Nappy 20 v2-0 Rules (Pages)
Nappy 20 v2-0 Rules (Pages)
Nappy 20 v2-0 Rules (Pages)
Napoleonic 20
TABLE OF CONTENTS
[0.0] USING THESE RULES ............1 [1.0] INTRODUCTION .....................1 [2.0] GAME EQUIPMENT ...............1 [3.0] SETTING UP THE GAME ........1 [4.0] SEQUENCE OF PLAY..............1 [5.0] RANDOM EVENTS .................2 [6.0] MOVEMENT ...........................2 [7.0] ZONES OF CONTROL .............2 [8.0] THE REACTION PHASE .........3 [9.0] COMBAT ................................3 [10.0] RALLYING .............................6 [11.0] REINFORCEMENTS ...............6 [12.0] ARMY MORALE ....................6 [13.0] PASSING (LULLS)..............7 [14.0] NIGHT TURNS .......................7 [15.0] HOW TO WIN ........................7 [16.0] OPTIONAL RULES .................7
approximately 20 pieces per game. This Standard Rules booklet applies to all games in the series, each of which also has its own Exclusive Rules sheet. Game Scale: Each unit represents a division to a corps of troops (approximately 8,000 - 20,000 men and their equipment). Each space on the map is approximately one-half to one mile across.
Combat Strength is the relative strength of a unit to engage in combat. Movement Allowance is the maximum number of open terrain hexes through which a unit may be moved in a single Movement Phase. Game Charts, Tables, and Tracks: These are found both on the game board and on a separate Player Aid sheet. The Combat Results Table is used to resolve battles. The Morale Track indicates the current number of Morale Points an army has available. The Terrain Effect Chart is used to provide information about the effects of terrain on movement and combat. The Game Turn Record Track indicates the current Game Turn.
[1.0] INTRODUCTION
Napoleonic 20 is a wargame system for recreating operational level campaigns during the Napoleonic Wars using
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General Rule Hexes upon which a unit exerts a Zone of Control are called Controlled Hexes. Units that begin their Movement Phase in an Enemy ZOC cannot move. Units must cease their movement upon entering enemy Zones of Control. All units exert a ZOC at all times, regardless of the current Phase or Player Turn (except during Night Turns, 14.0). The presence of ZOCs is never affected by other units, enemy or friendly. ZOCs extend into all types of terrain except Fortified, Redoubt, and between adjacent Town / Fortified / Redoubt hexes (i.e., in a built-up area). They also extend across all types of hexsides except Major Rivers (even at bridges and fords). Important: units separated by Major River hexes (except at bridges and fords) are not considered adjacent. The ZOC of the French unit in La Haye Saint does not extend into Mont St. Jean (where the British unit is), nor into Hougomont. It does extend out from its town into other adjacent hexes, such as where the Prussian unit is. [7.1] Multiple Zones of Control: Both friendly and enemy units may exert their ZOCs upon the same hex. There is no additional effect if multiple units cast their ZOCs over the same hex. Thus, if a given unit is in an enemy controlled hex, the enemy unit is also in its controlled hex. The two units are equally and mutually affected and locked into each others ZOCs. [7.2] Movement Cost: Units do not pay any additional Movement Points to enter an enemy Zone of Control. Effects on Combat [7.3] Combat Obligation: The phasing player must attack all enemy units which exert ZOCs on friendly units during his Combat Phases. .All friendly units which are in enemy Zones of Control must attack some enemy unit (see 9.1). [7.4] Retreat Effect: Units may retreat into a hex containing an enemy ZOC, but they run the risk of Breaking for each such hex entered (see 9.83). [7.5] Advance After Combat Effect: Units that Advance after Combat may freely enter enemy Zones of Control; enemy Zones of Control never affect advance after combat (see 9.9).
[6.0] MOVEMENT
General Rule During his Movement Phase, the Phasing Player may move as many or as few of his units as he desires. Units may be moved in any direction or combination of directions. Procedure Units are moved one at a time, tracing a path of contiguous hexes. As each unit enters a hex, the unit pays one or more Movement Points from its Movement Allowance to do so. Restrictions and Prohibitions [6.1] Strict Sequence: Movement never takes place out of sequence. A players units may be voluntarily moved only during his own Movement Phase (exception: see The Reaction Phase, 8.0). [6.2] Speed Limit: A unit cannot exceed its Movement Allowance during a friendly Movement Phase, with the exception that a unit may always move 1 hex per friendly Movement Phase (as long as it is not into prohibited terrain or across a prohibited hexside), even if it does not have sufficient Movement Points to pay the entire cost. A unit may expend all, some or none of its Movement Points at that time, but unused Movement Points may not be accumulated from turn to turn, nor transferred to another unit. [6.3] Enemies: A friendly unit may never enter a hex containing an enemy unit.
