First I've got to say that I really enjoyed Marshal Mark's issues because discussions like this really force you to learn a set of rules that much better. And these discussions help clarify ambiguities.
I went though MM's posting and found he identified 13 problems. Mostly I believe the rules do account for his issues, but the issue may be one of the gaming mechanism. On the other hand, I agree that there are a couple of places that could use clarification. However, I didn't find any of the contradictions.
There were a few places where I couldn't find the statement he was referring to, but in each of those cases I could find a specific rule that accounted for the issue.
First I state MM's problem and then my response.
Also, in the interest of full disclosure, I haven't played the game, yet, but I will. It seems like a fun, easy Napoleonic game – and there's room for this in the hobby. And I am biased in favor of games that include "friction" (my units don't do everything I want, when I want them to), and games where command is a key gaming factor. (FYI: I normally play Napoleon's Battles (1st Ed, although I now have the 3d ed.), Shako II, and Age of Eagles.)
So, here goes:
Problem #1: The engagement range is the higher of the units own charge move and any enemy charge moves within range. So if a unit of Light Cavalry (charge range 16") and a unit of infantry (charge range 8") are 10" away from a unit of enemy infantry, the Light Cavalry must place an order card and roll to activate, whilst the infantry unit is free to manoeuvre as it pleases. So by having a longer move rate, the cavalry is more restricted!
RESPONSE: I'm not sure that this is a bad thing. If the cavalry is "restricted" it's because it is in range to have to act or react to the enemy. His brother infantry unit is not, so he should retain his freedom to maneuver.
Of course, the enemy infantry unit is restricted because he's facing a potential threat from the enemy cavalry. This makes sense.
Problem #2: Order cards are only placed when the unit is within engagement range, and otherwise the unit moves in the movement phase when it cannot move within engagement range. This means if the Light Cavalry is 17" from the enemy at the start of the turn it moves in the Movement phase and can only move 1".
RESPONSE: True. I can accept this as the normal friction that occurs in war as units get to the point where they can come under fire, or be charged, and receive casualties; the commander stops his unit to make sure ranks are dress-right-dress or that they're ready to go into the breech. In principle it's the same as a charging unit having to stop one inch away from the enemy and take fire whether it starts his charge from two inches away or a full move away.
Problem #3: There is no "Manoeuvre" order or equivalent. So once in engagement range a unit of cavalry cannot manoeuvre into a position to attack the flank of an enemy infantry unit.
RESPONSE: Maneuver is allowed; you can charge, run, retreat and fire, retreat, and advance and fire. This falls into maneuver
.Having said that, once you've moved within the range where you can be affected or affect the enemy, your ability to maneuver in the face of the enemy is reduced. Especially your ability to freely maneuver onto a flank while under fire should be restricted. Also, page 47 has a graphic that shows where you need to be in relation to your target in order to hit its flank – it's pretty standard; whether you can hit the flank or not depends on where your unit is in relationship to the enemy.
Problem #4: The other problem is because of the relatively low chance of activating units – around 50%.
RESPONSE: This is a bit misleading. Actually it depends on the year and the nationality. For example, the base command rating for a French general from 1805-1808 is 10; for a Prussian general it's seven. At the same time a general's command rating will vary up or down depending on a random die roll.
Using the basic command rating by way of illustration, a French general with a rating of 10 will automatically activate the unit closest to him, and he has a 83 percent chance of activating units within eight (16 for cav) inches. (Note: the rules say you must roll lower than the command rating.) Even from 1813-1815, when the French are at their worse, the command rating is eight; this means he will automatically activate the unit closest to him, and has a 58 percent chance of activating units within eight (16 for cav) inches. The worst generals are Austrians from 1807-1808, and in 1812, and Prussians in 1812, with a command rating of six. This means a general will automatically activate the unit closest to him, and has a 28 percent chance at less than eight inches (16 for cav). Every other army and year has a command rating between 7-9, which means the odds of activation are automatic for the closest unit and 42, 58, and 72 percent. This means that over 50 percent is more common.
The odds against activating go up if a unit is more than eight (16 for cav) inches away
.but this insures the player keeps his units in command.
(Keep in mind the random roll for a general's rating has an equal chance of increasing by 1 or 2 as it does for decreasing by 1 or 2. That's why I used the standard by way of example.)
Problem #5: Personally I think every infantry unit should be allowed to fire as a default action, but this needs to be rolled for and some armies with low rated generals (e.g. Russians) will only fire about every 3rd turn !
RESPONSE: Actually Step 7, Volley Fire, allows, "a volley fire every turn provided they have made no more than a standard move." (P. 54) Since Musket range goes out to 15", units that are not inside the engagement area can fire, without orders, during the Volley Firing phase. Volley fire is a separate step in the turn sequence.
