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V12.

0 Playbook Page 1
V12.0 Playbook Page 2

“Read over and over again the campaigns of Alexander, Hannibal, Caesar,
Gustavus, Turenne, Eugene and Frederic. ... This is the only way to become
a great general and master the secrets of the art of war.”
Napoleon
V12.0 Playbook Page 3

TABLE OF CONTENTS

Combat Examples…..……………………………………….4
Full Example of Play.…………………………………..…….8
Scenario Gameplay Tips….……………………………….14
Player Notes…..…………………………………………….16
Historical Notes….…….……………………………….…..19
Designer Notes….….………………………..……….……19
Game Credits / Acknowledgements (to be added)…….21

INTRODUCTION

If you are intent about “kicking the tires” of this game


system without reading all the examples of play and
notes rst, do peruse the scenario gameplay tips of the
Battle you have decided to play: hopefully the smaller
introductory Montebello. This will give you some useful
pointers to begin your adventure into Napoleonic con ict,
and nd a path to your own Legion of Honour!

“When you determine to risk a battle, reserve to yourself


every possible chance of success, more particularly if you
have to deal with an adversary of superior talent, for if
you are beaten, even in the midst of your magazines and
your communications, woe to the vanquished!
Napoleon
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V12.0 Playbook Page 4

COMBAT EXAMPLES It’s now the French turn to


Attack. The Veteran infantry
The Combat system is a bit involved, so let’s start there. in Blasowitz (2CP), is using
“Clash of Wills” (one Shift
An Austrian Infantry (1 CP), with an Artillery in Wing Right). The French losing
Support (1 CP) is ring at a French Infantry Block in one Morale for the Shift.
Clear terrain (0 CP). Attack Odds are 1CP+1CP-0CP =
Column “2”. No Event cards are played. It will Assault the Austrian
Infantry (-2CP) with Cavalry
in 2nd Line Support (-1CP),
and in Cli Terrain (-1CP).
So 2CP - 4CP = -2 Odds.

The adjacent French Infantry cannot do Wing Support, as


they are Shaken; and even if not, it’s adjacent to the
unengaged Lead Enemy Artillery, which cancels Support.

The Coalition player chuckles


and declines to play a Card. He
The card’s Combat Result under the “2” top (Fire) line is must announce rst, as the
a Skull & Bones: The Defender takes one Cohesion hit French player has Initiative. The
(to Shaken status), and choses to lose one Morale. French player winks, and then
The other option is a step loss skill check. plays the “Vive La République!”
card, giving him a second
Combat Shift, either Left or
Right, his choice!

Note that all Horse Head Combat results will also be


redrawn (the secondary instruction on the card).

The draw is at -2 Odds, two Shifts Right, and all Horse


Note that the Austrian Cavalry can’t give 2nd Line Fire
Head results are redrawn. It’ll be a long-shot…
Support, as it’s not Artillery; and neither can the Russian
(Green) Block give Wing Support, as it’s not a Lead
The rst result, including the maxed-out Shifts Right, is a
Block. The adjacent French Cavalry cannot stop the
Horse Head: a new card is thus redrawn. The new draw,
Artillery’s Wing Support, as there is an Attack token in
still with two Shifts, is Bayonets & Burst. None of the
their zone: they are already Engaged.
lead Blocks sport a Burst icon, so both sides must take
a Skill Check.
If the Artillery had been chosen as the Lead Attacker,
then the Austrian Infantry could not give Wing Support,
The French check is drawn rst as they have
because of the adjacent Steady Enemy Block (village of
Initiative, the draw is a Crossed Flags card: as the
Blasowitz) that cancels the support. The Russian Infantry
Army is in Good Morale, the check is a success.
can’t do 2nd Line Support either, as it’s a Fire Attack: only
Artillery can do that type of 2ds Line Fire Support.
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V12.0 Playbook Page 5

The Coalition draws a 3-Flag card. The Skill of the


Austrian blocks is lower (two), so both Blocks miss
the check and take one Cohesion hit each: The
Infantry is Shaken, the Cavalry is Disrupted.

The French did lose two Morale points this Combat


Phase and this is not a kind of punishment that they can
endure forever… If the draw had been a Death Head, the French Event
card would have stopped the Morale loss, too. If the
“Voltigeurs” card had not been played, both sides would
It’s the Coalition turn’s to Attack, or Pass. take a Cohesion Hit, as the French's “Muskets & Shot”
Skirmishers icon doesn’t protect against Artillery re. This
The French Cavalry Blocks are already Engaged, so less is not that bad for the Coalition, as there is a Steady
of a threat (e.g.; They have an Attack token in their Zone). Infantry Block in the Zone that could form Square and
The Russian Infantry could deploy as the Lead Block, and become the Lead Block later in the turn, protecting the
then Assault the Shaken French Infantry (the Steady Disrupted guns against a Cavalry Assault.
Cavalry is too strong). Firing at the Cavalry with Artillery is
a tempting proposition, but the Shaken Infantry is more It’s the French’s turn to Attack again.
dangerous: It’s still able to Fire! Sure, it can’t Assault, but
it’s a Skirmisher too: It can do Fire Attack with little risk.
The French has one Attack token left. The only possible
activation is a Fire Attack by the Shaken Long Infantry
that was just red on (Shaken blocks cannot Assault).
Engaging in a Fire ght with the Artillery is probably not a
good plan, as the enemy will get a Defensive Artillery
Bonus shift left. So…

…Let’s Fire (1CP) at the Shaken Austrian Infantry that got


an “Up Hill” Advantage (-1CP), at +0 Odds. The Draw
gives a Gun Smoke result. Which is quite proper, given
the amount of Firing done this Combat Phase!

The Coalition player decides to Fire with its Artillery (3CP)


at the Shaken Infantry in Clear Terrain (0CP). The 2nd
Line Infantry can’t support, as only Artillery can perform
Support in a Fire Attack. So “3” Odds, not bad! No The Coalition Player passes: the Combat phase is over.
cards are played by the Attacker. The French plays
“Voltigeurs”, a ording extra protection.
All the Attack tokens are removed from the mapboard,
The Coalition player draw gives, at and a new Order cube is pulled out of the cup.
+3, a Muskets & Shot result: both
sides have to take a Cohesion hit.
The French Event card saved the
day, as their Lead Infantry is not “He that makes war without many mistakes has not made
a ected by the Cohesion Hit. The war very long. Napoleon
Austrian Artillery still takes the hit.
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V12.0 Playbook Page 6

Next, a Blue cube is pulled: the French player uses his


Defying the odds, the massed cavalry charge was able to
“Murat” Leader card card to do a Grand Charge Assault.
Disrupt a very strong position. They can now Assault the
He activates two Cavalry to attack an Austrian Artillery
same target a second time, with Murat’s two Shifts still
and a Russian Infantry, no Wing Support and no Red
active. The French could add the “Clash of Wills” bonus,
cube Combat Event cards can be performed, as it’s an
but it would cost another Morale point, so decide it’s not
Event card-initiated Attack, outside of a Combat phase.
worth it, as the Lead Defender is already Disrupted; but if
The Coalition decides not to chance a Skill check to form
they had done so in the rst attack, a “Flag” result would
Square with the infantry (over 40% chance of failure).
have been achieved then: Complete victory!
Note that the rst “Horse-Head result is not redrawn, as
per the card’s secondary instructions, as this applies only
to the end result, after all shifts are applied.