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expressed as either a positive or negative number (or 0). E. Consult the CRT and use the appropriate Differential Column. F. Roll one die. Cross index the die roll with the Differential Column to determine the result of that battle. G. Apply this Combat Result immediately, including Retreats / Advances after Combat. [9.1] Mandatory Combat: All phasing units in an enemy Zone of Control (ZOC) must attack. All non-phasing units in an attacking units Zone of Control must be attacked. [9.1.1] Attackers Prerogative: The Phasing Player determines which attacking units will attack which defending units, in any combination he desires, as long as all friendly units in an enemy ZOC participate in an attack, and all enemy units in friendly ZOCs are, themselves, attacked. [9.1.2] One Battle per Unit per Combat Phase: No unit may attack more than once per Friendly Combat Phase, and no enemy unit may be attacked more than once per Friendly Combat Phase. [9.2] Declaring All Battles First: The Phasing Player must declare which friendly units will be attacking which adjacent defending units at the beginning of each Combat Phase (to ensure that all adjacent units are attacked according to the Subcases below) before conducting any individual battles. [9.2.1] Multiple Unit and Multi-Hex Battles: If a phasing unit is in the ZOC of more than one enemy unit, it must attack all of those enemy units that are not assigned to battle with some other attacking unit. If you have a lone unit that is adjacent to two enemy units, it must fight them both! [9.2.2] Combining Units in a Battle: Attacking units in two or more hexes may combine their Combat Strengths and conduct a single battle together provided all of the attacking units are adjacent to all of the defending units. Battles may involve any number of attacking or defending units. [9.2.3] Adjacency: For an attack to be resolved as a single battle, all of the attacking units must be adjacent to all of the defending units.
[9.0] COMBAT
General Rule The Phasing Player is termed the attacker and the Non-Phasing Player is the called the defender in a battle (i.e., the resolution of a single attack) regardless of the overall strategic situation. The Phasing Player declares all his battles before conducting any of them. Then, each individual battle is resolved, one at a time, in any order the Phasing Players chooses, by rolling a die and consulting the Combat Results Table to determine its outcome. Procedure Each Battle, follow these Steps in order: A. The Phasing Player designates which of his units will be attacking which adjacent enemy unit(s). B. Total the combat strength of all the attacking units in that battle. The attacker may spend a Morale Point to commit his reserve troops to battle and increase his total by one (+1). C. Total the defense strength of all the defending units that are the target of the attack. Add in the single best terrain effect for defenders location. The defender may spend a Morale Point to commit his reserve troops to the battle and increase his total by one (+1). D. Subtract the total defending strength from the total attacking strength. The result is the Combat Differential,
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defending unit in this battle the indicated number of hexes. The attacker conducts any Advance after Combat (9.9). See Optional Rule 16.5. [9.6.6] DW: Defender Withdraws. All defending units in this battle are retreated one hex (9.8) by the defender. The attacker conducts any Advance after Combat (9.9). [9.6.7] EX: Exchange. First, break all defending units, and then the attacker must break from among his units in that battle an amount of Combat Strength Points at least equal to the defenders Combat Strength total. Use only the printed Combat Strength values on the units, unmodified by terrain, Events, etc. Note that if the defending sides morale was not reduced to 0 (i.e., the attacker won the game, as per 15.0), the attacker may be forced to break units whose strength is greater than the defenders if there is no other alternative i.e., you cant make change. The attacker may also choose to break a stronger unit than necessary if he so desires this might occur if a weaker unit is deemed more valuable to the attacker for some reason. If there are any surviving attacking units, the attacker conducts any Advance after Combat (9.9). [9.6.8] N: Engaged. There is no effect. Neither side breaks any units, retreats or advances as a result of this battle. Broken Units A unit that is Broken through combat is removed from the map, but set aside because it can be Rallied (see 10.0). Routed Units Important: When an Elite Force (i.e., one with a red Combat Strength, as shown here) Routs, subtract two (-2) from the Rout die roll. If the modified result is less than one (<1), the outcome is changed to Withdraws (i.e., a 1-hex retreat and no Rout effects). Retreating After Combat When a combat result requires a players unit(s) to retreat (either by Withdrawal or Rout), the owning player must immediately move each such unit the indicated number of hexes away from the hex it occupied during the battle (i.e., its battle hex). This is called Retreat after Combat. [9.7] No Movement Point Cost: Retreat is not considered normal movement; retreating units pay one Movement Point
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[9.9.4] Enemy ZOCs: Advancing units always ignore enemy Zones of Control. [9.9.5] Advance Limit: As when Retreating, units do not expend Movement Points nor stop for terrain considerations when Advancing after Combat (9.7). However, under no circumstances, may a Cavalry unit advance a number of hexes greater than its Movement Allowance. [9.9.6] Terrain Effects: Units may not Advance after Combat into prohibited hexes (i.e., hexes that they could not enter through normal movement) or across Major Rivers (except across Bridge or Ford hexsides). [9.9.7] Immediacy: Any option to Advance after Combat must be exercised immediately before any other battle is resolved. [9.9.8] Exhaustion: Advancing units may neither attack nor be attacked again during that Combat Phase, even if their advance places them next to enemy units whose battles are yet to be resolved, or who were not involved in a battle. Example: Three French units (the 4-strength Imperial Guard, 2-strength III Corps, and 1-strength IV Cavalry Corps) attack one Prussian unit (the 3-strength I % Corps) which is defending in a Forest hex. The attacker (French) has a total of 7 Strength Points, and the French player declines to spend a Morale Point to increase his strength. The defender (Prussian) has a total of 4 Strength Points (3 for the unit plus 1 for the Forest hex it is defending in), and opts to spend 1 Morale Point to increase his total to 5. Therefore, the Combat Differential is 7 5 = +2. The French player rolls a die. Looking at the Combat Results Table, the French players die roll of ^ is cross-indexed with the +2 Column to yield a result of DR (Defender Routs). This requires roll to determine the Rout distance. A result of @ isnt bad, requiring the unit to retreat only two hexes back toward its Line of Communication (LOC) off to the right and no loss of Morale for Routing more hexes than its Movement Allowance. Unfortunately, the first hex it must retreat through is in an Enemy ZOC (i.e., hazardous), so another die roll must be made to see if the Retreating Prussian unit Breaks (as per 9.83). This time, the die roll is a %, so the Prussian unit
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[12.1.2] Morale Destroyed: If a sides Morale Value ever reaches zero (0), then that side immediately loses the game. If this occurs to both side simultaneously, the game is a draw. [12.2] Committing the Guard: Certain units, often referred to as Guards (i.e., ones with a red Movement Allowance as shown here) were typically held back and committed only at critical times. [12.2.1] Forward: A player must spend a Morale Point to commit a Guard unit (i.e., to move it from a hex that is not previously able to attack an enemy unit into one where it may now do so even when it does not, such as at Night). Exceptions: There is no cost to commit a Guard unit if either side has only 1 Morale Point remaining. This would be the critical moment in a battle when the Guard was expected to join the fray. There is no Morale cost for a Guard unit to Advance After Combat (9.9). At that point, that Guard unit is already assumed to be committed. [12.2.2] Le Garde Recule: If an attacking Guard unit in a battle could not conceivably Advance After Combat (9.9.2), either because it was not victorious or did not survive an EX outcome, that side loses one (-1) Morale Point. That Guard unit does not have to actually advance, it simply must be capable of doing so. This Guard unit morale adjustment is in addition to other morale-adjusting factors.
survives and continues its Retreat along its Retreat Path as shown above. Now the French have to deal with Advance After Combat. First, the French Cavalry unit must advance into the Forest hex. The French player then exercises his option to continue to advance his Cavalry unit along the Retreat Path and takes a second hex (which is where the Retreat Path ends). Next, the French player also exercises his option to advance an Infantry unit into the defenders vacated hex, moving the 2-strength III Corps into the Forest.
[10.0] RALLYING
General Rule At certain times (e.g., Night), a player may attempt to Rally his broken units. Procedure For each Broken unit attempting to Rally, roll one die (applying any appropriate die roll modifiers; note that the decision to spend a Morale Point, 12.0, must be made before rolling the die), consult the Rally Table, and apply the result. Also see the Unit Reduction Optional Rule, 16.6. Placement of Rallied Units Newly Rallied units are placed on empty friendly Line of Communications hexes. If none are available, or you do not desire to place on there at this time, then the unit simply remains Broken; it is possible to try to Rally it again at a later time. (Also see Rule 16.4 for additional Rally locations.)
Points normally according to the Terrain Effects Chart. Units entering along a road pay the road movement cost. [11.2] March Order: When there is more than one reinforcement unit scheduled to appear at the exact same hex during the same Game Turn, they are lined up off map, one behind the other, with the lead unit poised next to the map entry hex itself. To simulate this march order column of troops, each such unit spends one more Movement Point than its predecessor did to enter the map. [11.3] Timing: Reinforcements may arrive at any time during the friendly Movement Phase of the scheduled Game Turn. Once on the map, reinforcements are treated as normal units for all purposes. [11.4] Blocked Entry: Reinforcements may not enter a hex that is, at that moment, occupied by an enemy unit. A reinforcing unit may enter a hex in an enemy ZOC, but must cease movement normally. [11.5] Delaying Arrival: A player may voluntarily delay reinforcements from Game Turn to Game Turn, bringing them into play on some later turn (if at all). This is what a player must do when a reinforcements entry location is blocked by another unit. Whether a reinforcement is brought into play on its scheduled turn or later, it must appear at its scheduled entry location.
[11.0] REINFORCEMENTS
General Rule Players may receive additional units over the course of play. These units are called reinforcements. Reinforcements appear in the owning players Movement Phase on the Game Turn indicated by the setup instruction in that games Exclusive Rules. Procedure A player places his reinforcement units during his friendly Movement Phase next to the colored map edge hexsides indicated in that games Exclusive Rules. Important: The notion of reinforcements being poised directly at the map edge is strictly a concept. Until they enter the map, reinforcements have no effect on play. Off map units have no Zones of Control, may not attack enemy units, etc. [11.1] Initial Movement: Reinforcements are presumed to be poised next to the map. When entering its first hex on the map, a reinforcing unit expends its Movement
The French Guard unit pays 1 Morale Point (MP) to move adjacent to an enemy unit that is across a bridge hexside, setting up a very important attack. It Routs (DR) that enemy unit: The enemy = -1 MP for Routing. That unit then Breaks in a prohibited retreat: France = +1 Morale (for breaking the enemy unit). When Routed units Break, there is no additional MP loss.
Spending Morale Points A player may only ever spend a single Morale Point at a time for these purposes: [12.3] Forced Marching: During your Movement Phase, you may spend a Morale Point to increase the Movement Allowance of all your units by one (+1).
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(16.2), and you wish to prevent that maneuver with a hidden friendly cavalry unit, that hidden friendly cavalry unit is revealed. After all battles are declared during a Combat Phase (i.e., which friendly units are attacking which other, possibly hidden, enemy units), all units involved in combat are revealed. No Advance After Combat occurs when only a hidden Dummy unit is revealed in Battle. (No combat; no advance.) [16.1.2] Reconcealing Units: Face-up units remain revealed until the end of each players Night Turn, at which point all of that players face up-units are turned facedown to begin the new day. [16.1.3] Dummy Units: Each side receives one or more Dummy units in their counter mix. Unless specified, no Dummy units are deployed on the map during setup. One Dummy unit per turn may be placed on the map, if available, with the arrival of any newly Rallied or Reinforcement unit. It is stacked with that unit and one of them must be moved from that hex so that they are not stacked together by the end of their owners Movement Phase (6.9). Dummy units are also placed on the map when units are reconcealed, usually at Night (14.0). When available, they are placed in hexes containing a friendly unit that is not adjacent to an enemy unit. After placement, the owner must immediately relocate one of those two stacked units (real or Dummy) to an adjacent hex that is also not adjacent to an enemy unit. A Dummy moves as a cavalry unit (with a Movement Allowance of 3), but moving them only 2 helps to conceal them among infantry units! The instant a Dummy unit is revealed, it is removed from map (at no Morale cost). It can return during the next opportunity for reconcealment. When declaring battles (9.2), include hidden Dummy units! Their declared battles do fulfill the attackers mandatory combat requirement (9.1). That is, a player can use unrevealed Dummy units in diversionary attacks. When revealing units as per 16.1.1, Dummy units do cause enemy units to be revealed. Think of them as scouts. Until revealed, a Dummy functions in all ways as normal unit and does control the hex it occupies (e.g., an enemy Objective or LoC hex).
