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"Et Sans Résultat" Topic


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Tango01 Supporting Member of TMP13 Jun 2018 12:34 p.m. PST

"Et sans résultat !" is a new Napoleonic rule proposed by the Wargaming Company. This rule for the 10mm scale is sold in starter boxes with two armies to start on hinge years like 1809 and 1812. You can then buy add ons to supplement them.

link

Main page
link

Amicalement
Armand

CorpCommander13 Jun 2018 1:25 p.m. PST

They are scale independent, actually. They have standard base sizes. I play in 10mm, but the demo games are in 15mm and 25mm and play the same. Great set of rules. The books are fantastic resources as well.

CamelCase13 Jun 2018 1:35 p.m. PST

Is this a joke!? Armand they advertise a post on here every day! Where have you been?

138SquadronRAF13 Jun 2018 1:57 p.m. PST

Armand they advertise a post on here every day! Where have you been?

David will not mind.

Look, it's hard when you're an wargames business and I've been telling clients for yonks; On a good day 95% of all advertising is wasted.

Still one of the better Napoleonic sets out there and my club uses them.

Royal Marine13 Jun 2018 2:11 p.m. PST

Anyone got a quick review of the rules? The production values look very high.

Personal logo Extra Crispy Sponsoring Member of TMP13 Jun 2018 6:04 p.m. PST

Our local club played three games with them. We liked a lot about them. The orders system, the fatigue system, and the skirmishing were well received. We found the actual combat slow.

The campaign books are worth eveery penny even if you don't play the rules.

DougEagle13 Jun 2018 7:06 p.m. PST

I too just got these rules and the Austrian/French 1809 starter set. The rules are nicely laid out too.
Command
Movement
Combat
Each section is colour coded, as is the QRS, so if you have an issue on the QRS, look at the colour and go to that section. Lots of examples in the each section of the rules which helps understand.
I have yet to try out the game as I just got them 2 days ago, but from what I've read so far, they are definitely an Order driven set of rules. It's not a "I choose this unit and do this" It's a "I want this leader to have this unit do this" and make a leadership check…If you pass, good, if not…that's not so good.
Scale of the game depends on what you want as well. On their website they have a download section for different QRS with different scales…such as 1"=100yds, or 1"= 150yds or less than that too. 1 Infantry stand= battalion.

Here's a link to a player who did a review of the rules.

YouTube link

I for one have played old school Avalon Hill Napoleon's Battles (green box) and LaSalle…both of which I very much enjoy and am excited to try out ESR as it's a different style of a era of gaming.

Doug

Tango01 Supporting Member of TMP14 Jun 2018 10:40 a.m. PST

"…Where have you been?…."


Posting!…. (smile)


At least the thread motivated interesting comments about these rules … (smile)

Amicalement
Armand

Lord Hollier14 Jun 2018 1:27 p.m. PST

I have played a convention game with David E., the rules writer; done a couple of solo run throughs at home; played a convention game not run by David; GM'ed at game on the Olympia; ran a two player game at home; and GM'ed a game at NJCon. So, my experience is limited.

Personally I like the game, but I can see how many people would not.

As you are commanding an army that is made up of "forces" (corps), where each force made up of "formations" (divisions/brigades), it is different than many of the games where your focus is on managing the battalions that make up maybe a few divisions. For example, one player in a game couldn't understand why his force couldn't cross the valley to attack the enemy. It was because his force had reached its initial objective (set by the player) and its formations had therefore automatically converted to Defend orders; he needed to give his force a new objective so he could attack in the direction he wanted to.

It is definitely a game that you have to be thinking ahead about your force objectives, formation orders and when and where your formations start deploying. Command and control is important.

As a formation has to move towards its force objective as fast as the slowest unit in the formation, it effectively uses simultaneous movement.

Combat is somewhat abstracted compared to lower-level rule sets, with an "artillery & skirmish" phase, and a "combat" phase, where the outcomes are primarily fatigue and "assessments" at the formation level. I like that formations (based upon their type and current order) can automatically convert their orders at different times during the turn sequence, which can have immediate effects on movement or combat.

When fatigue meets defined levels formations retreat or break. Formations can be recovered, but they are never good for too much more combat after that.

There are different characteristics for skirmish doctrines, a formation's tactical characteristic, types of units and commanders abilities that add some chrome.

With its QRS' for various ground scales, the game can be played in many figure scales.

Just my 2 cents – YMMV

John Hollier

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