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Post a Comment. Dale's Wargames. In the last blog post I provided a review for a set of rules by Chris Engle that cover a number of periods and genres.
The background of the scenario is as follows: Napoleon mistakenly believed that most of the Prussian army face him at Jena, and ordered Bernadotte and Davout to concentrate and attack the Prussians from the rear.
As Gudin's infantry division advanced in a dense fog, it clashed with the Prussians in the village of Hassenhausen and drove them out.
As the fog lifted, Blücher rashly led forward with the Prussian cavalry. Gudin's men formed square and repulsed the assault. Davout could now see he was greatly outnumbered and ordered Friant and Morand to march to his aid immediately.
He also sent urgent appeals to Bernadotte and his I Corps to support him. Bernadotte, most likely out of professional jealousy, left Davout to fight alone.
Meanwhile Emperor Frederick and Brunswick, the Prussian commanders, were surprised to find French units to their front. Their indecision delayed massing the Prussian infantry and artillery to drive the French from Hassenhausen till 10 am.
By that time, Friant, with his division and the corps artillery, arrived to secure the French right and repulse the Prussians. During the attack, Brunswick was killed and Schmettau was wounded, causing more command confusion.
A full hour elapsed before the next Prussian attack went in against the weak French left. The Prussian high command remained passive, and did little to bring up fresh troops.
Davout on the other hand, wasted no time attacking and driving the Prussians from the field in the afternoon, winning the most signal victory of his career.
For many years thereafter, the III Corps retained an aura of invincibility. Napoleon was justifiably furious with Bernadotte and meant to court-martial his, but he never did — a mistake in retrospect.
I made a game board for this scenario some time ago. Why this particular scenario has been lost over time, but the idea was that it would make game setup and teardown much easier.
We thought "why don't they do this with all the scenario maps? They were convenient. I think I just wanted to see how it would turn out. I began experimenting and found it works!
Not only that but it produces a very fun game that has all of the subtleties of chess while looking pretty as a wargame.
This made sense to me. Because about five years earlier I had come to the same conclusion with role-playing games. Think about it. You are the Game Master and you have built this adventure.
You have put in all of these goodies and thought up a story line. The players run into something you don't want them to fight maybe it is the entrance to the next adventure, which you have not completed yet and after a series of extremely lucky rolls end up trashing your monsters.
They then open the door you did not want them to open yet and say "Okay, what next? I knew when I wanted the players to win and when I wanted them to lose.
I knew that Game Masters would, when seeing their design start to go up in smoke, pull out that extra Fireball spell or that potion and suddenly start rolling dice behind the screen and come up with critical hits.
Game Masters always had the option to "smooth out" a weird string of dice rolls, so if they could and would do that, why bother with the dice?
It was actually pretty fun because you essentially had to create a narrative for the combat. But back on point, many situations were simply "pre-determined", so why let dice mess that up?
When it comes to warfare, Chess follows the same mantra. If you can maneuver a piece to a specific position, you automatically take the opposing piece.
The combat is a foregone conclusion, so why dice for it? Fusilier , et al essentially provides a set of conditions that define when an attacking unit forces the defending unit to retreat.
Units are destroyed when they retreat into a "killing ground", which is essentially into a friendly or enemy unit or into new terrain.
The battle is one of maneuvering units to make conclusive attacks that drive the enemy into killing grounds, destroying them.
When enough units are destroyed, the army breaks. In Fusilier , et al each army is 10 bases strong and has three ratings: Movement, Attack, and Break Point.
The Movement rating determines the number of units or groups that may move in a single turn. The Attack rating determines the number of attacks, on single enemy units, that the army may make in a single turn.
Finally, the Break Point is the number of units that the army may lose before it breaks in morale. A typical army has a Movement of 2, Attack of 2, and Break Point of 2 i.
These numbers may seem really low, but it actually forces the player to focus on only those attacks where they can win, and win strongly.
As a note, the Attack and Break Point ratings are defined as: Bad troops, poorly led, trained, or equipped. Average troops, neither inspired nor cowardly.
Good troops, we armed, trained, and led. Inspired troops, exceptionally led and trained. God-like troops who are destined by God to win an empire.
For the Movement rating, cavalry armies tend to have at least a 3 with great cavalry armies having a 4. Infantry armies have a rating of 2, with particularly sluggish armies like Early Greek Hoplite having a 1.
All use essentially the same system: each unit is a single base and all bases are a standard width. Any grids are one base width in size.
Infantry move one base width and cavalry moves two base widths. When units retreat light infantry retreat two base widths, heavy infantry one, and cavalry two.
Maneuvering is where a lot of the differences are in the units. Light Infantry units are the most maneuverable, by far, with everyone else fairly limited to how they can move.
Given that this is a game of maneuver, this is the section of the rules that players have to place the most attention. Once you get into a bad position, it is very hard to maneuver out of it.
The Movement rating of the army indicates the number of units or groups that can move. If units are grouped together bases touching and all facing the same direction then moving that group only uses one Movement point like a Command PIP in DBA.
So grouping units together is very important and as time and the effects of combat and terrain come into play, your forces will fragment into smaller groups, therefore limiting how many units can move each turn.
Terrain has little effect on movement. You can either move through it or you cannot. I can see adding some extra rules, however, like woods and towns breaking formation, but currently the rules have none.
Combat Combat is conducted by indicating a unit that is attacking and the units supporting the attack, and the unit being attacked.
The players then go down a list of combat results, finding the situation that matches the condition of the attack, and read the combat results which are almost always "are defeated".
Now I cannot give you the whole combat results lists — that is the intellectual property of Chris Engle and why you buy the game after all — but I can give you a sense of it.
Missile unit with two unopposed supporting missile units defeat everyone. To count as "supporting" a unit must be be able to attack the same target.
So if it is melee, they have to be adjacent and facing the target unit; if missile combat they have to be in range, line of fire, and line of sight.
In order to count as "unopposed" the supporting unit cannot be adjacent to an enemy unit other than the target. I had incorrectly taken it to mean that a unit would also be opposed if opposite an unengaged enemy missile when using missile combat, and quite liked it that way.
But I feel it represents some things other rules miss. Charles the Bold's army, for instance, is tough in many rules. It has longbows, pikes, knights, like a Swiss Army knife of the wargame table.
Historically, it didn't have much internal cohesion and Ritter lets you represent that easily. Ein Ritter Spiel puts the rules on a grid, rather than using free-form movement.
It includes muskets, so it spans Ritter through Fusilier. But the army lists came from Fusilier, not Ein Ritter Spiel.
I like the distinction between light and heavy infantry and did not feel the inclusion of skirmisher was necessary for Fusilier. I also felt that ERS was clearer in its writing.
As far as I know, ERS is not published.