[16.7] Unit Breakdown and Buildup General Rule Before it moves during its owners Movement Phase, a large (i.e., having a Combat Strength of 2 or more) infantrytype unit (only; other types are not eligible) can be exchanged for (i.e., broken down into) two Cadre units, if available, at the cost of 1 Morale Point. Conversely, at the end of their owners Movement Phase, two Cadre units may be stacked together and then be exchanged for (i.e., combined into) an eliminated large infantry unit and 1 Morale Point recovered. [16.7.1] Breaking Down: A player must have two available Cadre units in order to break down a large infantry unit. Remove the large infantry-type unit being broken down from the map and place it among your eliminated units (i.e., it cannot be Rallied). Replace it in its hex with two Cadre units. These newly placed Cadre units are free to move and engage in combat this turn. There is a minus one (-1) Morale Point cost to break down a unit thus. If an unrevealed large infantry unit breaks down, one Dummy unit, if available, can also be added to that stack when it is formed. [16.7.2] Combining: Any two Cadre units of the same nationality can end their owners Movement Phase stacked together (an exception to Rule 6.9). When they do so, they are removed from the map and replaced in that hex by their owners weakest eliminated large infantry unit of that same nationality, which is then free to participate in combat that turn. There is a plus one (+1) Morale Point gain when building up a large infantry unit thus. GAME CREDITS Game System Design: Joseph Miranda Documentation and Game System Development: Alan Emrich Art & Graphic Design: John Cooper Playtesting: Mark Beninger, Nick Chartier, Michael DAlesandro, Scott DiBerardino, Joe Donnelly, Patrick Luque, Lance McMillan, Kim Meints, Stephanie Newland, Randall Shaw
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effort to upset that units cohesion and may be pursuing. Conversely, when the attacker routs, he is just being thrown back out of the immediate vicinity of the battle. This system is designed around large scale formations (i.e., Corps level units). You are not seeing individual regiments rout as they might in a more detailed miniatures game. My task was to consider the overall impact of routing at higher scale. Movement Rates The movement rates were deliberately kept low to prevent players from conducting unrealistic outflanking maneuvers. The low rates also show the significance of using roads and forced-marches to enhance maneuverability during the types of campaigns that the Napoleonic 20 system was designed to simulate. Terrain Effects Some players have wondered why the defender gets only the single most advantageous benefit when defending, and not all the benefits that hex might provide. That is, if a unit is in a town and behind a river, shouldnt they receive a cumulative benefit in defense for both terrain types?
Napoleonic 20
Designers Notes
By Joseph Miranda My challenge was to design a realistic, playable game of a major campaign with only 20 units or less on the map. I chose the Waterloo Campaign as my starting point and designed the first game in this series for The Strategist wargaming newsletter back in 1999. This new Victory Point Games edition is a better-tested and refined, graphically enhanced version of what I hoped would become a new classic game system sort of a modern, miniaturized version of the old Avalon Hill Waterloo game from the 1960s. Why Start with Waterloo? The Waterloo Campaign worked nicely for my initial design goals because the number of corps adds up to 18, because of the colorful units, and because of the nature of the campaign. The campaign itself was actually a series of battles fought over a three day period, involving four major actions (Ligny, Quatre Bras, Wavre and Waterloo), so I designed this game system to give the players tactical and operational elements. This type of campaign was perfect for what I wanted to accomplish. Combat Strengths Combat strengths were based on a variety of factors, including manpower, number of artillery pieces, and training. By keeping the values relatively low, the Differential Combat System works particularly well. The variety of combat results and their various effects show the nature of an engagement in battle at this time. Results range anywhere from indecisive to Routing (with the die roll nicely simulating the varying degrees that units might flee before recovering) to Breaking (where a unit is not completely destroyed, but it is ineffective until formally Rallied). Cavalry Given the scale of the game system, there was an issue to portraying cavalry. In Waterloo 20 I gave the French their four cavalry corps and the British get one big cavalry unit. Thus, the British cavalry is more effective as a massed shock force,
but less useful for screening and pursuit, as are the more granular French corps are. The Prussians did not get a cavalry unit because their cavalry formations were intrinsically part of their infantry corps. Admittedly, we could have had a special combined arms rule or something in built it into the Prussian units to show this, but to keep the game simple I just factored the cavalry into the Prussian unit strengths. The idea is that the French get a better balanced force, while the Prussians and British each have their own strengths. Rout Effects People have commented that, because Rout effects are removed at the end of a players turn (i.e., the end of his Combat Phase), that the penalties seem much less severe when an attacking unit routs than it does when a defending unit routs. This is correct and intentional for the following reasons: First, as a principle of game