A year ago I did a fairly major update to the 321 Fast Play Napoleonic Rules rules, that included simplifying the charge procedure to speed play, and balancing units with regard to quality.
A few issues have come up since that time relating to this change in charge procedure, and one more important one. The important issue has resulted in a tweak to reduce the power of artillery charged frontally, and to increase fragility of lines that fail to repel a charge, though charging these targets is still a risky venture. This is a difficult interaction to balance - too difficult and people never attempt it, not difficult enough and it becomes a tactic of choice! Artillery also loses the ability to reposition its firing arc quite rapidly. There are also a number of minor changes to tournament game balance.
As always, rules can be found here:
Below I have listed the changes to rules from version 5.0 to 5.1.
There are also some minor changes to wording in places to improve clarity but not alter meaning.
Changes from Version 5.0 to 5.1 (March 2021)
Page 1 Break Tests: Deleted break tests being caused by lost generals. This seems to be a rule I had carried over by wargaming tradition rather than good evidence, so it is gone. Sam Mustafa notes he can't find any examples of lost Generals causing units to run, despite the high frequency of generals being lost in Napoleonic warfare. This prompted me to reflect on the point and I can't think of any instance of this either, despite Napoleonics being an era where Officers had a higher casualty rate than other ranks (though they did also tend to have better medical care, so were more likely to survive if wounded). Note a lost general still causes his Division to be hesitant in the following turn due to the disruption as he is replaced or recovers, it being assumed that command significant staff loss (perhaps including aides) has a temporay negative effect on command control.
Page 1 Broken Divisions: "A Division that has lost over half of its non-skirmisher units is broken."
Note: Lost skirmishers are ignored when judging breakpoint of a Division. Suffice to say that local players prefer entirely "expendable" skirmish screens as opposed to the General D'Armee style where they influence morale.
Page 2 Movement: "Unlimbered artillery may not change facing by more than 45 degrees."
Note: Even given the timescale of a turn (30-60 minutes),the ability of artillery to reposition it's firing arc, and swing around like a modern point defence weapon and fire (for example against a cavalry breakthrough) has been too great in terms of game effect. This change represents the inherent difficulties of reacting to breakthroughs with a deployed Napoleonic battery (which would also have an extensive train of limbers and caissons behind it).
Page 3 Charges: Deleted this line: "Artillery with infantry within a base width cannot be charged if the infantry can be charged instead."
Note: This rule was introduced about version 3 as many other rules I was testing include something similar, and it seemed reasonable - the idea being that artillery crew use infantry formations as a refuge and return to man the guns. However, General D'Armee deliberately does not have this provision, the author noting that he cannot find good evidence of it being widespread in any sense. The main examples people tend to be familiar with are some anecdotes from Waterloo - but even there this quote raises questions about the frequency of this practice:
"In 1872, some 50 years after the battle, upon the publication of the Duke’s Supplementary Letters and Dispatches, the old wounds reopened and debate raged once again for in the publication appeared a letter from Wellington to the Master General of the Ordnance, Lord Mulgrave, dated 21st December, 1815, in which he wrote ‘that to tell you the truth, I was not very pleased with the Artillery at the battle of Waterloo’. He went on to justify his statement by recounting that the artillery, instead of taking shelter in the squares during the French cavalry charges, ran off the field, taking with them their limbers and ammunition carts, thereby denying his artillery support to engage the cavalry when they retreated. They also fired upon the French artillery which he had expressly forbidden."
Page 3 Retreat: "Chargers whose last target retreats follow 6” to a full move, and may declare a charge against a valid target (see above), or stop 1-2” before contact."
Note: Clarification allowing an advance and force back of enemy skirmishers without having to charge on into other enemy.
Page 4 Melee, Rolling to Hit: "If infantry/artillery charged frontally, or if charging on, reroll one miss, or all misses if a charged infantry line."
Note: The tweak referred to above - artillery getting just one reroll rather than all dice. This is probably the most important change to the core rules in this update. Also units charging on get one reroll to help represent the shock and surprise factor of this event.
Page 4 Melee, Rolling to Disorder: "Infantry: -1 if attacking cavalry, or charging obstacle; -1 if march column"
Note: No -1 for square modifier anymore, but as below squares always break if beaten by infantry now.
Page 4: Losing Melee: "Losing artillery, and squares losing to infantry, always break. If losing but not broken, cavalry losing to cavalry, and infantry unless charging a garrison, must pass a morale test or break. Losing infantry tests at -2 if charged in line, or by cavalry unless in square. Losing squares test at +1 against cavalry and reroll failures."
Note: Squares automatically break if they lose to infantry. Infantry assaulting a town that don't break in the assault itself, just retreat, as it is assumed the garrison will not be in a position to pursue them (this was situation was a bit harsh otherwise). Lines failing to withstand a charge will probably break.
