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"Snappy Nappy or Campaign in a Day or ?" Topic


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Desert Fox24 Jan 2014 6:21 a.m. PST

I am looking for a ruleset that will let me put on a Napoleonic campaign centered around a series of battles, something like the Waterloo Campaign or a small part of the 1809 Campaign, in a weekend. The rulset must allow for quick, yet believable and enjoyable resolution of tabletop battles so that the campaign can actually reach a conclusion.

I see that these two rulesets are made to do just that

Can anyone tell me how these two rulesets play, maybe even compare the two?

Any other rulesets I should be considering?

Personal logo Saber6 Supporting Member of TMP Fezian24 Jan 2014 6:58 a.m. PST

I'd look at Volley and Bayonet and Age of Eagles too. The "trick" will be either a bunch of small (1 corps or less per side) or one HUGE battle with nearly all the forces (hopefully you have the figures for all of the forces). This is what I've seen in any campaign. One way it has been done in the past is have multiple tables that do not need to stay in sync with the other tables (or even tag in sync if there is a lot of table between the players)

Mike Petro24 Jan 2014 7:02 a.m. PST

I own Snappy Nappy. Excellent Rulset and worth your money.

Each unit represents a "brigade", or more realistically a division @ 1500 cavalry and 4000 infantry per unit.

Each stand (2 for cav and Inf) is 2000 Inf or 750 cav. A single gun stand represents 24 artillery. The double based troops represent column, line, square in an intelligent way considering the size.

The order system is nice, with a variable to represent your CorpsCommanders opinion of those orders. I like the fact that a range to the objective is given, as in, half units must be within 12" of the objective with a Screen order. An assault might have half units within 3". These examples are from memory, so may not be totally accurate.

The 'hit' system has a unique feature where you keep rolling for a successful Morale check to negate the hit. In short a single hit can rout the old guard. Highly unlikely, but it could happen.

When you do sustain damage your Morale status drops, which affects your combat abilities. Clever mechanic.

There is no Army break point, as it is not really needed. You can tell when all is lost, so can your opponent.

Another nice feature is the small amount of figures needed. For 15mm, 6 infantry or 4 cavalry make a unit. 1" frontage per stand recommend.


This was types on my phone, sorry for any grammatical errors.

Have not played, Campaign in a day.

Snappy Nappy is(by me) very highly recommended for large battles and campaigns. My BIG battle ruleset.

Desert Fox24 Jan 2014 7:57 a.m. PST

@Saber6

I looked at V&B and the very nicely done (and highly recommended) V&B Waterloo Companion, but I think it might play a little too slowly for what I want to do--i.e. fight a campaign to a conclusion in a weekend.

@Milkshake
Agree with you. I am thinking about using something like the boardgame Napoleon: The Waterloo Campaign, 1815 to provide an interesting backdrop as well as regulate the size of the battles.

I just hope I am not chasing a Holy Grail!

CATenWolde24 Jan 2014 8:06 a.m. PST

I've been intrigued by SN for a while, but never quite bit the bullet. Can you tell me a little more about what combat is like? Is it roll a bunch of dice against each other, or roll one die and add some modifiers, or …? Do you feel the three arms are distinguished one from the other in sufficient manner?

Cheers,

Christopher

drummer24 Jan 2014 8:59 a.m. PST

Perhaps this write up will be helpful to you?

link

Mountain Goat24 Jan 2014 10:03 a.m. PST

I've played Snappy Nappy a few times now and am pretty happy with how it turns out. I can't compare the two but can say that Snappy Nappy is good.

Steve24 Jan 2014 11:32 a.m. PST

The thing that makes Snappy Nappy so snappy is that things die or run away quickly. Sometimes it's a little hard to take – for example a militia unit, if hit by artillery fire once, is about 60% likely to just break and run. That being said, I like it and we're just going to tweak things a little so that it's a bit less deadly with artillery fire.

Steve

Gonsalvo24 Jan 2014 11:41 a.m. PST

The 1809 Snappy Nappy Campaign in a Day in Drumer's link was really our dry run; the main event was the August 1813 campain in a Day we did April 2013, with the players including rules author Russ Lockwood:

Scenario:
link

Command and Control; initial forces:
link

AAR part 1:
link

AAr part 2:
link

AAR part 3
blundersonthedanube.blogspot.com/2013/04/snappy-nappy-1813-aar-part-3-endgame.html

Epilogue
link

I hope to run another in 2015 based upon June, 1815.

Peter

Mike Petro24 Jan 2014 2:33 p.m. PST

@Caten

Kind of like my March Attack, a 'charge' is made, the unit then changes to square or stands and issues defensive fire. If hit, attacker rolls a Morale save will negate the hit. If failed the attack will halt, however HOW bad the failure is will determine how much fallback/rout distance. The charging unit may even break.

Generally, musketry is 1". With each stand of the unit firing, IIRC. Each hit must be saved, or a Morale status drop will occur.

Artillery fire is basically the same concept.

There are about 5 Morale grades, when you lose levels it affects your combat ability.

Pull the trigger, I think they are about 26 bucks.

coopman24 Jan 2014 3:25 p.m. PST

Is there any FAQ or errata for Snappy Nappy anywhere on the web? Thanks.

alan L24 Jan 2014 4:33 p.m. PST

SN Yahoo Group for all your Q&A

link

Alan

Mike Petro26 Jan 2014 4:16 p.m. PST

So sorry, 40mm frontage each stand.

Russ Lockwood05 May 2014 2:57 p.m. PST

I know this is a tad late in responding, but I would urge you to drop by and sign up for the Yahoo Snappy Nappy group. Alan runs a great group and you'll find plenty of feedback and discussions there, as well as a couple of long messages with errata (somewhere in the early 300s or so) -- just search using the word errata on the group.

And yes, I float through there often, and answer SN questions within a day or so.

Russ

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