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"Rules:Napoleonic Feel and Look; Fast Play; Multi-Corps" Topic


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Garryowen Supporting Member of TMP02 May 2016 9:59 a.m. PST

The title sums up what I want in a Napoleonic game. I have been playing the period since the early 1960s. Several sets have come close to what I want, but now I have found one that seems to meet all of those requirements.

Et Sans Resultat
link

Each player handles generally a corps. Battalions are the units that compose the divisions that make up the corps. The website explains it better than I can, but I can finally play multi-corps battles with battalions, not brigades, and finish it in less than a day. Probably in about 4 hours.

There is only one sheet (both sides) with all of the charts you need. The various forms of combat (artillery/skirmishing and actual close combat) are quick, simple and fun.

I payed this rules set at Little Wars this past weekend. None of us in the game I was in had ever played it before. Within a couple of terms of action, the players could resolve the action themselves.

I have not played every set of wargame rules ever published by any means, but this is the first and only one I have played where reserves really matter. Most rules and most players seem to not see any reason for not putting every unit on the line. That is so unrealistic. In Et Sans Resultat (ESR) it is almost a guarantee of failure.

Rebasing is probably not required to play it. The rules allow for a variety of base sizes. In fact, I don't think any specific size is necessary. There are multiple ground scales. Just be reasonable. The number of figures per base does not matter.

It is a grand tactical game. You play as a corps commander and to some degree as your divisional commanders as well. However, your battalions do not change from column to line to square, etc. As the author says, you have hired someone below you to do that. I thought I might miss that, but really I do not.

David Ensteness, the author, gives excellent support through the Yahoo Group. Most questions are answered the same day.

The rules are published by The Wargaming Company, LLC which also has published a book, Master of the World. It is scenarios and uniforms for the Russian campaign of 1812 through the battle of Borodino. At first I did not buy it as I need no more uniform information and I have more scenarios than I will play the rest of my life. Then I got smarter and realized these scenarios do all the work for me. All I have to do is set up the table, make a photocopy to cut up for each player so he knows what troops he has, and get started. I bought it and will buy more for other Napoleonic periods as they become available.

These are great rules.

Tom

Timmo uk02 May 2016 10:44 a.m. PST

This looks interesting. Could you give an idea of the broad game mechanics, is it IGOUGO for example?

Jon Perry02 May 2016 11:51 a.m. PST

Didn't get a chance to play it at Little Wars, but I picked the brains of a couple guys that did play ESR there. What they said tracks with what you are saying here.

Looking for a set that gives a corps commander the types of decisions that a corps commander should be concerned with. Not the collected decisions of 50 battalion commanders.

I picked up a copy of the game. Hope to give it a workout in a couple of weeks.

DinOfBattle202 May 2016 12:12 p.m. PST

Great review and I think I should give these a try.

Garryowen Supporting Member of TMP02 May 2016 1:26 p.m. PST

It is simultaneous movement. Very quick. Very simple. In most games, this would require a written order or a marking on a map for each battalion. That is not necessary in this game as whether the battalion is in line, column, or square doesn't matter. All players just move their figures. And it works.

Orders are not issued to a headquarters below the division. This is as far down as any type of notation is necessary. There are what are called Leader Actions which go below the division level, but no notation has to be made of those.

It all works very smoothly.

Tom

Timmo uk02 May 2016 1:48 p.m. PST

Thank you, I'm intrigued enough to try and get sight of them at some stage.

janner02 May 2016 10:09 p.m. PST

Loubino is a cracking scenario and often overlooked thumbs up

Timmo uk03 May 2016 2:37 a.m. PST

Thank you TWC. I will be downloading the Overview and reading more. I'm presuming you'll be looking at other periods using the same core concept, ACW for example?

Puddinhead Johnson03 May 2016 5:50 a.m. PST

TWC,

I've downloaded and read the overview (thanks) and think I understand the general goal of ESR.

What I don't understand/can't visualize is how the units comprising a Formation act on the table top. Could explain that a bit?

Also, if I have to move each individual battalion or squadron group comprising a Formation, and I have to work out combat for each of those individual battalions or squadron groups, how is it possible resolve the battle quickly? A player is expected to command a Force (Corps). Assume that a Force has on average three Formations (division) and each Formation has on average 10-15 individual units. That's 30-45 individual units each player has to move and fight. What I'm not understanding is how this is done quickly.

Other rules dealing with the same level address this by making the smallest entity on the tabletop a brigade. I'm interested in learning how ESR handles this.

Thanks very much for any light you can shed on these questions.

Puddinhead Johnson03 May 2016 9:38 a.m. PST

TWC,

Thanks for the extensive explanation and the combat example from the rules. That explains a lot.

Since movement is simultaneous, what do you do when forces get close and are jockeying to get the matchup they want for units in combat (e.g. trying to get more than one unit on an enemy unit to outnumber them or attack them in flank)?

Puddinhead Johnson03 May 2016 12:28 p.m. PST

TWC,

Thanks again for the detailed answer and explanation. I'll be picking up the rules!

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