Compiled by Paul F. Elkin
One of the more popular games played during NOVAG's game nights at the "Game Parlor" is Napoleon's Battles. The following are variant rules that can be used with the game. These rules (arguably) increase realism and better fit into the "grand tactical" format the game is premised upon without slowing play. Except for the variants concerning artillery fire in towns and flank combats, I take no credit for these rules other than compiling them for contemplation and use. Brigade Formations [modifying rules 8.0, 14.0, and 18.0]: The rules regarding column and line formations for infantry and cavalry are not used. A brigade which is not in square or march column is simply said to be deployed. A deployed unit can adopt any frontage from half to all of its stands. The excess stands are always placed in the second rank. The unit can never have more than two ranks and the second rank can never be larger than the front rank. Expanding or contracting a unit's frontage is a formation change and such changes are performed in accordance with the standard rules. The skirmish formation rules can be used as set forth under rule 18.2.3 [published in Module I] A deployed brigade can always move with it's column movement rate. If it makes a move ending in combat contact, the combat modifier used depends upon how far it actually moved. If the unit only moves up to its line movement allowance, it uses its line combat modifier to resolve combat. If it moves more than its line movement allowance, then it uses its column combat modifier. Units making an all-out attack always use their column combat modifier. A deployed defending unit always uses its line combat modifier unless rule 10.3.1.1.4 applies. The rules for square and march column formations are not effected by this rule change except for the following: units are always assumed to be in column formation in resolving emergency square attempts; and, units can change formation from deployed to march-column (and vice-versa) with a single formation change. Evasion By Skirmishers [ modifying rule 14.2]: Infantry units in brigade skirmish formation [rule 18.2.3] can evade enemy infantry units moving into combat contact. Cavalry units in brigade skirmish formation can evade when any enemy unit moves into combat contact. The skirmishing cavalry unit need not be marked with a react marker to evade a combat contact by enemy cavalry, but if marked, it loses the react marker after evading. Optional rule 18.6 [Module 1] must be used with this rule. Units in brigade skirmish formation which evade automatically fall into standard column formation (though the unit is said to be deployed if using the brigade formation rule). Evasion While Disordered [ modifying rule 18.6]: Disordered units can still evade if they would normally be permitted to evade if undisordered. A disordered unit which evades must still pass a response check per rule 18.6, however, if the check is failed, the unit routs. Evasion While in March Column [modifying rule 18.61] Units in march column formation which attempt to evade are immediately disordered. This disorder occurs before the evasion response is rolled. If the response roll is passed, the unit ends the evasion move in a standard column formation (though the unit is said to be deployed if using the new brigade formation rule) or limbered if artillery; if the response roll is failed, the unit routs. Flank Combats [modifying rule 10.3]: Whenever a defending unit is in combat contact with two or more attacking units that are attacking from opposite directions (e.g, a unit attacked from the front and rear or the unit is attacked from both sides; not a unit attacked from the front and one side or the rear and one side), the defending unit is considered to have been flanked and suffers a -1 combat modifier. Rule 1.4.1 defines the front, sides, and rear of a unit. Figure A provides three examples of combat: Artillery in Built-up Areas [modifying rules 9.4.9 and 19.5.4]: Artillery units deployed in built-up areas and all-around fortifications are considered to have a 360' arc of fire. Artillery units have a -2 firing modifier when firing at targets not in combat contact with the built-up or all-around fortification and are outside of the normal or spread fire templates. The range is measured from any edge of the building model they occupy regardless of their actual position or facing on the table. If the target falls within the normal or spread fire templates or the target is in combat contact with the built-up area or all around fortification, fire is conducted in accordance with rules 9.4.9 and 19.5.4 (therefore, a -1 firing modifier is applied). Ranged Artillery [modifying rule 19.11: The firing arc (i.e., spread) for artillery units under the optional rules does not increase after 7 inches. Therefore, the width of the firing arc a 7 inches and beyond is 2.5 inches. Artillery Casualties [modifying rules 9.3.3.2 and 9.3.3.3]: Artillery units that are either limbered or in march column sustain casualties from fire as if they were cavalry or infantry units. Therefore, an artillery unit that is not unlimbered sustains one casualty if a firing enemy unit's modified fire roll exceeds the artillery unit's modified roll. The non-unlimbered artillery unit would be eliminated if the enemy firing unit doubled the artillery unit's modified roll. It is recommended that spread artillery formations [rule 19.5, Module I] be used with this rule. Credits: The last two rules come from Bob Coggins (one of Napoleon's Battles creators) through intermediaries (Paul Harrison of HMGS MidSouth and Jay Mischo of NOVAG, respectively). I developed the artillery fire from towns and flank combat variants. The other rules come from Mike "Shosan" McGinnis and were downloaded from AOL. I would like to argue the merits of a few of these variants. The rule concerning brigade formations makes sense in light of the fact that Napoleon's Battles is a grand tactical simulation that is designed to lock players out of decisions made below brigade level. The decision to place combat units into line or coluirm would be made by the regimental or battalion commanders. Moreover, units in a brigade would frequently adopt different formations (e.g., the French use of mixed order). It makes more sense for the player, who is only able to control decisions at the brigade level and above, to declare a unit only as "deployed" and ordering what frontage the brigade must occupy. When the brigade is ordered to attack by the player, the commanders of the component units of the brigade would order their troops into the formation necessary to accomplish the attack mission. This is reflected by the variant rule that the attack modifier is based upon how far the unit moves to make combat contact (e.g., if the unit has to move more than its line movement to make contact, the brigade uses its column combat modifier). Likewise, the units of the brigade would automatically, and without direction from the player, assume the best formation when attacked (ie., they would deploy into line). The evasion by skirmishers variant also makes sense based on historical accounts. The Purpose of skirmishers was to screen the army and lay down harassing fire. Because of their loose order, the "cloud of skirmishers" would attempt to evade units sent to clear them out of the way. Very little fighting would occur because the skirmishers would quickly withdraw back to the army's battle line containing formed units and form up themselves. It has always bothered me that there is no advantage to attacking an enemy unit in the rear of from multiple flanks. In the explanation of "Game Concepts" (located in the Introduction to Miniature Wargamin booklet), it is noted that small unit tactics are abstracted in the game mechanics. The authors explain that whether "flank attack did indeed hit the flank" is decided by a die roll. It is more realistic, however, even on the grand tactical scale, to provide a negative modifier to a unit that is attacked from two opposite sides because at least one of the attacking brigades would have a flank attack. Finally, the casualties for artillery units that are not unlimbered is also more realistic. The rule requiring the firing unit to double the artillery battery's roll is because the battery, when unlimbered, was spread out, and therefore, less susceptible to casualties. This is not true if the battery was moving while limbered or in march column. Use of this rule will make players think twice about exposing batteries that are not unlimbered to enemy fire. Back to Novag's Gamer's Closet 35 Table of Contents Back to Novag's Gamer's Closet List of Issues Back to MagWeb Master Magazine List © Copyright 1997 by Novag This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |