09 Jan 03

I really like these rules.  They are playable, balanced, and fun.  Sam is obviously current on Napoleonic research and has managed to avoid many of the more common 'myths' incorporated into most rules.  Some of the distinctive aspects of this game are:

Command & Control: the player gets a variable amount of command points each turn to spend on putting units in command, and to aid in rallying broken troops. The number of CPs is based upon a die roll, the army commander's rating, and the size of his army.  Making decisions about how to spend these points allows a player to influence key parts of the battlefield, but you never have enough to do everything. Some commands, which are technically within your army command span, will remain inactive because you are too busy spending command points over at the decisive area of the battlefield.

 

Variable turn length: each turn consists of several rounds, during which both sides get to move and fight. How many rounds will occur each turn varies. Also, all scenarios have a variable number of turns. The end result is a commander can not predict exactly how much action will occur in each turn (number of phases), or exactly how long a battle will last.

 

Combat: There is skirmish fire, artillery fire, and direct combat when units touch. The system is fairly attritional. The amount of damage a unit will inflict on its opponent is directly related to its current strength. Most importantly, units have a restricted ability to maneuver once they get close to the enemy. Basically, once you get close to the enemy, you either go straight into combat, or withdraw straight back - there is no fancy snaking allowed. The system limits the impact of 'tactical' fights, and attempts to encourage players to focus on maneuvering corps, not individual units.  Units may recover lost strength over time, if removed from proximity to the enemy.

 

Weather: weather effects movement, combat, and command & control. I do not think the system is as dramatic or innovative as Sam advertises, but I do agree that it is an important part of the game and makes it better. Using variable weather adds spice to any scenario. I played the battle of Dennewitz where it rained ALL DAY and it eventually turned the field to mud. I had thought I knew exactly when my forces would arrive, how long they would take to march to the fight, and how long it would take me to pound my opponent into the dust. The rain changed everything. Like the command and control system, it is a simple game mechanic that helps remove the certainty gamers enjoy from a fixed rule system, without introducing too much randomness.

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