For the second Assault of the Grand Charge, Odds are


now -2, (the Shaken Infantry can’t Support) but with
three shifts now: two for the Leader card, and one for
the Disrupted Lead Defender (as that Lead Block now
has all-around Flanked Zones).

The card’s Combat Result under the “-2” Assault Column


This powerful card gives two
V11.3 Shifts to
is a Black Cross, shifted three combat results to the
Battle Commander Vol I Rulebook Page 24
the charging Cavalry, but everything Right: another Bayonets & Burst, changed to a Burst.
has a cost: their Army will lose two Morale Penalty: If a unit is fully Eliminated, its army loses one Morale.
• Elimination
Morale Points at the end of Combat.
Exception: No Morale loss on a Skull & Bones Fire Combat Result (see the Fire Table).

• Foot Artillery Retreat: Right after a Retreat, if any Attacker Advances in the zone previously occupied by a
Retreating Foot Artillery, that Artillery must pass a Skill Check. If missed, it is Eliminated.

• Horse Artillery Retreat: Right after a Retreat, if a Lead Cavalry Advances in the zone previously occupied by a
The two French Cavalry Blocks (2 CP) Retreating Horse Artillery, that Artillery must pass a Skill Check. If missed, it is Eliminated.
are Assaulting an Artillery (-3 CP) with an
Advance After Combat
Infantry in 2nd Line Support (-1 CP),
in Up Slope terrain (-1 CP). • Assault Combat: If the Target zone was emptied ofmust
The Artillery DefendersRetreat, asthen
after an Assault, it’stheDisrupted
Lead Attacker andand
its takes a
Stacked Supports can move (Advance) into that zone.
Attack Odds are 2CP - 5CP = -3CP. So Column “-2”. Cohesion Hit,
• Must Advance: The Lead Attacking Block must Advance. the Russian Infantry’s hit makes them
• Cannot Advance: Foot Disrupted, but they stand their ground. The Charge is
Artillery and Wing Supports cannot Advance.

• Move Forward! If an Advanceover, is made,so both


follow Cavalry blocks also become Disrupted.
these rules:
• Stacked Support: Stacked Supports may follow the Lead Attacker or not, player’s choice.
The Cavalry Blocks are stood upright (not pictured•here).Formation: Stacking and Facing can be changed after the advance.
• Attack Token: The
When the odds are below the minimum, you stay at the Units: Advancingtoken
• Enemy
in the Attacking zone stays with the Lead Attacker.
Attackers ignore enemy Battle Zones.
lowest odds column. This attack would have little•• Bombardment:
chance If the Lead Artillery Bombards,
Square: If the Lead Attacker is in Square, shift one Left.
Shift one Left.
Terrain Effects Chart Labels Left.
of success, but for the Leader’s card two shifts! • Artillery Toughness: If the Lead Defender is Artillery, shift one
• Disordered Artillery: If the Lead Attacking Artillery is Disordered, shift one Left.
• • Left:
Flanked: If the
The Red Lead Attacker
number up left is is in Zone’s
the a Defender’s
Fire CPFlanked zone,
defence shift one
value. Right.
• • Right:
High The
Density:
BlackIf number
Artillery up
Attacks
right isa the
Zone with two
Assault CPLong Infantry/Cavalry
defence bonus. blocks, shift one Right.

The Result under the drawn card’s “-2” Assault•Column


Maximum Bonus: Maximum Terrain bonus is +3 CP.

is a Horse-Head, it’s shifted two results to the ••Right


Yellow Hex/Circle CP: “Interval” CP between two squares.
Barred Horse: Cavalry gets no Defensive Terrain CP.
because of the “Murat” card: a Bayonets & Burst Result.
• Crossed Horse: No Cavalry Assault/Support and no Defensive Terrain CP.
• Clash of Wills: If this is a Clash of Wills Battle, get one Shift.
• Barred Cannon: Artillery gets no Defensive Terrain CP.
• • Crossed
Bad Morale:
Cannon: If anArtillery
Army iscannot
in Badenter
Morale, the Enemy
or move across. gets one Shift.
• Disciplined Fire: If the Lead Steady Defender is Infantry, Shift one Left.
Since the French Attacking Lead Cavalry sports• •aWhite Burst Meeple:
Infantry
Garrisons can be set-up in that zone.
vs Cavalry: If a Lead Infantry Attacks a Steady Cavalry, shift one Left.*
The French must shiftnow checks for the played Leader card
icon (Representing Elite Cuirassiers), but not the•• •• Impassable:
Flanked : If theCannotLeadbeAttacker
enteredisorinmoved
a Flanked
SkillHQ
zone,
across. one Right.
Flanked
Skill Check:Artillery:
on
But if athe
Block takes the
Lead Defender
Regular Check & Leader
is aafter
loneentering
Fate
FlankedorArtillery,
moving of
shift
across. War
two
Table:
Right.
A Four Flags
defenders, then result is changed to a Burst: both • *But only if Hit:
Cohesion the Block
Defender’s
takesisa not in “Barred/Crossed
Cohesion hit after entering Horse” terrain.
or moving across.
• Arty Cohesion Hit: Artilleryresult, it hashit no
takes a Cohesion e ect,
after entering so the
or moving across.card is discarded normally.
Defenders take a
The French Army now has to lose two Morale Points.
Cohesion Hit! The The Yellow Hex/Circle “Interval” terrain CP, between two hexes, is added to the defending terrain CP.
Artillery becomes
Disrupted, the If the Defending Infantry was not there, the Cavalry could
Infantry is Shaken. advance and try to capture the retreating Artillery.
WithoutTerrain
the Murat bonus, the rst result would be a
Effects Chart
Horse-Head: Both cavalry take a Skill check, the Artillery
is Disrupted, the Infantry forms Square. See next page.
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V12.0 Playbook Page 7

Now, let’s redo the Charge without the “Murat” Leader


Bonus: no Shifts, so the result is straight Horse-Head.

