At first I will try my best to explain the background:
I first got into Napoleonic war gaming back when Bruce Quarrie brought out his old rules published in the little orange Airfix book. I was so taken back by this guy's concept and ideas including his focus on National Characteristics that I was immediately sold and used them with a group of friends. We had years of fun with this system but eventually found the parameters a little too complex and sought to simplify them. This could not be done so easily and we continued to play the system as it stood until I one day found and bought a copy of a rules set designed in 1977 called "Voltiguer" by a David Millward.
This set was fantastic, it used D100% dice instead of D6 and average dice and the mechanical formulas and parameters were much less complex and much easier to play. However, as with most gamers we did not play the set for long as it stood, we modified it, adapted National characteristics to it and eventually it ceased to be recognizable as it was first published. Eventually entire sections were taken out and replaced as I found more realistic data from my own research which allowed me to place in the rules much more realistic settings and mechanics.
It was also at this time that while throwing out entire sections and replacing them that I began to realize I had many concepts and ideas of my own. As I replaced sections and created new ideas it snow balled until eventually the system we played in our huge campaign of the early 90's was not Voltiguer anymore. It grew a life of its own with totally new concepts which began when I formulated my own Artillery sections which not only accounted for the various calibers of guns but the differences between those calibers from nation to nation. The more I found out the more I entered into the system until one could see the differences between Artillery of each nation that had a battery or more.
I also adapted a set of complex matrix data sheets for troop movement based on actual regulations etc from each nation and formulated a section devoted to just movement allowances that would stun most players. When I finished it even I was a little taken back by just how much work I put into it. These data sheets you would have to see to believe really. Not only that but the formations, time allowances to change formation and so on were all factored into these data sheets. To be honest I have never seen another set of rules with anywhere as much data for movement as I created, but all of the information within is very important to the system and used constantly.
I also began to build a massive array of National characteristics charts and tables for every troop type possible of every nation that fought in the wars, detailed profiles of each troop type ranging from columns devoted to Fire Discipline, Melee Factors, Experience Class, Command Control, Morale levels, Charge bonuses, and Movement allowances for Line, Column, Square and Skirmish, Number of figures per company and Btln, CV values of the unit, Skirmish abilities and the Points value of each and the entire unit costs. I wanted my set to encompass more data on a unit than any other set out there on the market.
I then stepped into the concept of a revolving experience level of a unit while on campaign, a concept where a Unit might start out raw and fresh to begin with but over time and strategic consumption coupled with battle experience causing the unit to gain experience as it goes at the same time reducing in number of effectives. I also added into the pot the idea that adding new recruits back into the unit waters it down once more and so on. This is not new but I designed complex detailed rules for it that allow a player to keep track of every individual unit in his army and know where it sits with regards to rising or dropping experience or Eliteness.
I also worked on a very detailed set of commander statistic charts and modifiers in combat along with many other commander factors such as Morale, Charge and Initiative modifiers. But the number one idea that I am proud of is the Routs System I developed with commanders. Without going into detail again about this I will suffice to say that the Routs system replaces the old unrealistic, "fight to the last man" syndrome most of us have played in the past. I have witnessed and been a participant in some of the most exciting battles using this concept which takes away that player control when trying to continue to face the enemy when realistically; most likely your forces would have left long before.
There is so much more that I have done with my system and as yet there is so much left I still have to do, it is a seemingly never ending task because new material is coming to light for me every day, especially over the past several years discussing things on TMP. I sometimes think I will never get them finished and published but I live in hope to se them in print some day. Over the past couple of years I have had huge numbers of requests for information and copies of the system, I have never once said no, I gladly send people here copies nearly every week and will continue to do so as long as people desire to see them.
Now for the negative aspects of my system :
I will be the first to admit my system is NOT a revolution in gaming nor is it a system of never seen before concepts or ideas. To be frank the system is itself probably considered outdated, old school and very 70's or 80's but this was done on purpose. When I used to play way back then many rules systems were indeed very complex and many of them you could not play at your local club in one single day or session. Most club days are no more than maybe 5-6 hours worth of available game time before you have to pack it all away and go home. Couple that with setting up terrain, waiting for all to appear and going for lunch half way through the day you ended up with maybe 4-5 hours of play time maximum at times.
