This last weekend I was able to find sometime to have a Napoleonic game. The aim of the game was to test out some changes to the reserve rules.
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Spencer Smith hit the tabletop again. This time its Napoleonic. |
To get some inspiration for the game setup. I searched the command and colours napoleonic website for game maps and came up with a game based upon the battle of Schleiz - 9 October 1806. The tabletop and troop deployments were then setup.
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French move up with reserves represented by the standard (more about that later in the post). |
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The French centre with reserves (again marked with a standard). |
The rules I use are very much in the one-hour wargame style and use D3 dice (D3-1, D3, D3+1) with units eliminated after accumulating more than 6 hits.
In the rules reserves are represented by a standard which is attached to a unit. Up to 3 reserves are allowed in a game which can be anywhere, but typically are positioned on either flank and in the centre.
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Reserves well positioned to support. The removal of the 5 hits seems most likely. |
My initial reserve rule was at the end of a player's turn each reserve was allow to reduce 1 hit from any infantry or skirmish unit within 6 inches forward of a unit representing the reserves. All this approach seemed to do was to slow down the attrition rate on units and also slow the game.
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Reserves can be seen in support of a French attack |
My second attempt at a reserve rule allows players at the end of their turn to reduce all hits from one infantry, grenadier or skirmish unit within 6 inches forward of the unit representing the reserves. This is only allowed once for a reserve unit and the standard removed to indicate reserves are used. The unit with the attached standard still remains in place as a normal unit.
The reason I quite like this approach is it means the timing of reserves is important. Feed them in too early and you don’t get the benefit. For example, sending in the reserves to relieve a unit with 5 hits is much more beneficial than one with just 3 hits. However, leave it too late and the unit may be eliminated.
Alternatively you can throw in the unit with attached reserves (standard) as a shock force to break an enemy line. Commit the Guard! Using reserves on the attached unit itself as and when hits mount. Quite effective when used with a guard unit.
Rather than these rules I suppose I could deploy another unit on the tabletop and have another unit held in reserve. However, this approach does force me to use and deploy reserves.
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A final photo of some artillery units |