Hi Wargamers!
What follows is an article by Phillip Jones, about a brave new set of Rules to cover the Napoleonic period. To me they appear to be a promising step in the right direction for this very colourful and dynamic period. I will be posting a review of these rules in the not-to-distant future, but in the intrim, check out this article by the rules author.
Trailape
It was mentioned in the last issue of "Kriegspiel" that I was writing a new rule set designed to replace WRG as the mainstay for Napoleonic miniature wargaming in Australia. I am pleased to announce that the draft is now in circulation undergoing play testing prior to commercial release. Clubs and individuals all over Australia and New Zealand (ed. note: and the Sinai; don't forget the Sinai!), are participating in this initiative, so I thought I would explain some of the thinking behind this development and introduce the rules to those of you yet to see them.
Over the years those of us who played with WRG were confronted with a system which was a bit like a love/hate relationship. But like a car that was worse for wear, leaked oil, often broke down, but was somewhat comfortable and had fond memories of the back seat, we couldn’t quite bite the bullet and invest in something more up to date. Over time all sorts of amendments and interpretations were developed, endless discussions about the meaning of clauses were held, and alas, lots of arguments over the table- top. The rules also seemed to encourage gamesmanship as opposed to play a game that recreated something of the spirit of the age.
Also, given the lack of communication between gamers, different spins emerged and at competitions like CANCON every year there was a new development. Some of you persevered, and others went to greener pastures, but despite all of this the rules lingered for over 20 years, although the rest of the world had moved on. Other rules like Empire, Shako, Volley and Bayonet, General de Brigade to name a few, emerged, but none really seemed to break the hold of WRG on Horse and Musket gamers in Australia.
So at the beginning of the year, after having yet another discussion on amendments, I thought that perhaps I might simply edit the text and put it into point form and integrate many of the common amendments and interpretations to make it easier to play with. But as I began, I realised that the rot was far too gone and one may as well start from scratch. Thus Élan was born. I also realised though, that being the conservative and opinionated lot that wargamers tend to be, (get three wargamers together and you’ll five opinions on the one issue) that if it were too radical from what is currently used, it would not be adopted. But likewise, it had to offer fresh challenges, be easy to pick up, and incorporate ideas and a playing style that was acceptable to the majority of gamers. A tall order? I thought I may as well try rather than whine and tinker with amendments for another decade.
I have sent some 30 copies of the Draft Edition to clubs in every state in Australia and several in New Zealand (who are, by the way, impressive in their organisation and support) as well selected individuals. Naturally not everyone will want to change the rules they use, nor will they all agree on what is written. But by consulting the collective experience of gamers I can develop a set that answers most of the wishes of players and hopefully create a water tight rule set, not one that requires official errata and endless questions about interpretation. I believe this sort of consultation has been unprecedented, and the feedback I’ve received to date has been well considered, informed and the players have been very generous in their time and effort in responding.
Naturally, not all the ideas that come back can be incorporated- but on the whole the feedback to date has been overwhelmingly positive and the corrections, improvements and refinements required will result in rules we can all play and enjoy using. The Draft Edition was a starting point for discussion and to experiment with different systems and ideas. Some work brilliantly, some don’t, but its not rocket science and thus easy enough to fix.
This is not to say that Élan may evolve, but if it does it will be in the form of additional scenarios or add-ons to cover scenarios for different campaigns, sieges or particular wars.
At present it focuses purely on the Continental Napoleonic Wars, for the sake of simplicity., but wars like the North American campaigns could be introduced for example. The writing style is a plain english, and I am striving to have the text and rules free of ambiguity to remove the potential for misunderstanding between players.
The final cost of the document (some 30 double sided pages plus reference sheets and army lists) will be under $AUS20, and those of you who subscribe to this magazine will receive a discount. It in intended to release the commercial edition later in the year. This will give everyone plenty of time to get used to it before CANCON- where it is hoped to stage a multi-day no holds barred Grande Bataille using the rules (for unlike WRG, Élan lends itself perfectly for large style games due to its Grand Tactical mechanisms). It is designed to be as user-friendly as possible (even has an index) when referencing it during play.
As for the philosophy of design itself, I wanted to have a system that gave historical results, give a wargame the “feel” of the period, rewarded skill and tactical savvy, and was quick to play.