design, performing administrative stuff at the end of a players turn is usually neater, especially in near-introductory level wargames (like the Napoleonic 20 system). Interrupting the flow of a players turn to do housekeeping chores has a bad feel and can make the games Sequence of Play clunky and hard to master. Second, lets consider the matter of simulation realism, and for this well consider the implications of the Optional Rule concerning rout effects. Suppose you suffer a DR result; your unit routs and essentially loses its next Movement (it can only move back toward your LoC) and Combat Phases (suffering greatly reduced strength, but more likely will have routed far away from being in any position to attack whatsoever), all because it will not recover until the end of its owners next Player Turn. Essentially, it is knocked out of action for a single turn (perhaps two if it routed a full six hexes). If you suffer an AR result, your attacking units are pushed back one die rolls distance. Unless you roll a very low rout number, you should not be able to get back into a position to attack for at least another turn. Thus, that attacking unit is effectively out of action during your next Player Turn. The key concept with an AR result is that the attack failed. My design reflects that when a defending is routed it is going to be in worse shape than when an attacking unit routs. This is because when a defender is routed, the attacker is making a deliberate
No. This is a simple design for effect mechanic reflecting to the short range of weapons of this period and ground scale of each hex. Basically, a unit would either defend in one position or another. Thus, a unit might defend at the streams edge or back in the town, but they could not effectively combine both.
Random Events Random events add an element of uncertainty into the campaigns, help tell the story for each one by including events that are very specific to it, and generally increase the friction of war (as von Clausewitz calls it). As students of history know, variables such as these can be decisive when campaigning at this scale. Because of these random events, players must think intuitively about what might happen, carefully consider how and where to allocate their forces, which routes of march to take, and where they want to fight their decisive battles. Its a delicious puzzle that makes for great gaming. Terrain Features Like everything else in this game system, the goal was to keep things simple. The different terrain types are generic enough
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but knew it would be even more work to completely realize this project as a potentially expanding game series. Joe has a lot of clever ideas packed into this game system. His use of Morale Points was inspired, as was brilliant way that he caught the feel of operations at this level of campaigning. It was terrific how many cool decisions a player faced each turn. The random events, however, were too narrow and repetitive, being initially designed as a simple D6 Table. Im a guy who likes a little more story with his game, so I put the random events onto cards, made a few more of them, added a variant unit (Fredericks corps) and ran it by Joe. He loved it and suggested further improvements. Like the great teams of the past (Abbot and Costello, Rock and Roll, Hitler and Mussolini), Designer Joe and Developer Alan hit it off right away, playing to each others strengths as we constantly exchange emails and phone calls to make these games. It was like the old days when I worked on Joes, Crisis 2000 game for GameFix magazine and Joe, myself, and the playtesters were having a great time! So we scrupulously playtested both the Standard and Exclusive game rules, ironing out the kinks in both the game and system. It became fast apparent that players lacked direction on the map, and so Objective Hexes were added to help steer things beyond just the LOC hexes around the map edges. That was a huge addition, especially as I had started working on a proof-ofconcept game design to demonstrate the versatility of the game system: Jena 20. Drawing Blanks Joes original vision for the game was to use twenty 1/2 counters. Unfortunately, the game also needed a Game Turn and Morale markers at the very least, so we upped the size of the counters to 5/8 and made 40 of them. Now we had plenty of room for markers and variant pieces, so we got busy cooking them! Optional Rules and units began to flow ideas that would build onto the games system and not just Waterloo 20. It was the development of the Fog of War rules that took the game to a new level. Joe
Developers Notes
By Alan Emrich Long before Victory Point Games was a glint in my eye, Joe Miranda sent me a computer scan of a dim photocopy of a mimeographed newsletter that looked like it was revived from the wastebasket moments before being thrust into an incinerator. If you tried to give a game a worse presentation, you would have been hard pressed to top my first encounter with Waterloo 20. I glanced at it, wished it were nicer looking and fully developed, and filed it away on my computer where it faded from memory for years Then, along with my students, we started up VPG to make small-format games, and suddenly I needed some example games to publish and thus demonstrate to future classes what we could do together. Finding favors with Jim Dunnigan and Christopher R. Doc Decision Cummins was a start, but my old amigo Joe Miranda wanted to help. Among the games he graciously submitted for consideration, none was this game! Instead, I blew the cobwebs off my dusty memory banks and remembered that I had this old chestnut on my computer somewhere; the search was on!