The Artillery takes a Cohesion Hit and the Infantry forms


Square, the French Cavalry must do a Skill check, if
missed they take a Cohesion Hit.

The draw is a Death Head: Both Blocks take a Hit, and Now, let’s suppose that a Red cube is pulled next,
are ipped back to their “Steady” Block orientation. starting a Combat phase, the French have Initiative and
go rst.
For the Second Assault, Odds are -2 (Squares can’t give
Support), with one shift Right because of the Disrupted Their Long Infantry Block with the Skirmish ability can
Lead Artillery Defender. The French player could declare Assault (2 CP) the Square (-1 CP) Up Slope (-1 CP), so
a “Clash of Wills” Battle, as his Lead unit as the higher Column “0”. Or it could Fire (1 CP) at the Square with no
Skill, to get an extra shift Right, but that would cost a modi ers, with the Skirmish advantage (which means it
Morale point, so declines to use this advantage. can re at no risk of an adverse result), so column “1”,
which it does. No “Clash of Wills” is possible since both
Blocks have the same Skill rating.

The card’s Combat Result under the bottom “-2” Assault


Column is a Horse Head, shifted one combat result to
the Right: a Bayonets Result. All Blocks take a Hit.

The card’s Combat Result under the “1” Fire Column is a


lucky Skull & Bones!

The Defender takes a Hit and must lose one Morale point
or one risk losing a Step; he takes the Morale loss.
The Artillery must Retreat as it’s already Disrupted, the
infantry takes a Hit and stays put, in Square. The two
The Block in Square is now completely ipped over (icon
Cavalry also take a Hit and become Disrupted. The
at the bottom), next time it takes a hit it’ll lose the Square
Charge is over, both Cavalry Blocks now become
Formation Cube and will be considered Disrupted. Until
Disrupted; or if they already are, must Withdraw one
that happens a Square Block is still considered “Steady”
Zone, then they are out of the game for a couple of turns,
for all game purposes. Artillery is even more e ective
coming back as Reinforcements, which they’ll do.
against Squares as it gets a “High Density” Shift Right
modi er.
Cavalry can be very strong in the Attack, even at low
odds. But Infantry in Square will be able to repel them for
a very long time, unless some Artillery or Infantry are
close by to engage the Square, which is the case here.
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V12.0 Playbook Page 8

FULL EXAMPLE OF PLAY French Cards Top Row - Coalition Bottom Row

We’ll use the Battle of Montebello as it’s pretty small and


fast-playing. Refer to the Scenario booklet and set it up
on the game table, to better check the ow of play

Initial Card Hand Build

Both players draw three cards to make up their hand.

Normal draw is four, it’s three for this scenario’s rst draw.
The French keeps only cards from his own side, discards
any others, continuing to draw until he has three French
cards, as speci ed in the scenario’s special rules

New Game Turn Phase

The Draw Cup is lled up with these cubes:

Each Player also gets Four Gray Attack Tokens

The Army Commander cards are currently on their Aide-


de-Camp sides: Victor (A2) and O’Reilly (A6). The cards
will be ipped to their front sides when the main army
commanders arrive as Reinforcements

The French player adds Two Blue cubes to its Reserve


Box, as speci ed in the Scenario’s rules. The Austrian
Player adds Four Victory Flag markers, as he has initial
control all his objectives, the French has none.

As told in the scenario’s rules, before drawing cubes, the


French player may perform, for free, one Move order then
one Attack instead of getting his “Initiative” bonus Cube.
Which he does. He moves his HQ to “Up Cliff” terrain to
increase his HQ’s Range by one, but chooses not to use
the free Attack token (as it’s not a Combat phase: event
cards or Ordre Mixte can’t be used, making the Attack too
weak)

Don’t forget that there are no Movement rates in this


game, and no limit to the number of times Blocks can be
activated. Blocks normally move just one zone per move,
and two zones on roads; note that HQs are immune to
terrain Cohesion hits. The French could have activated “We should always go before our enemies with
three adjacent zones instead of two, as an adjacent HQ’s con dence, otherwise our apparent uneasiness inspires
zone is free, but he planned his strategy otherwise them with greater boldness.” Napoleon
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V12.0 Playbook Page 9

Order Cube Draw Phase

1st Cube pull: Red cube, a Combat Phase is done

Since the French Army has the Initiative (Highest Morale),


it Attacks rst. The player decides to be aggressive and
Assaults the hamlet of Verzate. He has two main options:

A. The Infantry could Attack with the Horse Artillery in


Support, but it’ll likely use up these troops too soon
B. The Cavalry could do a perform a Combat Move and
then Assault, supported by the adjacent Horse
Artillery. That’s more like it! With luck, the enemy guns
could be captured if they suffer a Retreat result

French, Combat #1: The Coalition player doesn’t risk the


Skill Check to form Square with the infantry, but he’ll play
an Event card: O’Reilly gives a Shift to the Defender, but
CounterCharge is better in this situation, so let’s use it.

The French plays cards second as he has the Initiative,


but has no “Red cube” card to play.

Because of the “Countercharge” card, the result becomes


a Horse Head: The two Cavalry must take a Skill check.
The French draws an Of cer card: it passes, No Effect
The Coalition draws a 4 Flags card: a Check Failure as
it’s higher than the Block’s 3 Skill rating, a Cohesion hit

The Countercharge was successful in halting the Attack,


at the cost of the Austrian Cavalry being Disrupted

Coalition, Combat #2: It’s the Coalition turn, options are


A. Pass
B. Fire with the Horse Artillery
C. Change Stacking, putting the light Infantry up front;
then do nothing, or Fire/Assault with the Infantry

The Austrian Horse Artillery will Fire. The Cavalry Block is


a tempting target, but it’s already committed (Attack
token in its zone), so it’ll re on the uncommitted French
Horse Artillery instead, even if the chances of a good
outcome are low. As Artillery is less vulnerable to re

The Fire strength is 1CP for the Artillery, the Clear


defensive terrain is worth 0CP. The defender applies one
shift left on column “1” because of Artillery Toughness.
End Result: Muskets & Shot. Both Blocks are Disrupted
“If you had seen one day of war, you would pray to God
that you would never see another.”
The Defenders’ CPs are not computed in a Fire Combat
Napoleon
.

