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Sam Mustafa of Quantum Printing writes:

Grande Armee by Sam Mustafa is the newest release from Quantum Printing. A completely new approach to Napoleonics.


Grand Armee

Grande Armée is a totally new approach to grand-tactical Napoleonic wargames. You've never played a game like this before:

No time scale:
Games have variable numbers of turns, each turn has a variable length, and the total length of the game is unpredictable. Players "spend" time in the form of Command Point (CP) chits, representing an army commander trying to exert control over his forces. The structure of the game is governed by random chance and by the choices made by the players.
No figure scale:
Any size figures will work, any number of figures can be mounted on the bases, and no re-basing is required if you already have a different system. (click here for more details on basing system)
Variable Movement:
You only know roughly how fast your units will move each turn. It's variable, based on your level of control of those units, the presence of the enemy, the weather, and the terrain. (Terrain penalties for movement are also unpredictable.) And once your units get in close with the enemy, they may or may not attack, in spite of your wishes.
Does this sound complicated? It isn't; one six-sided die roll takes care of it all, for each unit.
Weather:
Weather is extremely important, not an optional add-on at the end. Visibility is central to the game's command and control system, and ground condition affects everything.
No Written Orders:
Using the CP chits, each player makes decisions about the control of his forces. Those which aren't controlled may or may not behave as he wishes.
Grand Armee in play
Chaos:
You're the army commander. So you can't control things like skirmishing, opportunity charges, evasions, and so on. All these things happen randomly, often in ways you didn't want or expect. If you expend your precious CP chits to micro-manage one portion of your army, control slips in the other parts. You can only do so much at once, and for the rest you hope for the best.
Army Morale and Pursuit:
You have to conserve your cavalry for a pursuit (if you're victorious) or to cover your retreat. Unlike most games, where there's "no tomorrow," Grande Armée has a seamless procedure for campaigns and multi-day battles, so that one battle flows into another, and you have to make historical decisions about whether or not to risk committing your reserves. You might win the battle, but the enemy gets away because of his cavalry screen, or darkness, or bad weather, or....
Scenarios:
Four Complete Scenarios with historical background and "what-ifs." Plus, an integrated Design-Your-Own system for generating scenarios from historical OBs.

The G.A. Website is: sammustafa.com/grandearmee.html