"French Attack Column" Topic
103 Posts
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McLaddie | 15 Nov 2017 2:59 p.m. PST |
To ME, the purpose of a historical rule set is to give players the feel, challenges of the period and still be fun to play. The rule set doesn't and I don't think any ever could be absolutely historically accurate. So don't get to hung up on that, greater men then us have tried and failed:) IF this thread proves any answer to your question it is, as some have said that no one knows for sure and more than likely the French did BOTH, with varying results. gamer1: While I agree with you for the most part, particularly playing for fun and everyone will have a different sense of what that is, I feel the need to point out some things: 1. That the game rules have to be fun is an obvious qualification, one everyone will agree on…though it will mean different things to different people. Some gamers want 'Absolute historical accuracy' to have 'fun'. Are they deluded? Is that criteria just another feeling and not actual historical accuracy? [You seem to present it as an impossibility, perfection vs 'feelings.] 2.'Absolutely historically accurate." I have no idea what you mean. I just quoted Napoleon's Dec. 18, 1808 Decree regarding how to form columns with six companies. If I design a game using that data, is it "absolutely historically accurate' or just a feeling? What are we talking about here? 2. To have a 'feel' of the period requires knowing something about it--a sense of recognition in comparing the game to history, as does providing the historical challenges… if the feeling is missing, if the historical challenges aren't there for the player, does that mean the game isn't historically 'accurate', or just a different feeling someone has from something they read somewhere etc… or too much [or not enough] beer that evening? Absolute historical accuracy is held up as an impossibility, any desire for it [whatever it is] will ultimately get in the way of game fun. A historical 'feel' is presented as the alternative, along with historical 'challenges', but what they are or how you design for them is never clear at all…particularly when discussing actual history and the games that supposedly represent it on the table. |
HappyHiker | 15 Nov 2017 4:10 p.m. PST |
Crikey, 3 pages of replies. I have read them all, and thank you all for a fascinating discussion. To pick up on @gamer1, regarding accuracy vs playability, the whole question started because I was looking to swap rules. I'm new to historical, and played black powder, assuming that's what napolionics was. After a few games we got bored, our games at least, consisted of lots of melee that never really resolved. We may have played it wrong. We switched to rank and file, and only played one game so far, but it was a totally different experience. Charging into melee will get you shot, so the game had to become about coordinated attacks. R&f gives you a choice about forming square, and sometimes its best not too, a point blank volley against weaken cavalry sent them running. I think that's what I want from a ruleset, it should steer me into assuming historical tactics, because they were the best tactics. If I find the best way to win is do something that was not the tactics of the period, the games probably modelling it wrong. I think one of the reasons I like wargamming is that reading history and tactics can be a bit dry(sorry probably not the best thing to admit on a nappy forum) but wargamming let's me work out the tactics for myself, and discover what works. That's only going to be true if the rules model it properly though. When I first started the nappy project, I read all these posts about people looking for the perfect rules etc, and how they read 10 or more books, and thought ha, not me black powder will do. Well hey I suppose the more you get into it the more those little details matter and the more you want from a ruleset. What's surprised me is how a really simple ruleset like r&f does closely model what has been discussed here. I can see myself getting tempted by shako2 if I can find a sensible priced copy anywhere too. Anyway thank you all for your answers. |
gamer1 | 17 Nov 2017 12:56 p.m. PST |
I think it is a good idea for you to try different rules. They will often focus on different things, usually reflecting what the writer thought was most important. In the end the main thing is finding what flavor you like the most. I think the reason this period is one in which there are countless "homemade" rules(like mine) is because players like different elements of several different rules and want to combined them in a new way, that was the case with me. As others have said, at the end of the day its what you and your group enjoy the most. BTW, I do agree that trying to recreate historical accuracy and the tactics that worked best is certainly important and I agree if it doesn't than there is a problem with the rules somewhere. My main point was with rules, as with most things in life, just need to try and keep a balance. I have seen games in which it felt like the rules were playing the players instead of the players playing the rules…………if that makes sense:) Sounds like you are on the right track, hey as long as you are having fun, that's what matters. What qualifies as being fun to you and your group, well that varies from player to player. Have fun and good luck! BTW, if you ever had a chance to play in one of my games I bet you would like it and have fun, but hey I am bias:) |
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