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V12.0 Playbook Page 10

French, Combat #3: Options are French, Combat #1: The French Assaults the Disrupted
Austrian Cavalry, to out ank the enemy line. No Combat
A. Pass Event cards are played
B. Artillery Fire with the Disrupted Artillery at 1CP.
C. Change Stacking, putting the Infantry up front; then Attacker strength is 1CP, Defender is -1CP and Stream
do nothing, or Fire/Assault with the Infantry -1CP. Result on the -1” Assault column = Black Cross!

The Combat is shifted one Right, as the Lead Defender


Assaulting Verzate with the infantry without Support is not is Disrupted (has only Flanked zones).
a good idea: 2CP vs 5CP: Artillery 2CP + Infantry 2nd The nal result is Horse Head.
Line Support 1CP + Stream 1CP + Hamlet 1CP. It would
be an Assault at -2 Odds: very weak, even with the Shift The Austrian Cavalry misses its subsequent Skill Check
Right due to the Disrupted Artillery. and takes a Cohesion Hit, the French Cavalry passes

The French decides to Pass, the Coalition Passes too. French Artillery can’t do Wing Support, as it’s not Steady,
The Combat phase is over; used tokens are discarded. and the adjacent Steady Austrian Infantry UpHill would
cancel that Wing Support anyway
2nd Cube Pull: Blue cube. The French plays possum
and puts the Cube in his Reserve Order Box
The Defending Block is already Disrupted and cannot
3rd Cube Pull: First Black cube. Both players draw take another Cohesion Hit: so it must Retreat one zone,
one card. The French draws card #37 Grosse Cavalerie, move done by the enemy
and the Coalition draws card #21 Grande Charge.

4th Cube Pull: White cube. The Coalition player also


puts the Cube in his Reserve Order Box

Note that both Army Commanders have the “No Reaction


Orders” Negative Ability, but the Reserve cubes can still
be used to Rally Blocks.

5th Cube Pull: White cube. A Move Order is done by


the Coalition player, he activates two Infantry and the HQ.

The Infantry moving UpHills, a dif cult terrain,


so must take a Skill check: Crossed Flags,
it passes, as its Army is in Good Morale

Moving from Verzate to UpHills could not happen if the


French Artillery was Steady: move from the Enemy Battle
Zone to another of the same Block is not possible.
The Coalition player wishes he used his O’Reilly Card

6th Cube Pull: Second Red cube, Combat Phase


Coalition, Combat #2: The Austrians cannot do much,
especially not low-odds Assaults with their Light Infantry.
With no Yellow Rally cube pulled yet, and the troops are So let’s Fire away at the Disrupted French Guns
not in their best state, with many Disrupted Blocks

The Austrian Horse Artillery cannot Support as it’s not


“Generals who save troops for the next day are always Steady, and we don’t want to move it in front. The Light
beaten.” Napoleon Infantry will not have their Skirmish Fire advantage, as
the Target is Artillery
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V12.0 Playbook Page 11

No Combat Event cards are played.

Attacking Strength is 1CP, the Adjacent infantry gives


Wing Support for 1CP, Defender’s Terrain is 0CP.

The one Shift Right caused by the Flanked Disrupted


Artillery Defender is cancelled by the one Shift Left
because of Artillery Toughness.

Only Defensive Terrain counts in a Fire Attack

Result on the “2” Fire Column = Round Shot. One


Cohesion hit! The Horse Artillery is already Disrupted thus
must Retreat; the move is done by the enemy player

French, Combat #3: the French player will try one last
trick. Since his Commander has the Ordre Mixte Ability,
he’ll try an Ordre Mixte Assault against the hamlet with
his Long Infantry Block.

It is computed like an Assault, but allows a Redraw of the


result, same odds and modi ers but using the Fire table

Assault Strength is 2CP, Defender’s Strength is 1CP, plus


2CP for Terrain (Brook + Hamlet); so 2CP vs 3CP odds
This is a critical combat, the Coalition Player uses his
RE-DRAW
O’Reilly card, giving him one shift left

The Disrupted Austrian Artillery cannot do Stack Support

Result on the “-1” Column, with one shift left = Black


Cross, not good! The French redraws the result, using
the Fire table: Smoke, so no effect. You can’t
extrapolate any Shift result out of the table

The O’Reilly card was used for its Event, so has to


make a Fate of War check: 2 Flags, No Effect

Both Players Pass: There is still an Austrian Infantry on


the hill that could Attack, but the player decides not to risk
it as the French still has three cards in hand; he’s playing
for time here, waiting for his main Army to arrive. So he
decides to Pass. The French player Passes too

The French maneuvered their Cavalry as to Out ank the


troops defending in the hamlet: unless these form Square
(all-around defence of the locale) they might have to
defend with a one Shift left penalty
“To have good soldiers, a nation must always be at war.”
Napoleon

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V12.0 Playbook Page 12

7th Cube pull: Yellow cube, a Rally Phase is done. 10th Cube pull: Blue cube. The French player Moves
his Cavalry Block so to better ank the Austrian line
Get Reinforcements: Both sides get new Blocks, each
getting a free Roadway Move Order. The French “Aide de
The Move is allowed as the Disrupted Austrian Cavalry
Camp” card is ipped to its Army Commander (Lannes).
does project a Battle Zone into the French Block zone
Leader card #47 goes in the French player’s card hand

Purchase Reserve orders: The French player has Four


cards, and one unit to Rally, so Discards Napoleon’s Hat,
not useable as Napoleon is not in play, and Coup d’œil,
to put two Blue cubes in his Reserve Box
The Coalition has no cubes in his Reserve to do Rallies,
so discards two cards to get two White cubes .

Two Red cubes have already been pulled out of the cup,
so the cards will be more useful purchasing cubes to rally
than getting more Attack markers

Rally Blocks: Both players take turns Rallying zones,


paying with cubes from their Reserve. French First, as the
Initiative Player does actions rst, but for Combat Cards.
The French succeeds in rallying his Artillery. The
Austrian Horse Artillery Rally succeeds, but the draw
for the Austrian Cavalry is a Death Head: a Miss,
and the Coalition loses one Morale as the Rallying
Cavalry is is adjacent to an Enemy Block 11th Cube pull: Yellow cube, a Rally Phase is done

8th Cube pull: Blue cube. A two-zone Group Move is Purchase Reserve orders: The Coalition player has no
done with the Artillery and the two short infantry Blocks, cubes left in its Reserve to Rally units, so discards his last
and they advance to contact with the enemy. (French) card fort a White cube. The French discards
his Aide de Camp card, to purchase a Blue cube.
They are in Command, as their Commander’s HQ range Rally Blocks: The Austrian Cavalry tries to Rally and
is three (two + one for the height advantage). passes its check: it is now Steady

