD on which they desire to fire. If either combatant losses all its Elan Chips, it must withdraw from the combat, anywhere up to the next horizon, as described below. Both combatants are considered to be unloaded at the end of the Engagement. Assaults, once started, are fought out continuously on each subsequent KARD. Each side casts its performance dice and removes the final number cast from the enemy's Elan. When one unit or the other losses all its Elan it is defeated and must withdraw to the next objective. All participants are considered to be unloaded at the completion of the Assault. If the Engagement or Assault is against a unit defending in an urban block, the defending unit will be considered to have no flanks exposed regardless of how many sides of the urban block are attacked simultaneously. Command and Control in CombatUnits that are Engaged with the enemy can still be issued orders and can execute them in the usual manner. Units that are Assaulting can only be issued a Maneuver order. The unit may continue to fight at full effectiveness as it is trying to execute the Maneuver order. Piquet Combat Piquets can only be used to occupy an objective at the initiation of a movement order As previously mentioned, this will block an enemy unit from placing piquets on the objective. If a formed enemy unit decides to Engage or Assault the objective the piquet is occupying, the commander of the piquet (and its parent unit) may elect to attempt to hold the objective (with penalties as described above); or, they may elect to withdraw to 3 " from the objective (Engagement range) and allow the enemy unit to occupy the objective. Cavalry Break-Through Battle cavalry that Assaults formed cavalry, infantry or artillery and whose final die value is greater than their opponents on the first cast of the Assault resolution may attempt a breakthrough. This is a probability cast equal to 5 times the difference between the two casts. For example, the cavalry final die value is 8, the infantry's final value is 4, the cavalry (if rated as battle cavalry) takes a 20% cast. If the cavalry commander casts 20 or less using percentage dice ('00' is considered to be '100'), the cavalry has accomplished a breakthrough. The commander of the unit broken-through will cast ld8 and remove that number of Elan chips. The cavalry will cast I d4 and remove that number of their Elan chips. If the cavalry still has Elan, it will immediately move forward to the next objective or Assault the next enemy unit in its path, which ever is the closer. The Break-Through can only be attempted on the initial round of Assault for the cavalry regiment. Cavalry Wave Assaults Cavalry generally moves by the brigade and fights by the regiment-, that is, each regiment will maintain its own Elan chips while the brigade will maintain the movement chips. If the brigade is formed in two lines, the second line regiment will follow the first. The reserve regiment may automatically Assault any enemy cavalry that breaks-through the lead regiment. It may also automatically Assault any unit that the lead regiment has broken-through. If the lead regiment is unable to defeat or break-through an enemy unit on the first round of the Assault, the second line regiment may advance and Assault the same target. If this is done, the first line regiment is withdrawn to the first objective-horizon to the rear of the combat and is considered to no longer be operating on an Assault order. Multiple Unit Combats When one unit is attacked by more than one unit and each of the multiple attacking units has at least 50% of its frontage overlapping the single unit the following procedures are followed: The single unit will cast its performance once and the result of the cast will be applied to each of the multiple units with which it is in combat. Each of the multiple units will cast; then take the resulting final die from each of these casts as a group. If there are an even number of dice, remove the highest and lowest values until there are only two values left and then take the highest of these. If there are an odd number of dice, remove the high and low values until there is one die left and then take its value and apply it to the enemy unit. If a unit of the multiple unit side is attacking from the flank or rear of the single unit, the effect of this unit is determined independent from the other units and its full effect is applied to the single unit. Skirmish Engagements (optional) Skirmishing is a complexity in a gaming system. As such it has been left as an option in this game. As you will find, the method for handling skirmishers is, once understood, simple and consistent with the flow of the game. Skirmish Engagements are limited to specific units, usually light infantry and light cavalry regiments. When deployed for skirmish action, the unit assumes a frontage that is 50% greater than its maximum, formed frontage. Offensive Use of Skirmishing Units Skirmishing units can Engage any unit that they desire. Skirmishing units can Assault only other skirmishing units; skirmishing infantry can not Assault skirmishing cavalry in the open. Defensive Use of Skirmishing Units Any skirmishing unit will stand when Engaged by a formed unit. At the commanding player's option, skirmishing infantry units not in the open can elect to receive an Assault. Formed Unit Options Against Skirmishing Units Formed infantry that wishes to move through skirmishers that are between them and the formed unit's objective use the following process:
2. The commander of the formed unit casts his or her performance dice as usual and reduces the unit's movement chips. When the chips are gone, move the formed unit into Engagement range of the skirmishing unit. The skirmishing unit takes an unmodified performance cast and the result is given to the formed unit as additional movement chips. If already Engaged with skirmishers when ordered to move, the additional cast is taken immediately. (Do not use the +2 for 'Under Skirmish Attack' shown on the Movement Chips table above, if you are using this option.) 3. The formed unit commander again casts performance dice to remove the chips. The two units can, while this is going on, fire at each other as a normal Engagement. 4. When the formed unit has removed the movement chips, the skirmishing unit may elect one of the following courses of action:
The skirmishing unit can fall back and occupy the object to which the formed unit has been ordered. 5. If the skirmishers fall back to the far side of the objective, the formed unit occupies the objective. 6. If the skirmishers occupy the objective, the formed unit must do one of the following:
If operating under an Assault order, the formed unit must immediately move into contact with the skirmishing unit. Formed cavalry can only Assault skirmishers and they do not pay the additional movement chip penalty that infantry incurs as described above. Likewise, the skirmishers do not move, but receive the cavalry at their current position. Artillery can not, by itself, move through skirmishers, but they may be attached to infantry or cavalry that moves through skirmishers as described in this section. RallyBoth winner and loser in an Assault, and any unit that goes to zero Elan in an Engagement must Rally before it can again be issued orders or participate in combat. Also, this is the only way in which a unit may regenerate its Elan chips to its full complement. Defeated, unrallied units may not resist Assault or Engagement by an enemy unit, but must immediately withdraw to 1" outside of the Engagement range of the enemy unit-, they can stand under Bombardment. Units that are Engaged or Assaulting may not rally on the CARD that they are Engaged or Assaulted, but units that are under Bombardment may be rallied. Rallies are done on an Officer Check card at the cost of 1 IP per unit rallied. Each unit will have on their roster sheet three tiers of boxes representing the three levels of stamina. While any of the highest tier boxes are unchecked, the unit is considered Fresh. When all the upper tier level boxes are checked, but there are still open boxes on the middle tier, the unit is considered Fatigued. If the two upper tiers are all checked but there are still open boxes on the lowest tier, the unit is exhausted. When all the boxes have been checked, the unit is removed from the game.
When a unit is rallied, the commander will cast six dice of its basic eliteness type. If the unit is being rallied while it still has Elan Chips, it must cast a 4 or greater on the dice , if the unit has been defeated (all Elan chips removed by enemy action), it must cast 6 or better on the dice. For each die that does not cast the required number, one stamina box is checked off. An infantry unit that was defeated in an Assault by a cavalry unit must cast nine dice and cast for 8 or better when they Rally. Again, this is the only manner in which a unit may regenerate its Elan chips to its full value. If a unit enters an Engagement with 12 Elan and drives off the enemy while losing 8 Elan and then wants to Assault an enemy unit, it enters the Assault with 4 Elan, unless it first rallies. Notes[1] - As you will see in the section on scales, you can modify the game to meet whatever requirements you are looking for. We selected 75 because we liked the look of the units and it worked out to be convenient for easy remembering. You could just as easily use 150 yards to the inch if you wanted a lot of real estate on the table top. This would, however, cut some of the ranges down to the 1 to 2 inch range which I don't feel has as good a 'look' on the table. [2] - There is no real magic with 18 cards to be played in each DECK. It seemed a nice compromise in terms of variability and the logistics of having sufficient cards to make all the decks. Card counters will have difficulty with this number, especially with each player having a deck. As you will see the number of cards specified will always result in 4 cards not being dealt from the Army Deck - this will also maintain the suspense. [3] - It seemed only fitting that a game based on Piquet should finally