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Battle_Commander_Vol_I_Playbook_V12.0_LowRes
Battle_Commander_Vol_I_Playbook_V12.0_LowRes
Battle_Commander_Vol_I_Playbook_V12.0_LowRes
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
• 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.
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 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
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
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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 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.
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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.
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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
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
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
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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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
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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
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
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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
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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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It’s now time to give counselling to your Generals And battle advice to your Colonels
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.
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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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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
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