9th Cube pull: White cube. The Coalition wants to do 12th Cube pull: White cube. The Coalition player
a Roadway Group Move with their newly arrived Blocks. activates two adjacent Zones so to dress-up his line, as
They are out of HQ range so must do a Skill check, using he’s in danger of being surrounded if his Cavalry gives
their HQ Skill value: Three Flags, so a Miss; but they can ground again. The HQ Block moves two zones towards
still move one zone as it’s a Roadway Move his lagging reinforcements. One Infantry Block stays
behind in Verzate as rearguard

Reaction Move: The French player declares a Reaction


Move Order after the Coalition Move order and puts on
his Commander card a Blue Reserve cube, moving an
Infantry to contact with the enemy

Note that the French Cavalry could not move past the
adjacent enemy cavalry, as this move would be from an
Battle Zone to another Battle Zone of the same Enemy.
The Coalition player is seriously thinking about moving The French did one Reaction Move this turn: his
his HQ closer to avoid the activation Skill Checks maximum, equal to his Army Commander’s Skill of two

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V12.0 Playbook Page 13

13th Cube pull: Black cube. Both players draw one End of Turn Gameplay Notes
card. The Coalition draw card #21 En Avant! The French
card #33 Fortune of War This Ends the full example of play.

There was still one Red, one White and one Blue cubes
The Coalition draw is useless for the Event as this is a
in the cup: these will not be played. The French player
French-only card, so it can only be discarded for a cube.
has two unused Blue cubes in his Reserve Box, these
can be kept for next turn (Max = HQ’s Skill value), don’ t
14th Cube pull: Third Black cube, the Turn ends! count against the number of cubes gained and are back
The turn marker is advanced one box, a new turn begins. in the cup during next Game-Turn’s Preparation phase
No “Give Ground” Retreats
The Coalition position is not great: it’ll be a race between
the French and Austrian Reinforcements! As you can see,
The Coalition player will lose remaining cards, as his good maneuvering is often enough to unhinge an enemy
Army Commander has the ”Drop Cards” Negative Ability. position, and the French Commander is more pro cient at
doing all this fancy tactical footwork

Again, note that the Austrian Aide-De-Camp, O’Reilly, has


the Drop Cards + No Reaction Orders negative abilities:
He can’t do Reaction Moves, and must discard all cards
at turn' s end, this reduces his exibility a lot

“Unity of command is essential to the economy of time.


Warfare in the eld is like a siege: by directing all one's
force to a single point a breach might be made, and the
equilibrium of opposition destroyed.”
Napoleon
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V12.0 Playbook Page 14

Scenario Gameplay Tips Battle of Arcole

Gameplay advice to help you budding Armchair Generals. The Austrians don’t have that many troops on the map at
rst, so priority #1 is to delay the enemy long enough for
Battle of Lonato reinforcements to arrive. Then you’ll have to decide if you
go “all in” on the main map, or try some fancy anking
The Austrians will have a eld day at start; and they’d moves. Since you’ll have the drawback of having to
better be quick about it so to prepare their defences defend pretty much everywhere, please don’t let the
before General Bonaparte’s main army appears on the French breach your river line too easily, use your Artillery
eld of battle. You’ll then need to hold the line until to disrupt his advances! This three-day long Battle in
Wurmser’s tired troops arrive, your forces in Lonato will awful weather and terrain will be a gruelling attrition ght
probably get clobbered unless you get your special
reinforcements. Rally your Army as often you can The French have a strong army that can pretty much go
anywhere it wants, the problem is to actually get there
The French are initially at a slight disadvantage, and must crossing that awful terrain! Don’t be complacent with the
defeat the Austrians in detail before their reinforcements mapboard’s side zones: keep a wary eye of any Austrian
arrive; don’t let them settle into good defensive positions! troops there, or plan your own out ank. You’ll probably
Watch out for the Coalition Special Event Troops: these have to spread out, trying to overextend the enemy and
will probably not appear, but if they do… Plan for it! probe for weak points. You have the central position and
Prepare a nice “surprise party” for when Wurmser’s three full days, so if things go awry don’t hesitate to pull
exhausted soldiers march into the map. out and regroup, a luxury the Coalition doesn’t have

Historical outcome: French victory. The Austrians lost Historical outcome: A French very hard-fought victory.
5000 troops and 23 cannon, the French around 2000 The Austrians lost 6200 troops, the French about 4600

Battle of Castiglione Battle of Rivoli

The Austrian initial position is strong, but your troops will The Austrians have to be very aggressive early on, as
probably get hit by a large ank attack so keep some time plays in favour of the French, and most of your
reserves for that eventuality, extra troops will also arrive. exhausted soldiers have low morale. Wintery terrain will
You just have to defend effectively, yet the enemy is very impede Artillery deployment, and many of your troops are
strong so plan for an ghting withdrawal out of the map in on the wrong side of the river. The long ank march on
the middle game: it’s not easy to pull off, you’ll be very your right might be decisive if done quickly enough; if not,
grateful for the “Giving Ground” rule, use it often be prepared for Bonaparte’s counter-attack onslaught.

The French has the superior army, do engage and pin the The French are weak at start and must hold the foe at
enemy so that your out ank maneuver can surround parts bay, waiting for help to arrive. The enemy is badly spread
of his line. It’ll probably not happen, as your foe will take out: try to pin the foe to stop him from coordinating his
measures against it, but he’ll have to use his reserves; troops, your strong cavalry might be decisive despite the
and with luck this may allow a breakthrough right on the terrain. Later in the game, your reinforcements can
main battle-line. Just don’t let those pesky Austrians run pounce the enemy formations one-by-one and push them
away, and go for an Army Demoralization victory if the back. Don’t be shy to trade blood for time
fools decide to stand their ground!
The Coalition has a lot of Blocks, but it’s dif cult to get
them all engaged. The French have better troops and
Historical outcome: French minor victory. The Austrians interior lines of communications. Be imaginative, be bold
lost 3000 troops and 20 guns, the French 1500

Historical outcome: French major victory. The Austrians


“War must be made as intense and awful as possible in lost 3300 troops and 40 cannon, 7000 taken prisoner,
order to make it short, and thus to diminish its horrors. ” with another 6000 bagged the following day. French total
Napoleon losses were 3200 soldiers
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V12.0 Playbook Page 15