have a gaming function for piquets, or pickets. This is a method of forcing commitment upon the player without the bother of written orders. It is also very hard to 're-interpret' what the position of the piquet is, as opposed to what a written order is deemed to say. I use single mounted skirmishing figures for this purpose, which adds to the visual impact. [4] - It is not really required that you have a maximum and minimum size - especially if you have modified the scale to get smaller units. A good average will work just as well. We are just defining the general area of operations for battalions or squadrons of the regiment, this was highly variable based upon the strength and formations of the units. [5] - You will find that this is the hardest part of the game! Trying to get everyone to stay in synch when turning cards is a task that seems to require much training. We have found that having everyone that is ready to turn a new card hold up their hand is a great playing aid. If cards to get out of whack and someone ends up still having cards while everyone has used theirs, they do not get to play these leftovers, it is just the fortunes of war. [6] - The hand will be explained later in more detail. It's purpose is to allow the gamer some ability to 'plan' a series of actions. As you will see, better rated generals hold more cards to reflect their ability to develop and execute more complex plans. [7] - As you will see when playing the game it is a good idea to have a player designated as a commander-in-chief and to the degree possible, not burden this person with a tactical command. The CIC is kept very busy supplementing the tactical players' initiative and stepping in to help get orders executed. [8] - It is very important that a card from the deck is moved to the discard pile when a card is played from the hand. If this is not done the decks will become unbalanced and the player will have leftover cards at the end of the DECK. [9] - For example, a player, the corps commander, may have two divisions of four regiments each, He can issue an advance order to all four regiments of one division for 1 IP; but if he wants to have three of the regiments of the other division advance and one deploy, he will have to use 1 IP to order one brigade of two regiments to advance and then use 1 IP for each of the regiments in the other brigade to give one an advance order and the other the deploy order, for a total of three IP for that division. If the army commander wished to issue the orders for the second division, it would cost four IP, three as counted above and one more for the army commander bypassing the corps commander player. [10] - For Piquet players, Reload is not an order in this game. It is an opportunity that you can take advantage of, if you have initiative. [11] - This game uses what I call Objective Horizon Movement which is somewhat like the Horizon Movement that I introduced in CdePK. This is a measureless movement system that works to speed play. See Note 19 for a more detailed explanation of the concept. [12] - Piquet players take note that this is different from how standard Piquet works. In this game the cards are potential events that may activate a previously given order. Thus if an Infantry Move in Open card is turned in this game, all your infantry units that currently have a move order may attempt to complete their move. This is NOT an opportunity to issue a movement order or to attempt to move a unit that has not previously been issued an order to move. [13] - The card count is as follows: There are 9 basic cards in the player's deck and 9 cards dealt from the army deck. A player can potentially have as many as 5 cards in his hand, if all 5 of these happen to come from the basic cards, the army deck must be able to provide 14 cards to the player's deck in order to reach 18. For two players this would be 28 cards and 1 added in 4 more to provide the unknown factor of not dealing out all the cards each time. For four players you would need 56 cards plus 4, or 60 in the army deck. [14] - The makeup of the army deck can be adjusted to meet any scenario requirements. [15] - Optionally the Dress Lines cards can be used to allow the drawing player to rally one, and only one, unit for the cost of 1 IP. [16] - While I might be accused of contriving to make this come out to be 900 yards, or 901 for the purest, (and if you know what I am talking about here, you have spent too much time on the internet!) it really just happened that way - honest! If you like a different number you can certainly use it. Note that the range for all the combat is dependent upon the mode of combat in the sense that heavy artillery is equally as effective at 8" as at 12". While you may view this as strange, it is extremely simple and speeds play greatly. We have not noticed it to be a negative in the outcomes of the games considering the scale at which we are playing. [17] - It is my theory that units that are occupying urban areas were fairly dispersed and broken up and as such would not be capable of firing as