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"Soldiers of Napoleon Rules - Initial Impressions" Topic


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Trajanus10 Dec 2022 8:49 a.m. PST

Now actually having played them, rather than just read them, I thought I would post my first impressions of Soldiers of Napoleon by Warwick Kinrade, so here goes!

This is not a review detailed review. An explanation of how the wheels turn is far better covered in this download from Gripping Beast:

link

To start with, I need to take a moment to address the Elephant of "Card Driven Rules". Liking them or not.

Personally, having played and owned a few variations on this particular theme, I'm an "It Depends" person. That dependency is solely based on how the designer uses Cards inside the game structure and if the end result is the notorious "playing the cards, not the period". I should also point it can depend on your definition of "Driven"

Currently, I own three card games. Aurelian, Longstreet, and Infamy, Infamy. All of which have slightly different approaches to the use of cards and two of which annoy the hell out of me.

Aurelian is fairly neutral, Longstreet which has a high degree of "Hand Building" is good period wise but is let down by that requirement (assuming you want to win) and the small number of units involved in Infamy, often means the Leader Card sequence determination, regarding who gets to do something first, can have a drastic effect on outcomes.

Soldiers of Napoleon however is very much its own animal and manages to avoid these traps.

There are 56 nicely produced cards that come with the equally nicely produced Rulebook and they truly do drive the game! Without them there is nothing and the whole deal (see what I did there?) revolves around them. The actual Move, Shoot, Melee, Moral stuff, that's in any rule set is on a number of D6s basis and is clear and simple. Modifiers are straight forward and involve adding or subtracting a Dice or two as required. They are a means to an end; the Cards are the game.

At its heart SoN is a straight forward IgoUgo, players each get a number of cards per turn and play them alternately. The key is the three sections on the cards and how they are used. At the end of each Turn, you discard the cards and get a fresh hand. No hanging on to those two or three that could combine into a master stroke in the next play!

The individual card has a Number which indicates the actions it can generate (Orders), a section that can be used to Rally units and either an Event, or a possible Objective. The Player being a Divisional commander, operates via control of one, or more Brigades in the Division.

Events, can be used to help you or hinder your opponent by giving bonus items, or penalties, in keeping with the gameplay and period. Objectives, give opportunities to alter your on table movements in the pursuit of Victory Points, keeping within the overall plan you have been asked to adopt, by your superiors. Rally, gives an opportunity to try and decrease the "Disruption" on your units caused by casualties etc. but will differ in availability from card to card, in terms of the actual troop quality it applies to.

BTW: I put Orders in brackets above, as the list of Actions (as I tend to call them) them is pretty broad and contains things that are, on one hand, fundamental to any Napoleonic game but at the same time, contains things that would not have necessarily been Ordered by a Brigade commander, as much as the Commander of an individual unit within the Brigade. It jars a little bit but looking at it as part of the resource/time allocation within the narrative it's no big deal.

One thing this does give rise to, via the Card system and it use, is that items you might expect to be fully sequential are not. The desire to prevent players from heaping one card after another, on any one Brigade and thus have it charge around doing everything to the exclusion of all others, prohibits a unit from performing more than one action per Card. It can do two actions, or more, via subsequent Cards, but each these will inflict additional Disruption points on that unit, to represent a wearing effect. Avoiding two Cards being played in succession on a Brigade will overcome this penalty.

It does make players think in advance. As something like moving, unlimbering and firing a Battery becomes three separate actions and the urgency of this needs to be balanced against possible Disruption points. This all sounds complicated but soon becomes part of the overall balancing act. Sometimes, you just have to say to hell with it and take the penalty to make things happen, or prevent them.

The Divisional element of the game is a key concept.

The player is and always will be, running a Division. Within the rules, that can be represented as just having your Division against that of the other player, or it being an active part of a Corps, or even an Army battle.

With simple additions built into the rules, troops at the Division Commander's disposal and other factors, can give a feel of being part of a greater whole to broaden the scope of gameplay but the player's responsibility is all that's in front of him, nothing more.

As such it gives a really good feel. Your Brigades and your mission are all that matters, although your Boss and even his Boss, can influence things and help or hinder, as the game develops. If you want to be that guy who's running the Corps, or the Army – you will have to buy some other rules. Multiplayer games are possible if you want to run several Divisions a side, with each of them controlled by one player.

So, what does this boil down to?

A game with period feel, that's for sure. One where the player has real and involving decisions on how to keep his force in one piece, while achieving its aims.

The positioning of Disruption and its management, as central to the game play, is very well done. Players constantly having to assess damage per unit, as those not brought back under their limit will Break if not Rallied by the end of each turn. This while also keeping track of Disorder, which makes the unit underperform, adds nicely to the pressure.

As does the Risk to the General rule, which gives rise to tricky decisions as to the benefit of leading from the front and getting your Brigade commanders shot, or forced to pull out of contact. Far more so than the common minor inconvenience of automatic replacement, at possible lesser ability, for a fallen Leader and the generalised +1 in a Melee Bonus, or whatever, approach found in most rules.

