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"Free Rules NAGB NapoleonicNapoleonic Avant-garde Battles" Topic


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1,608 hits since 27 Apr 2015
©1994-2024 Bill Armintrout
Comments or corrections?

Keithandor27 Apr 2015 8:19 p.m. PST

Hi all
I thought I'd share our rules we use , they are free!


link

Mike Petro27 Apr 2015 10:48 p.m. PST

Nicely done!

Keithandor28 Apr 2015 12:00 a.m. PST

Thanks :)

Old Smokie28 Apr 2015 2:20 a.m. PST

what figure size are you using and whats the number of bases per unit

thanks and nicely done, the layout is good

Jcfrog28 Apr 2015 2:41 a.m. PST

Yes a few sentenses to explain scales, philosophy, design. Never hurts. i have dloaded and will read later.

arthur181528 Apr 2015 3:14 a.m. PST

Thank you for making your rules available. They are very nicely presented, but would – as Jcfrog suggests – benefit from a clear initial statement of design philosophy, intended level of game (is the title a significant clue?), scales and any special basing requirements.

I have downloaded them and look forward to reading them in more detail when my hectic work schedule permits…

Thanks again! :)

Personal logo Extra Crispy Sponsoring Member of TMP28 Apr 2015 5:58 a.m. PST

A quick look shows:

  • Infantry units of 6 stands
  • Lines move 6' per turn
  • Muskets fire up to 8"
  • Heavy guns fire up to 48"
  • Command at the brigade level
  • Uses an order system with orders for each brigade

Keithandor28 Apr 2015 6:36 a.m. PST

Thanks for the feedback , the scale is flexible , we play with roughly a division a side , depending on the number of players , it plays a bit quicker when you have a couple of players a side.

The rules allow for the game to be played with any basing and scale.
We have played in
6mm with 24 or 32 figure battalions.
20mm with 12 figure battalions
15mm with 24 or 32 figure battalions.
It will work for 28mm as well.

You can play with larger or smaller units , it wont make any difference as long as your units can represent columns lines and squares.
Sometimes our squares can get a little ragged , but we just assume each side of the square has a quarter of the unit pointing that way.

Last weekend we played about 1800 points a side , and tested the meeting engagement scenario again. The game went for the 7 turns in about 2.5 hours. The Russians claimed 2 of the Victory locations and the French only managed 1.
The casualties were pretty close , and both sides had some brigades close to being broken.

If anyone plays a game , let me know what you think ?

marshalGreg28 Apr 2015 12:49 p.m. PST

I think the pips may be out of balance, though I have always like the concept.
Brigades are 4 to 7 battalions typically and there is only 1 to 6 + any from the DIv CO. When you use 1 pip to move forward and 1 pip to then fire The pips are used up very quickly and doing the math, evidence that not much of the brigade can then do anything that turn.
Typically the Brigade CO should not have to influence firing of a battalion so leave that out of the pip requirement, for one.
Thus…. there seems to be very high chances of too much standing around, for the game turn, at that time scale.
Especially, in advance to contact or to withdrawal (this would be different then "breaking off", where the brigade is in contact)!
Perhaps to bring into balance, there should be some things where a pip can go along way….
such as general retreat or
general advance ( simple orders/actions where everyone follows the lead battalion), no?

Also…Need to clean up and make more clear the sequence of play?!
My 2 cents

MG

Keithandor28 Apr 2015 3:27 p.m. PST

Thanks MG
We usually run 1 commander for every 3 or 4 battalions , but I see your points with larger brigades , you could always add a +1 or more to the pips if you wanted.

Each infantry unit can fire without costing a pip.
If they are steady , in line and haven't moved they can be ordered to fire a full volley ( all front rank fires) at the cost of pip.
You can order a general advance at the cost of one pip if all units are in column.
We have used various commander ratings giving them d6+1 pips etc too and that works.
We have play variants with d3+1 pips ,and Dav pips too , but we like the randomness of the d6 , it makes for some interesting situations , where you have to make some hard choices on what to do.

14Bore29 Apr 2015 6:28 a.m. PST

I appreciate the rules. Will try them out and report back.

Mick the Metalsmith29 Apr 2015 9:53 a.m. PST

My own rules are much the same (basically borrowed from DBM) but i use divisions for generating pips and don't charge a pip to fire. I like the fact that the shortage of pips often drives players to the historical situations of feeding individual battalions into the fray rather than a huge wave all at once. I too give columns of multiple battalions (brigade or divisional columns) a pip savings by moving all of them by the same pip. Getting out of a stalled column can be a bitch! Albuera, anyone?

I also have Army/Corp Commanders give out divisional orders (postures)that mean certain pip costs are now less or more depending on the posture. IE If your division is ordered to defend a space, pips to advance are more expensive but rally is free, while under attack orders it costs more pips to move units away from the target marker.

Divisional orders can be hard to change as well. Commanders spend pips on that to roll for a change based on quality but commanders can lend pips to a division as well.

Mick the Metalsmith29 Apr 2015 10:13 a.m. PST

My initial thoughts about your fire is that it is very, very bloody.

Keithandor29 Apr 2015 6:40 p.m. PST

Good ideas Mick , I hadn't thought of a way to force commanders to follow their orders via pip costs.
Give me something to think about , it would take some clarifications on the cost of pips , which would add some complexity , I'll take the idea to my mates and see what they think.

naprules.wordpress.com

I added a new post explaining the pip cost for out of command units.

Mick the Metalsmith30 Apr 2015 12:41 p.m. PST

Complexity issue is really not one at all, you just add a column for each order posture (I have defend, maneuver, attack, reserve) with the cost differences for each activity the pips would be spent on. Should fit on the same chart easily enough.

Keithandor11 May 2015 2:34 a.m. PST

Ok thanks Mick.
I have had some feedback from people , some have even played the game now and had fun :)

Looking at the formatting again to make things easier to understand.

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