This is the original black-and-white look of the Waterloo 20 game map. The original counters are shown further on in this article; they were blackand-white too, so I colorized them for you. -AE
Finding it, then rolling my eyes at all the development work there was do, I dove in and started putting together our Victory Point Games edition of Loo 20. Love at First Fight The first playtest kit I produced with my quickie map, NATO symbol adorned units, and nice draft rules taught me that Joe had designed not a mere game, but a true game system. Right from the outset, I was developing two projects: Waterloo 20 the game, and Napoleonic 20 the game engine. I could sense the potential,
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extend to and adjacent city hex. At first blush, these game mechanics might raise eyebrows, but really its all a matter of scale and perspective. By Lance McMillan Remember, these games tend to be corps Unit Values level, with hexes that are 1/2 to a full mile At the very broad-brush scale of the across, and turns that are roughly 4+ hours Napoleonic 20 games, the quality of long. Theres plenty of room in there for a a corps worth of troopers really doesnt squadron or two of cavalry, quite likely make a whole heck of a lot of difference: with horse battery support, to maneuver with perhaps only one or two exceptions and threaten or drive off a foe also (and those based chiefly on raw numbers keeping in mind that many cavalry and not training/experience), theyre all formations had troopers equipped with going to end up rated at 1 strength. carbines and trained in skirmishing tactics. However, there are other issues involved Theres a great anecdote I came across in because of the game system itself. Take for my research for the Smolensk 20 example the notion of elite troops. Thus Expansion Kit, where a far, weve only rated a Between the Event cards single Russian very few select and the rather mercurial cavalryman formations as elite. combat resolution, players in a small During our playtesting of never really know whether wood held Austerlitz 20, the theyre doing as well as they up a French question came up about think they are, yet they still regiment for several hours giving the Austrian heavy maintain the feeling that by taking pot shots at cavalry an elite rating. theyre in control. them! They eventually Now, arguably, they Its almost as if (system had to bring up a battery might warrant elite designer) Joe Miranda has of guns to blow the copse status based on their somehow given the players of trees down to finally training, motivation, the illusion that theyre in take him out so the historical performance, control and know whats regiment could resume its and so forth but in going on, when in fact they advance. Those kinds of dont. Its very similar to what game terms, giving them stories get lost in the I suspect their historical (or any cavalry unit) background with an counterparts would have felt. elite status would create operational level system major problems. Lance McMillan like this, but theyre still A Horse is a Horse? happening just below the radar of the units of maneuver in the game. So, yes, One of the chief in-game effects of elite cavalry can (and did) attack into/out of status is that you subtract two from your towns with considerable determination. rout rolls. If you couple that with the fact that cavalry wont generate a morale loss The artillery units in these unless it rolls over its movement rating (a games are the great grand three), then you end up with the bizarre batteries or artillery parks situation of heavy cavalry being pretty of upwards of 100 guns, and much immune to routing and becoming the the large trains of ammunition wagons that supreme defensive units in the game. supported them. These formations were notoriously slow, unwieldy, and occupied What Im getting at is that the entire large sections of the line when deployed. process of deciding how we rate an individual units in the Napoleonic 20 Our feeling was that while it was certainly series is a very subjective process, feasible to line up the guns in a convenient dependent not just on our historical field or open square and blast away at research, but also heavy influenced by some building or other that was being used discussions among the design team, and by the enemy as a strongpoint for their the results of fairly extensive playtesting. defense, it was much more difficult to maneuver several batteries through an Matters of Scale v. Unit Types unmarked series of narrow streets and Some have commented about the feel of effectively deploy them to counter an having cavalry units attacking into or emergent enemy assault. defending in town hexes, or artillery units Remember, this they cant support certain that can attack into cities, but not support adjacent friendly units issue only applies an adjacent city hexes in defense (Optional in situations where the artillery and Rule 16.3) because its ZOC does not
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