Page 4 Drawn Melee: "Otherwise, or if a second such draw, the charger loses as above, but does not take a morale test."
Note: Slight modification to account for artillery changes above.
Page 4 Winning Melee: "Winning infantry halt if a defending garrison, square or versus cavalry, or otherwise may occupy a vacated opponent’s position, halt, or charge on 6+D6”."
Note: Garrisons or squares that have been charged can't charge on after the enemy(!). An omission corrected.
Page 4 Winning Melee: "When charging on, defender’s reactions are as for a first charge, but they fight melee as if after a draw."
Note: Clarification that lances and obstacles don't help defender in a charging on situation.
Page 5: Cossacks: "Raw Light Cavalry. Cannot charge front of non-skirmishers except Light Cavalry and must retreat 18+D6” from these if charged (see ‘retreat’, page 3), unless enemy will be contacted on two or more facings."
Note: Cossacks can charge or countercharge front of any enemy provided this enemy is also fighting on another facing.
Page 5: Russian Line Infantry Division: Change to add 1-2 Light Infantry, plus Recruit grade option
Note: Better reflects later period organisation.
Page 5: Russian Guard Division: Gains option for 0-2 Veteran Lights
Note: Adds Russian Guard Jager option
Page 5: Recruits: "Count as regular (morale 3) but as raw (morale 2) if half or more of unit bases are disordered."
Note: Simply ties the demoralisation effect to unit size rather than the "after two bases" it was previously.
Page 5 Small Units: "Not counting artillery or Sappers, up to one unit per 500 points may be small (two bases)."
Note: A change to remove the presence of as many small understrength units in tournament games.
Page 6 Battle: "Add +1 for each Light Cavalry Division which contains at least two units which are not small or raw."
Notes: Poor quality light cavalry does not add to pre-battle advantage chance.
Page 6 Battle:
(1-2) Set Battle : Armies arrive too late in the day for battle, and deploy ready for the morning.
Starting with Defender, players select Divisions totaling up to a third of their units to start in reserve.
(3-4) Encounter Battle: Main bodies meet and begin battle, bringing up reinforcements.
Starting with Defender, players select Divisions totaling at least one third of their units to start in reserve.
(5-6) Escalating Battle: Advance guards clash over a vital position and call for reinforcements
Starting with Defender, players select Divisions totaling at least two thirds of their units to start in reserve.
Note: A change to scenario format so it depends on number of units rather than number of Divisions, to prevent too much min-maxing with Division sizes in tournament games.
Page 6 Rain: "During a downpour... cavalry inflicts disorder hits on a roll of 5+ against squares"
Note: A slight boost to cavalry during rain. One of those rules that doesn't tend to get used much.
Page 6 Victory Objectives: "Place one 2” square objective base per 500 points. Starting with the "Defender, players take turns placing objectives within 18” of the opponent’s rear table edge and not within 18” of a short table edge. Turn five and each turn thereafter, if you have a unit within 2” of an objective you placed, at both the start and end of your turn, and no enemy within 2” of it at the end of your turn, you win the game."
Note: Objectives scale to size of game, and you need to hold an objective at the end of your turn, that you were within range of at the start of your turn. Makes taking objectives more feasible in larger games.
Page 6 Attrition Victory:
"You also immediately win the game if one third of total enemy units are lost, excluding lost skirmishers.
Note: Skirmishers are expendable in tournament games, though still count towards army size.
Page 6 Reserves: "...a player may try to activate a reserve Division per 1000 points..." and "Immediately before arrival, enemy units within 12” directly in front of the entry edge area, "
Note: Ties reserve availability to size of game, you get more in larger games. Second point means that troops must be close to entry area rather than the entire table edge.
Page 6 Flank Marches: "...a command test at -3, or -2 if it is a Light Cavalry Division, or -1 if all Cossacks, to arrive."
Note: Cossacks gain bonus to flank marching.
Lastly...
One other rule I toyed with is to make cavalry breakthroughs more deadly, as they are in General d'Armee. My group is hesitant about this, but if anyone wants to try it, I recommend the following "hat trick" style cavalry rule, which makes it possible to run down three units in a turn!
Replace this:
Page 4 Winning Melee: "When charging on, defender’s reactions are as for a first charge, but they fight melee as if after a draw. Units charging on winning melee again may only halt or occupy a position if infantry, or halt or retreat 12” if cavalry."
With this:
Page 4 Winning Melee: "When charging on, defenders stand as a reaction, and fight melee as if after a draw. Units charging on winning melee again halt or occupy a position if infantry, or charge on 12" (once only), halt or retreat 12” if cavalry."