Battle of Montebello Scenario Play-Balance

This smallish Meeting Engagement is the ideal learning All the Battles in this Volume were French victories. True,
scenario due to the low Block numbers and the straight the issue of many was in doubt until the very end; still,
forward Tactical position: Smash the enemy Napoleon’s and his troops were superior to most of the
foes they encountered during the two Italian Campaigns
The Austrians have better Artillery, and if it can all be
brought to bear it’ll make life very dif cult for the French. So, the Victory conditions were tailored to alleviate this
But the impetuousness of the Coalition Army Commander fact, to a point: for experienced players, most battles will
might force the player into making too many rash attacks be to some extent pro-French; and it’s often more fun to
command the brave soldiers of the Republic!
The French player must make good use of all his special
tactical perks and troop superiority if he wants to prevail. Thus, it’s recommended that you play the same scenario
twice, switching sides and comparing your achievements
These two Advance Guard forces are pretty solid, so
expect a hard ght. Do you just go for the enemy troops, Also, when playing against a less skilled opponent, I’m a
the Flag Objectives, or perhaps out ank your opponent strong advocate of awarding an additional card draw and/
or an extra cube in the cup at turn’s start
Historical outcome: French hard-fought victory. The
Austrian Army lost 3000 troops and 5000 prisoners, the “There are certain things in war of which the commander
French Army’s losses totalled 3000 alone comprehends the importance. Nothing but his
superior rmness and ability can subdue and surmount all
di culties.”
Battle of Marengo Napoleon

The Austrians must maneuver decisively, advancing their


Blocks as far and fast as you can to avoid getting stuck in
their bridgehead. In this slugging match of a battle, they
should initially prevail. But the Victory Flag garrison
requirements and the very probable loss of their Army
Commander will give them a tough time later in the game,
when the inevitable French counter-attack materializes

The French must hold as long as possible, then will likely


execute a ghting withdrawal. Save some Order cubes for
Army Rallies, use of the “Give Ground” rule is critical.
Prepare for the “Low Ammo” event, as it’ll put a crimp on
your Army. If the situation seems hopeless, your turn ve
Reinforcements, and Desaix, might very well turn the tide!

The Coalition superiority in Artillery and Cavalry means


that both sides must chose their ground carefully, to either
enhance or degrade the strength of that arm

Historical outcome: French hard-fought major victory. The


Austrians lost 6000 troops and 8000 prisoners, the
French lost 4700 soldiers and 900 captured

“I lost the battle at ve o’clock, but won it back at seven!”


Napoleon
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V12.0 Playbook Page 16

Player Notes Resource Management (Continued)

Oh boy, where to start? There are so many variables and 3. Mastery Over Resource
design layers in this deceptively simple-looking game. Now, let's get down to the crux of the matter: managing
High-level resource management perhaps? Yeah, that’s those precious cubes, tokens, and cards. Each resource
the ticket! And let’s do this in a high-spirited way in your arsenal is a thread in the fabric of your strategy,
waiting to be woven into… Victory
Resource Management
• Cubes are your bread and butter, your army's lifeblood.
Superior governance of your many assets is paramount Spend them wisely, as they dictate your command over
to the implementation of a successful battle plan. And it the battle eld. Each cube saved or spent should be a
might just be as easy as 1-2-3 deliberate choice, not a mere reaction

1. The Art of Comman • Attack Tokens must be used astutely, exploiting all the
At the heart of your strategic operations lies your Army combat rules’ nuanced battle advantages that can tilt
Commander. Think of him as an orchestra conductor, the scales subtly but decisively in your favour. These
where each unit is an instrument. Some commanders are advantages are the spices in your culinary masterpiece
virtuosos, capable of leading with barely a glance. Others —without them, the dish is bland; but focus on combat
may need a more detailed score to follow. The key? Deep minutiae too much, and risk is you’ll miss the forest for
understanding their abilities and limitations. A commander the trees
with a low reserve limit or no reaction moves might mean
you need to anticipate the enemy's actions more sharply. • Event Cards introduce the elements of surprise and
Low on cubes? Adapt by being extra judicious with each adaptability. They represent your strategic aces,
decision. Remember, the strength of your forces is but a capable of turning the tide when all seems lost, or
re ection of your leadership solidifying your hold when victory is within grasp; in
doubt, at least use them to purchase cubes & tokens!
2. The Battle eld and Beyon
Next, cast your gaze upon the vast battleground canvas: Combine these elements with a spirit of audacity—dare to
this isn't just about knowing the terrain but feeling it, take calculated risks! And do remember that the path to
understanding how every hill, river, village or forest could triumph is often paved with the stones of bold decisions.
serve your grand design. Dive into the victory conditions
with the eagerness of a scholar uncovering ancient texts: Army Morale
this foreknowledge is of high value! Pair this with an
awareness of your forces' capabilities / limitations, and In the grand tapestry of warfare, the heartbeat of your
you're not just playing the game, you're weaving fate army lies not just in its strategic positioning or the might of
itself. And yes, always have a contingency plan. its weapons, but in the morale of its troops. Maintaining
high spirits within your ranks is akin to nurturing a ame in
The battle eld is as unpredictable as the Canadian tempestuous weather, casting light on the path to victory
weather, so try to think long-term, at least three turns in and keeping the shadows of defeat at bay. Let's explore
advance or more; be aware of your forces capabilities, this essential aspect with the care it deserves, all while
limitations and strengths. Make more than one plan or appreciating the nuanced dance of morale management
operations and try to keep reserves, both in cards, cubes
and steady blocks. Even if the frontline situation looks 1. The Essence of Army Morale
promizing, expect a rude awakening if you’re out of At the core, morale is the wind beneath the wings of your
several of these assets while your foe has a full house: a forces, propelling them forward with initiative and vigour.
sudden collapse of your Army can, and will happen It's a dynamic force, ebbing and owing with the tides of
battle, yet it's imperative to keep this force as buoyant as
possible. The art of conserving reserve cubes for Army
“The First quali cation of a warrior is fortitude under
rally encapsulates the delicate balance of readiness and
fatigue and privation. Courage is only second; hardship,
resource allocation. These cubes are not merely a token
poverty, and want are the best school for a soldier. ”
of strategy but a lifeline, rejuvenating your troops' resolve
Napoleon
and keeping their ghting spirit ignited. On to victory!
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V12.0 Playbook Page 17

Army Morale (Continued) Operational Advice (Continued)