The whole time I was writing the rules I kept historical precedents in mind, could they be reproduced, did the effects of the mechanisms match real-life, and could a player win an action by ability? Also, I kept in mind the style of game most of us like to play….quick into action, fair results, a system that made sense, a game you could play in a few hours.
Troops are rated by quality naturally, and these ratings determine their behaviour and capability. So not only do troops have the capabilities and limitations of their originals, but it gives you a lot more control over your troops in many instances. So if you did everything right, you cavalry won’t rout if you roll a 1! It also enabled me to eliminate most of the Morale Tests, which speeds up play.
Other aspects of the system are a Grand Tactical Phase, which allows for aspects like broad sweeping movement of troops, and Bombardment for the softening up of the enemy. The concept of Initiative allows for the battle to swing back and forth depending on tactical factors and General types; the role of Generals and their rating is highly important to both troop behaviour and capability and the way your Brigades behave. The sequence of play is much more interactive than WRG, resulting in an almost simultaneous play feel.
After the Grand Tactical Phase you move to a Tactical Phase where you move through the steps of Morale, Shooting, Movement, Melee and a Compulsory move phases. The player who has Initiative for that Turn acts first in each phase. So for example the player with Initiative does all his Morale steps, then the other player, then they move onto Shooting with the Initiative player acting first, then the other and so forth. Once all steps are completed and new Turn begins with a new Initiative roll- which is influenced by both General types and also tactical considerations.
This enables players to not constantly be on the back foot, and can swing their fortunes back in favour. It also reflects historically what happened when one side ran out of offensive options, and the other was able to wrestle back control of the battle.
In terms of tactical systems I’ve opted for simplicity to keep the game moving, but have incorporated plenty of tactical factors and considerations in the details. In Melee, for example, the combat system removes the “russian roulette” of hand to hand combat. Essentially there a three stages: Tactical Factors are added up for all the units involved (and not by elements), the quality of the troops involved modifies the score (for all units involved on each side), dice a rolled to introduce the “fog of war” factor and the player with the highest score wins. The type of combat (eg Cavalry vs Infantry) and the difference in scores determines the casualties and if say, the melee is pushed back 50mm or if one of the units runs.
So what the play-testing has borne out is that you can get those swirling cavalry melees, or the tussles that can tipped into victory by the introduction by a squadron or a charge in the flank. In times when you are fighting within an Urban area, a system has been devised which eliminates grounds for arguments about whether troops are within buildings or where the doors are. You also don’t lose your units in one swoop through bad luck…units are progressively weakened. Unless they get a blast of point-blank volley fire !
But if your unit breaks don’t despair, its very easy to rally. Pursuits are based on historical precedent…infantry follow a just little way, and cavalry will only pursuit for several turns if inexperienced or poorly led; otherwise experienced cavalry will rally automatically to retain order and seek the next target.
Artillery fans will love the new capabilities of guns and their crews, firing and moving can now be done that keeps pace with your infantry….just like the real thing, and gunners won’t run away, you can always elect to stand by your guns.
There are lots of aspects I could illustrate, but I wanted to give you a small taste of what to expect. The rules also include troop ratings, and generally you are expected to rate your troops historically. Also included are pull out reference sheets, and the rules are littered with great quotes and illustrations from contemporaries giving both flavour, and also precedent for a rules mechanism. National characteristics, by the way are filtered in such a way that everyone has an even chance, though not completely removed. They come out in troop ratings and in the commanders.
And best of all? You don’t have to rebase! Élan can be used for nearly all types of basing, and 15mm players can also use it by simply halving all the distances.
Élan is synthesis of the experience and ideas of many players, and is not that far removed from what you’ve probably used before, so that its not difficult to change your allegiance! It’s the style of rules in which you do what they did in real life, and the rules provide a mechanism for it, not that you play the rules. New players will find it easy to pick up, and for the grognards, here is a chance to test your skill, as opposed to your luck, and rediscover one of the most colourful and exciting facets of the hobby.
Before I conclude, I want to give credit to Brad Smith, who has collaborated with me on this project on the layout and artwork, he has done a wonderful job and has been indispensable in making this possible. For those who wish to contact me about Élan, please email me at: elan1805@hotmail.com or call me on 0414 78 86 81. I would welcome your comments and ideas to add to the growing wish list of rules ideas !
See you on the Champ du Honneur !
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