Overall, the fundamental "Preservation of Force" ethos that the rules engender gives a strong feeling of Command far above planning a sneaky (but unrealistic) flank attack on an enemy unit, slap in the middle of the table.

Getting good at it may take a bit of time!

advocate11 Dec 2022 10:39 a.m. PST

That was a pretty good read. I'm going to give them a go in the new year. Curious how it will work with (as far as I can see) no 'charge reactions'. Since the activations are asymmetrical it seems that you may be able to game the system to avoid defensive fire, or be forced into square by relatively distant cavalry.

Trajanus11 Dec 2022 1:44 p.m. PST

I'm undecided about defensive fire. It's not as clear cut as in other rules, the way things are set up. There's also an element of toe to toe shooting assumed at point of contact I believe.

That said there's a lot going on in the approach. It's possible to get in contact with out being shot at close range and in general no way of stopping a charge dead in its tracks. However the charge distance is unsure, Discipline tests required and Disruption and possible Disorder awaits. Ensuing Melee can thwart the enterprise when all this comes together.

It's not what I'm used to but I'm rolling with it at the moment.

I'm not sure I'd say you are forced into square as much as coerced. You can ignore the possibility of a charge and it's true that if it all goes wrong there's no "emergency square" rule.

On the other hand, we do get used to some form of bailing out in many rules. Real Battalion Commanders had to work on experience and a good eye, not how far away the cavalry were and a fixed move distance per turn to know if the time scale would work out.

The rule that allows cavalry to menace infantry by their presence is a nice addition in my view and at the end of the day the alternate card play still allows for a formation change, you just keep your eye on the ball. If the rules were geared to instant destruction of squares by artillery or similar it would be different.

Also don't forget the rules don't favour charges against formed Squares and there are individual Event Cards that particularly reflect this by providing exceptions to the view.

VonBlucher11 Dec 2022 4:55 p.m. PST

the threat of a cavalry charge was to induce the infantry to form square since the horse artillery would move forward with the cavalry on offensive maneuvers to try to break the square. They wouldn't attempt that if the defenders brought up their own cavalry units to protect the squares, by counter charging them. It's a game of chess move and counter moves. I play Battle group also authored by Warwick but might still pick up the rules to read through them, as I currently play GdB & GdA.

Trajanus12 Dec 2022 8:42 a.m. PST

Fair points on the use of cavalry.

I have never played Battlegroup but I've played both GdB and GdA and you will find SoN quite a departure.

Whereas Players in GdB have their actions constrained by the Orders system being specific as to what you can, or can't do, under each standard type of order. Then in GdA you have to work with the limitations placed on you be the number of ADCs available (another variation on the idea of Action Points) to have some Command feel. The Cards in SoN wrap this up in a more cohesive way.

I also used to play Pickets Charge, which had Staff Offices rather than ADC's and from which the concept was drawn for GdA. Somehow adding the complexity of many differing cavalry types , Squares and different Melee possibilities seemed to overwhelm GdA with the amount of added mechanics.

As I mention previously, the game mechanics in SoN are kept simple and the focus is on Command. GdA has by comparison a lot of gameplay detail, charts etc and the Command by feels somewhat bolted on.

Trajanus12 Dec 2022 8:54 a.m. PST

One thing I've forgotten to mention and I have yet to try it out, is that I would think SoN has some strong possibilities for Solo Play.

Cards turning up randomly and being played in alternating fashion. Plus the fact that you get a different hand of Cards each turn and the overall mission is set for you.

All should mean its pretty easy to play each side to the best of your ability, with out temptation to favour side A over side B because you really like the paint job on that Hussar regiment your so proud of!

SFC Retired12 Dec 2022 2:52 p.m. PST

We are going to play our first game of SofN this Saturday (17 Dec) at Waterloo Games in Mechanicsville Va. Thanks for the update.

Escapee Supporting Member of TMP12 Dec 2022 7:56 p.m. PST

Solo play, first thing I look for in Card driven games. These sound pretty interesting, not gimmicky. Thanks for mentioning this.

SFC Retired18 Dec 2022 6:27 p.m. PST

We played our first game…. Probably too big at 1350pts. Had a blast despite making a few errors on the rules. The "fog of war" aspect that the cards provide is amazing. Looking forward to the next game using lessons learned from the first. 😀

Trajanus19 Dec 2022 9:47 a.m. PST

Probably too big at 1350pts

Have to confess I don't have a clue what that translates to in Units! 😀 We have been grabbing a couple of forces and pitching in.

Our last game was three Brigades of three Battalions, two Batteries and a Light cavalry Brigade of two Regiments on each side.

In 28mm, that's seemed enough to be learning with, so far.

Not least because we appear to have been focusing around the initial points of impact. Getting sucked into trying to avoid early disaster rather than taking a broader view.

As that's reinforced by being where the learning is deepest in most rules, I guess we will alter our playing styles as we get more confident.

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