2. The Strategic Duel of Wills 2. The Sanctity of the Battle Lin


The endeavour to boost Assaults through "Clash of Wills" The battle line is the spine of your military posture,
attacks is one of the many battle eld duels. This intricate essential for holding your forces together in the face of
dance demands that you, as the commander, possess a the enemy. Leaving gaps in your line is inviting chaos into
keen eye for the opportune moment. It's about striking your ranks. Picture this as maintaining the integrity of a
with precision when the enemy's guard is down, dam against rising oodwaters; even a small breach can
leveraging these morale points to not only infuse vigour lead to collapse. Reserves are your bulwark, ready to
into your troops but also to seize long-term tactical fortify any weakness and preserve the cohesiveness of
advantages. But each step taken towards boosting your line. When faced with an overwhelming cavalry
attacks with precious morale points should be measured, force, this adaptability becomes crucial, don’t hesitate to
ensuring the cost harmonizes with the grand objective, form squares! Finally, the tactical withdrawal, or "Give
rather than diverting the rhythm of your offensive. Ground" maneuver, is not a sign of defeat but a strategic
repositioning, allowing you to fortify your defences and
3. The Art of Identifying & Exploiting Weaknesse counterattack from a position of strength
The tactical maneuver of targeting and assaulting enemy
vulnerabilities is both a skill and an art. It’s about reading 3. Cohesion: The Fabric of Victor
the battle eld's subtle cues, identifying the chinks in the The sight of a scattered and disorganized force is a
enemy's armour, and channeling your forces' might to harbinger of impending doom. It's a signal to pause,
exploit these ssures. This endeavour is not just an reassess, and regroup. Your resources, though nite, are
aggressive push, but a calculated move to reclaim tools to be wielded with rigour and purpose. Managing
territory and bolster your troops' spirits. Yet, in this pursuit, these resources doesn't merely involve deploying them
a strategic equilibrium must be maintained: the quest for on the eld, but also understanding optimal arrangement
morale should not overshadow the ful llment of key and timing of these assets. Focus is key: by concentrating
victory conditions. It's a balance, a delicate dance on a select few objectives, you create focus in the midst
between advancing and safeguarding, between ambition of chaos. Avoid the allure of diverging paths, for the
and caution. But in doubt, be bold strength of your force lies in its unity of purpose

Operational Advice In the grand narrative of military history, victories lauded


and defeats mourned are often decided not by the size of
Here’s a closer look at the operational advice that can the armies or the weapons wielded, but by the cunning,
shape the outcome the game, painted with the brush of cohesion, and tactical acumen of the commanders.
tactical thoughtfulness and a warm understanding of the As you navigate the complexities of operational strategy,
challenges at hand remember that each decision carves a path through the
chaos of battle. Let your actions be guided by thoughtful
1. The Skill of Combat Maneuverin analysis, tempered with the wisdom of experience, and
In the vast chessboard of warfare, the temptation to carried out with the conviction that, in the art of war,
stretch your forces far and wide may seem appealing, yet balance and patience are just as powerful as courage and
it's a siren's call that can lead to unforeseen might. Ah yes, and know your rulebook
vulnerabilities. Think of your units as precious strands of
thread in a loom; overstretched, they lose their strength
and purpose. Instead, entice your adversary into
overcommitment, using surprise and agility as your allies.
Employ cavalry with the nesse of a maestro, allowing
their combat mobility to sow seeds of uncertainty in the
enemy's ranks, and their shock to create dynamic shifts
on the battle eld. Use artillery as the re furnace that
soften the enemy for the nal beating by your infantry

“It is easier to brave and threaten, than to conquer an


enemy.” Napoleon
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V12.0 Playbook Page 18

Understanding your Troops The Art of Combat

It’s now time to give counselling to your Generals And battle advice to your Colonels

1. Artillery: The Backbone of Power 1. Fire Combat: The Calculated Gambit


Let’s initiate our discourse with artillery, often perceived Fire combat represents the quintessential low-risk
as the cornerstone of an Army’s tactical might. In the strategy, perfect for probing defences or weakening a
early stages of the Napoleonic era, though it was not as formidable foe without committing entirely. It allows for
numerous, its importance cannot be overstated. engaging from a position of relative safety, leveraging
It’s a true force multiplier in defence and re combat, terrain and skirmishers effectively. The concept of a
articulating your army's backbone. Yet, it is imperative to "Grand Battery" drives home the utility of massed res,
remember its Achilles' heel - vulnerability to anking and capable of breaching even the most stalwart defences
retreat. The maneuverability of Horse Artillery adds yet
another layer, making it indispensable in mobile assaults. 2. Assault Combat: The Bold Stroke
When correctly supported, and potentially under the In contrast, assault combat is the arena for those daring
guidance of an "Artillery Expert," these units transform enough to seize destiny by the throat. This method is your
into unparalleled instruments of war. Their mantra: when hammer to the anvil, where advantage and momentum
uncertainty clouds your mind, let the cannons roar can yield decisive results affecting all entities in the
contested zone. It is a testament to the theory that fortune
2. Cavalry: The Swift Sword favours the bold, especially against a disordered enemy,
Cavalry, when in numbers and with its speed advantage, or using “Massed Column” and “Grand Charges” attacks
holds a special place in the line of battle; however, the
mountainous terrains of Northern Italy remind us of the 3. Embracing the Flow of Battle
many natural constraints against vast horse formations. Finally, the vast array of card events and combat tables
Valued for its ability to enforce pressure and quick introduces an element of unpredictability that mirrors the
assaults rather than prolonged engagements, it shines as fog and friction of war. Attempting to mathematically
a tactical reserve, being especially effective in “Grand decipher every possible outcome is a fool's errand.
Changes” and skirmishing. When employed skillfully at Instead, embracing intuition and experience becomes the
crucial junctures, they embody the decisive strike. beacon that will guide you through these tumultuous
Their slogan: be as the wind, unpredictable and swift armed confrontations

3. Infantry: The Stalwart Force One thing of note is that Combat Shifts are very effective,
Infantry, the dominant arm of any army, combines mass, as each doesn’t shift one column, but shift to the next
exibility, and endurance. These numerous units hold the Combat result: this is especially telling for Fire Combat.
line, and are capable of both assault and re combat.
Their broad shoulders will bear the weight of any In conclusion, the interplay of unit types and combat
sustained engagement, making them indispensable for strategies forms a complex yet captivating tapestry of
controlling key objectives. Supported adequately by decision-making. As you gather insight from these
cavalry and artillery, they form an indomitable force. principles, let them not only help your tactics, but also let
In moments of doubt, let their steadfastness guide your them be a reminder of the depth and nuances found in
strategy. Their motto: Fix Bayonets! the Napoleonic art of war.