This sucked for most players and game designers began to take notice, more and more sets were created and designed to be played in shorter periods, rules mechanics were simplified, book keeping was slowly minimized or taken out completely and almost any thing that had too much weight in it was thrown out the cargo doors to make the plane (systems) lighter and faster. I know this because I witnessed it at our own clubs. Luckily for my and my friends I had a large house with a devoted large playing area for our games that could remain set up for as long as we wanted them to be. This was not so with many other groups.
For me and my group, we stopped going to the clubs so much and my system was being developed continually and we felt neither inclination nor desire to switch to these other, new fast play systems, we effectively fell behind in rules development and directions they were taking. Now that I realize this I am glad I did not go with the flow, the system I developed with my friends advice and input suited just what we wanted to portray so much so that when we put up a game with our system as a demo game as against newer more modern game designs from very well known and established rules systems we noticed that it was our table that curious eyes converged on and took notice of all day.
This made me proud and probably expanded my ego way larger than it should have been but the system I developed still took into account minor tactical situations and play that these newer more streamlined systems shied away from years earlier. You could watch individual btlns use timing against each other in simultaneous movement trying to second guess each other. Doing the wrong manoeuvre could mean the difference between getting the first volley off or not and fleeing in panic. Coordinating Cavalry and using concepts based on Nafziger's portrayal of Cavalry based on his Imperial Bayonets book went down well for those interested in the value, eliteness, training and skill of one nation's cavalry as opposed to another. The artillery rules alone really captured the imaginations of those who observed the effect of the firing and of those receiving it and so on.
But like I said, the rules are old school and from a different era of gaming, they are based on casualties in "men" not figures although figures are taken off. There is book keeping and unit rosters coupled with notating movement timing and coordinated evolutions of each unit within your command. Casualties are constantly updated as is the reduced CV's, deserters and even Fatigue. These rules are not for those who hate book keeping; in fact those that hate it will hate the system, this I know very well. If you were to take up the system without me being there to explain how it all works you would probably run for the hills or simply put them aside to play a much simpler system.
However, like I have said before, I have never introduced a new player into the group who walked away not liking them once he understands them. I admit that I am needed to explain every little facet of the system and show how it all is coordinated together and have been told that if I was not there the rules might overwhelm most. But once a new player has played about 12 or more battles he is just about confident enough to take on the role of C-in-C of his first battle. I have had players tell me that if you do not understand the complexities of timing, motion and distance with my rules you get punished very quickly, I see this in several players who suffer from ill timed volleys, poor choices of tactical deployments and coordination of btlns and so on. Confidence to use these vital factors in my system is what scares many players at first. It is only after many battles and routs that they begin to get that moment of epiphany and the light switches on and everything falls into place.
As I truly understand my system is not for many players because of different tastes I, like I said have had many requests for copies of the rules. I do not mind one little bit in handing out my ideas at all, in fact I would be proud to see parts of them or sections used by other groups who might have been looking for an idea that might work better than what they could find previously. It would give me no greater pleasure than to know a group out there adapted parts of my ideas into their own experience or adapted some information they might have been lacking. As for my system being played in its entirety, I very much doubt that would happen with today's focus on simple, fast play rules that give a result in four hours, but that does not bother me.
I designed the system with friends for our own use pretty much alienated from the main stream for nearly two decades. It is only now in the past three or four years that the group has expanded due to others reading my posts here on TMP and living in Brisbane where I am who have joined our group and expanded it to up to 10 or more on any one game night. For this I am still proud and grateful that the system was so readily taken up by these relative new comers.
p.s. if I have not put you off by now you can email me at – sdev2749@bigpond.net.au and I will gladly let you see my work. It is only in Excel format so far but formatted for easy printing straight to your printer.
Regards,
Shane