effectively as when formed and in the open, hence the down modifier for the firing unit. [18] - My theory here is that cavalry needs to use its shock to win quick; if they don't, the infantry will gradually get the upper hand. [19] - As has been referenced, all movement in Piquet Regimental is done using a modification of horizon method - there are no movement distances. Essentially, you move from where you are to where you want to stop, or to the next objective you encounter, whichever comes first. Horizon movement is a bit shocking when you first encounter it - after all how can you move without a move distance? But after you try it a few times I think you will come to enjoy the freedom and simplicity of the concept. Horizon movement is based on the fairly well known fact than generals didn't carry tape measures around with them to determine how far their troops would move. They gave orders and the units moved, "Advance to the ridge in front of you and attack the enemy in position there." The movement was one continous flow, assuming the enemy cooperated of course. The commanders concentrated on the terrain (and the enemy!). Now in wargaming life is not quite this simple, we must provide breaks in the action to do rules things. Classically these breaks have been provided by the move distance. Time stopped every 12 inches and you, the gamer, then got to make decisions, roll dice, and complain about the rules. There were several things wrong with this mechanic. First and foremost, it is awesomely arbitrary and "unrealistic." Beyond there being no real world corollary to the move distance (and pace length and cadence are not it - these define a rate not a distance), they always seem to be the same! Infantry always seems to move 6 to 12 inches, cavalry always 9 to 18 inches, regardless of period or rule set! Move distances were based more on the size of the table than the terrain on the table. Beyond this, move distances slow the play of the game. If you are advancing across 36 inches of open space, why do it in four moves of nine inches? Just move! This slicing and dicing of time also gives too many opportunities for the gamer to change their minds resulting in continuously reacting, always prepared for everything, never committed to anything movement. What to do? My approach was to try and find ways to provide the breaks we need to do gaming things in the way that real world commanders might have behaved on the field. When would they have paused? What would have interrupted the flow of the movement? I decided that significant changes in terrain that resulted in changes in what was visible to the commander of a moving formation might generate a pause to re-orient themselves to their position on the field and to quickly re-order the formation. Hence my choice of terrain features that constitute "horizons Please note that you are free to change this list, either in general or for specific scenarios. In the standard approach, any of the following constitute a horizon: Reaching the military crest of a hill, either ascending or descending. Crossing a tree line, a hedgerow, simple works, or formal works. Entering or exiting a woods, a field of crops tall enough to hide a standing man, a bridge, a stream, a ford or river crossing, a swamp, or fortifications. Entering an urban block, or exiting an urban block if exiting into the open. Others designated as such for a specific scenario. With Objective Horizon Movement, the horizon becomes an area rather than a line. Thus, a woods is the objective, not the entrance into the edge of the woods; the top of a hill is the objective horizon, not the crest. Tree lines, hedges, fences and walls can be used to outline the objective area. Villages and towns can be made up of one or more urban areas. Think in terms of occupying terrain objectives and you will be thinking in terms of objective horizon movement. So there you have it - moves without move distances, moves based not on a ruler but on the terrain and the commander's decisions. [20] - The 'Special' classification is left for your use to define terrain circumstances that are unique to a specific scenario. This could be swamps, defiles, beaches, and even snow or rain or whatever kind of challenge to movement the circumstances of the geography and weather dictate. [21] - Bridges and gates are generally not considered to be objectives for movement purposes rather they are viewed as obstacles hindering movement to an objective. Of course if the bridge happens to be occupied with enemy troops, then it may well become an objective, but it will not be classed as an obstacle for your movement up to the bridge to engage or assault the enemy. If you must cross the bridge to assault the enemy then the bridge should be considered as cover to the enemy; if you win, you will be assumed to have crossed the bridge. Piquet Regimental Horse and Musket Period Back to MWAN #117 Table of Contents Back to MWAN List of Issues Back to MagWeb Magazine List © Copyright 2002 Hal Thinglum 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 |