Problem #6: But the big problem arises when you want to charge with multiple units. For example, let's say three columns of infantry (attack with 2d6 each in close combat) are facing a line (attacks with 6d6). You would think the columns should stand a good chance of success. But each one has to activate separately, so the likelihood is that only one or two will actually charge and then they will face more dice from the line than they have in total and so will probably lose the combat.
RESPONSE: See my response to Problem #5 – the better the commander the greater the odds the unit will activate. Also, I don't have a problem with the concept that all my units won't do as I want
for me, that's just another way of capturing the friction of war. The idea that units may not act when and how you want is reality; they can be held up by terrain issues, poor execution, fear, etc. It makes leadership important -- as it was, and is.
Problem #7: Orders are placed, artillery fires then orders are revealed and acted on alternately, the player with initiative acting first. Then other units (ie ones outside of engagement range) may shoot, then move, then morale checks are taken. Casualties are caused to units by shooting, combat and fatigue. These build up and must be recorded. If the unit has taken casualties in the turn, it must roll below its total casualties (number of dice depends on unit type) or fail morale. One fail means it goes to "Lost Orders" when it may take a random action, another failure means it routs. Until they rout, units fight and shoot at full effect – there is no gradual deterioration in effectiveness, no weakening of the units before routing.
RESPONSE: It's just a mechanism for determining losses. Granted, I prefer units weakening before routing, but you can also make an argument that a unit who takes a lot of casualties within a finite period of time is more susceptible to destruction.
Problem #8: Artillery need to roll a different number if firing into the flank – however, what constitutes firing onto the flank is not defined.
RESPONSE: I agree this is not clear because it's not specifically explained in the Artillery Fire phase. However, there is a definition of flank on p. 47 that I believe is suitable for artillery.
Problem #9: On one page it states that artillery is more effective when shooting at a unit in column (as would be expected) – however the artillery shooting table shows that it easier to hit a unit in line (4+ on each dice) than in column (5+) so artillery is actually more effective against infantry in line than in column !
RESPONSE: I couldn't find where you say it's more effective firing into column, but under the Artillery Fire phase it clearly states that the frontage of a unit determines how difficult it is to hit (p. 43) and this is also reflected in the firing table where a line, with it's bigger frontage, is easier to hit than a column.
Problem #10: In the section on orders it states that the player with initiative must move first in the movement phase, and this counters some of the advantage they had for activating first in the Tactical Orders phase. However, on the very next page (under movement) it states that the player with initiative may choose to go first or second.
RESPONSE: I couldn't find a statement that says the player with the initiative must move first in the movement phase. I did find in the Command Card Orders step where it says the player with the initiative chooses his orders card first (p. 45). And then the first sentence of the Movement Phase says, "The player who won the initiative for the turn can choose to move
or make his opponent move
first." (p. 50) Seems pretty clear.
Problem #11: There are no rules for interpenetration (passage of lines) which is something I would expect to see in this scale rules.
RESPONSE: Agreed. I'm surprised this was overlooked. Although, given the period and the formations of the time, I've elected to NOT allow interpenetration.
Problem #12: Skirmisher capability is included within infantry units, and supposedly detailed in the special rules for each army. However, I could only find rules for skirmishers in the French army special rules – maybe they are the only army that gets them.
RESPONSE: Skirmisher capability is abstracted and included within the Skirmisher Fire Resolution phase. If you don't like the abstraction, there's a more detailed skirmisher option under the advanced rules (p. 80). Having said that, I agree that the rules are not very clear. The abstraction allows for units with light companies to use them as skirmishers, and they can fire; however it's unclear how many dice they role. It refers to the army lists, but I couldn't find anything there. Having said that, the rules infer, and I repeat, infer, that you use one dice per firing stand. (If anyone can find a rule to clarify this
.please do.)
As for the Brits, the rules (p. 53) and army lists include riflemen as skirmishers.
BTW, I think the issue of how any set of Napoleonic rules handles skirmishers is one of the most contentious issues in wargaming. It's caused more divorces than unfaithful spouses!
Problem #13: Under shooting it mentions splitting shooting at multiple charging opponents – however this cannot happen due to the alternate activation system the shooters can only react to one charging unit so can only shoot at one charger.
RESPONSE: Again, I couldn't find what you describe, but it's clearly covered under the Volley Firing phase (p. 54). "A firing unit would normally direct all of its firepower at a single target. If the arc of fire restriction makes this impossible the unit can divide fire between enemy units."
Also, (on the same page), "If two enemy units are charging the firing unit, then fire can be divided between the charging units." I would have preferred this sentence to be in the Command Card Orders section, but it makes sense regardless.