Elessar2590's Grande Armee Project
Napoleon at War: The Basics
Appologies for the Delay but I have a lot of stuff ready to go I just have to remember to update the Project.
Not a Napoleonic song but a Prussian one from half a century earlier back before the Prussians got some style in their uniforms (enough with the silly pom poms). Very interesting line. "Goodbye Lusie, wipe your tears. It's not like every bullet hits. If every bullet hit it's target how would kings get their soldiers then" very logical advice for a mother/wife.
Napoleon at War has a lot of cool little rules but I’ll just describe one core rule that really stands out for me.
There are two states a unit can be in. Engaged or Unengaged. This is a very nice mechanic. Basically a unit is engaged if it’s within 12 Inches of an enemy Cavalry unit, in the firing arc of an unlimbered artillery unit or within 6 Inches of an enemy unit.
To me this answers the constant question of “What do I do with my Cavalry?” Sure you can keep them around menacingly ready to pounce on a fleeing enemy but you’re relying on your opponent to react to you and rather than a secret weapon the Cavalry just become yet another unit to be countered.
Not in Napoleon at War. In NaW you aren’t so much controlling your army as you are generally pushing them in the right direction. Sure, outside of contact all your officers relay your orders to the letter but once they see those lance tips shining in the sunlight and observe artillery creating fire lanes they tend to use their own initiative. Outside of being Engaged you can reform, move and control your units however you like so long as they don’t move further than their movement allowance. Once a unit is engaged they must test to perform an action or be severely limited in their movement options.
So rather than Cavalry just being a sledgehammer that you occasionally get to let off the leash they’re an area denial tool that not only force a player themselves to judge the risks but simulates the commanders on the ground making their own decisions. Artillery does the same thing only with firing arcs. Artillery has a firing arc directly area of itself (most artillery is 3 or 4 bases but the Russians get 6 that they can put together into 12 and 18 man batteries). So careful positioning of both Cavalry and Artillery is essential to your infantry having the edge over your opponent and winning you the battle.
To me this is the single biggest thing that separates NaW from other games of it’s style. It easily encourages the player to use combined arms rather than giving a simple +1 bonus or a reroll. Combining arms doesn’t necessarily benefit you but it does throw a monkey wrench in your opponents plans.
NaW has a lot of other cool rules like Intercepting Cavalry Charges, rolling to save bases based on hits received, skirmishers screening a unit and a “Flames of War” style scenario system with points values and balanced scenarios if you don’t feel like fighting a proper battle.
WiP of a lancer and his horse, Grey Horses for the Cuirassiers and a few Officers.
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