“Revolutions are good times for soldiers of talent and


courage.” Napoleon
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V12.0 Playbook Page 19

HISTORICAL NOTES DESIGNER NOTES

It’s certainly not my intention here to deliver a full- edged After spending many years covering WW2 Campaigns,
thesis on the Napoleonic military period, but I’ll try to give I decided to tackle my all-time favourite military period:
you a rough take on what it was all about. Note that each the Napoleonic Wars. As with my previous works, the
Battle Scenario has some extra historical details and I spark was a mild disappointment with most other designs
dearly hope that this game series goad you into reading covering this captivating epoch. I created a new-fangled
many of the excellent books published about this grand-tactical system to showcase my own “grognard”
fascinating historical topic take of how such momentous military engagements
should be represented on your gaming table, putting
Napoleonic battle tactics were developed and perfected emphasis on dynamic gameplay and historical pageantry.
by during the late 18th and early 19th centuries. They I hope you’ll enjoy the rst Volume of this new series and
were based on the principles of speed, mobility, and clamour for more: I’ll readily answer the call
concentration of force, and were designed to allow a
smaller force to defeat a larger one through superior It’s All About Looks
organization and coordination
The First step was to create the game’s components with
The main element was the use of the column and line a distinctive “period feel”, using painted-on wood blocks,
formations. The column was a dense formation of troops a new map grid system effortlessly managing historical
that was used to quickly move through dif cult terrain or formation intervals, and stylish graphics: the package
to break through enemy lines. The line formation, on the harks back to the 19th century “Kriegspiel” wargames’
other hand, was used to form a wall of re, where a long appearance, mimicking a contemporary Napoleonic battle
line of soldiers would simultaneously re at the enemy maps’ look, instead of a pure hex & counter affair more
attuned to modern-era operational con icts.
Another key component was the use of cavalry: French
cavalry formations were amongst the best in Europe, not It’s All About Focus
man-to-man but in the massed controlled way they were
used to disrupt enemy formations and to pursue and rout Second step was to build a simulation engine that depicts
eeing troops. Bonaparte, an Artilleryman by trade, the correct historical battle dynamics in a way to make the
emphasized the importance of that arm, which was used gameplay as effortless as possible for the gamers.
to soften up enemy positions and to create gaps in their Block count was kept low, with about the same number of
lines; he also relied heavily on good communication and maneuver elements as in chess; combat resolution
coordination among troops. To achieve this, Napoleon computations are sparse and mechanics kept simple: this
introduced the corps system, which divided the army into allows players to focus on strategy, not wasting precious
smaller units that could move and act independently, but match time working as glori ed accountants. Emphasis is
were still under the overall command of the army's leader put on the army commanders’ decision points, planning,
battle eld maneuvering, resource management, morale
Napoleonic tactics were highly effective and led to a and skill. You play the game, it does not play you!
string of victories for the French army in the early 19th
century. However, they were eventually countered years
It’s All About Action
later by new military technology, such as repeating ri es
and explosive shells, which rendered the old column and
Third step was to have it all tailored to work in a dynamic,
line formations obsolete
brisk and interactive manner. For this I chose a cube-pull
activation mechanic that trigger all game happenstances:
In conclusion, these battle tactics were characterized by
movement, combat, rally, card draws, turn end, etc. This
their speed, surprise, exibility, and combined arms
lowers play downtime to naught: you won’t wait unduly
approach. They were designed to exploit weaknesses in
before being able to do interesting actions, as it’s all very
the enemy's position while protecting the strength of the
granular. The luck of the draw will add a good dose of
army. While highly successful, they were not without their
realistic gameplay chaos, and makes the game very
weaknesses, particularly the reliance on a centralized
solitaire-friendly; with the card events adding another
command structure. Nonetheless, Napoleon's tactics
layer of drama and possibilities: this is not a “ at” game!
remain a key part of military history and continue to be
studied and analyzed today, and of course wargamed!
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V12.0 Playbook Page 20

It’s All About Simulation It’s All About Work (Continued)

Fourth Step was to deliver an accurate yet manageable The casualties rates in most of these battles were quite
con ict model. For this purpose no dice were used, as the an eye-opener too, being generally around 20% of a
card deck allows for a seamless integration of dozens of force, major units generally staying “in the eld” until the
different combat result tables, making for a very re ned army “breaks”. The card-managed combat system, tested
probability system that avoids convoluted computations. many thousands of times, gives a surprisingly good
The degradation of the Armies’ ghting abilities demand rendition of weapons’ effects over the course of a Battle
no roster sheets, casualty markers, or the elimination of
scores of counters. Like the real thing, most units will at It’s All About the Future
rst keep their cohesion, engaging reserves to keep battle
lines manned, until their army’s morale starts to If well-received, I plan to continue the series until the
disintegrate; but on occasion catastrophic losses can and majority of the appealing Napoleonic engagements are
will happen. The game board will look pretty much like a covered, putting emphasis on battles fought by Napoléon
Napoleonic battle map; when things go bad, you’ll literally Bonaparte. Most will be done in chronological order, but I
feel the enemy pressure, your Army slowly falling apart… might “time travel” now and then, for example covering
All this simulated in an easy to play format the Waterloo campaign before the end of the series.

But let’s talk about combat: there are two main types of Speaking of series, the game engine was purposefully
Attacks, Assault and Fire. As told in the rules, Assault also designed to cover other “Black Powder” periods, like the
represent close-range re, and more importantly a very Seven-Years War, American Civil War, and even some
aggressive battle stance meant to push the enemy out of Thirty-Years War battles: as long as you, the customer,
its positions and break his will to ght; while Fire is a want them, Sounds of Drums will deliver
more stolid strategy, aimed at wearing down the
opposition with low risk for the attackers. Carl Paradi
Québec, Canada
It’s All About Fun!

Fifth and last step was to make the darn thing a fun,
carousing experience. You have to prepare for chaos, and
chaos will happen all right! The great variety of event
cards, hassle-free mechanics, friction tables, fast
movement and dynamic combat mean that you’ll rarely
experience boring play downtimes. I design games that I
want to play, and play often: this series is no exception;
it’s a game-player affair, but without compromising history

It’s All About Work

I laboured intently for many, many years so to make the


game your hold in your hands as realistic as possible
without burdening the participants with complex and time-
consuming mechanics. Scores of Battles were studied,
some were even gamed using my Napoleonic miniatures
house rules to validate the order and combat engines

This led to some interesting discoveries, like the fact that


most units engaged in battle often stayed immobile for
extended periods of time, waiting for orders. This allowed
me to simplify the movement rules without any adverse
simulation results. Armies will have their own inertia, and
once committed, it’ll be dif cult to change the course of
action, so ponder your battle plan carefully!
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