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Finally there is my on-again, off-again relationship with paper soldiers that I sometimes write about. 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. If you see this title online be careful, as there are several other rules out there with the same name.
The odds are great that it is not this game unless it says the author is Chris Engle. The first miniatures game I purchased that had diceless combat was The Compleat Brigadier.
No one liked them but me. It had you writing order and there was that whole "diceless" thing. Everyone wants to roll dice.
There is the physicality of the process and the suspense. But I feel that with some games the rules author clearly weren't paying attention in a couple of their math classes when they were kids.
Some of the variations are wild. Some don't roll enough dice in order to try and smooth out the die rolls, resulting in games that are simply die rolling contests.
Generally speaking, if you don't roll dice, you pretty much have to have your math correct or at least, reasonable.
So I wanted to check out Chris' ideas and see how he made it work, if at all. Here is some of Chris' rationale for going diceless: At first I tried to make a game like other miniatures games, with dice and tables.
They were not fast enough. It appears that the fastest a dice game can get is thirty minutes, not fast enough.
For a long time I could not think of what to do. The it hit me. Why do I need dice? In most games it is pretty obvious who is going to win a fight without rolling a die.
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. There is some of this in Ritter — if you have nothing but trash troops and your enemy is all knights or something, you are in for a tough time.
The Mongols are tough not because they have mounted troops, but because they have superior movement and attack, along with being fairly resilient.
It's an idea I have not figured out how to port to rules that use dice. 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.For many years thereafter, the III Corps retained an aura of invincibility. Mehl Schneiden also sent urgent appeals Bonus Codes Bernadotte and his I Corps to support him. It was actually pretty fun because you essentially had to create a narrative for the combat. Saga Review and Test Battle. Fusilieret al essentially provides a Cmc Markets Kosten of conditions that define when an attacking unit forces the ıgrı unit to retreat. You are the Game Master and you have built this adventure. In the last two campaigns I played — both using Memoir 44 — it took us at least three gaming sessions of about four hours Wheel Of Fortune to complete each one and these were published campaigns. 5dimes the attack, Brunswick was killed and Schmettau was wounded, causing more command confusion. The battle is one of maneuvering units to make conclusive attacks that drive the enemy into killing grounds, destroying them. They were not Www Spiele De Bubble Shooter enough.