“The moral is to the physical as three to one” - Napoleon Bonaparte
(Artwork by Mitchell Nolte)
Leipzig 1/100th Scale Modified rules for March 2024
Slightly modified rules for a big Leipzig refight we are doing in a couple of days, posted here for my local wargaming mates:
Leipzig Quickref and force list
Slightly modified rules for a big Leipzig refight we are doing in a couple of days, posted here for my local wargaming mates:
Leipzig Quickref and force list
Update March 2023
Over the past year, our group has tested and shifted to a variation of the below 321 rules, which makes use of a shoot-move-melee rather than move-shoot-melee turn sequence, plus a number of other changes to speed up play even further, reducing numbers of dice rolls required and only requiring the player whose turn it is to be doing anything (enabling use of timers or chess clocks). A copy of the rules can be found here, and a quickref here. The purpose of these rules is to allow completion of large club games in a reasonable timeframe, with several in the planning stages now we are out of the pandemic.
Otherwise, all the comments about design philosophy and many of the functions below still apply to this set of rules, despite the change to turn sequence and other tweaks. Therefore I will leave those comments below in addition to the previous ruleset for any who are still using this.
Download this new version here:
(Note: When file opens, click "File" on top left, then "Make a copy", and you will have a version you can edit)
Here is a quick primer and overview of the rules mechanics that you can watch on You Tube.
Please note this video was done very quickly for players before a big game recently, and I will endeavour to replace with a better quality one at some point!
Please note this video was done very quickly for players before a big game recently, and I will endeavour to replace with a better quality one at some point!
Introduction to 321 Rules 2022
Perhaps the last thing the world needs is yet another set of Napoleonic wargame rules... there are already hundreds out there after all! But many wargamers like to tinker and share ideas, hence this post.
I enjoy playing different rules, but I do place a high value on simplicity - meaning if a similar result can be achieved more simply I'm in favour of it. What is consciously left out of a ruleset can be just as important as what is included, and if something can be said or effected with less words then then that is preferable. With this in mind, I put together the following brief ruleset.
The aim has been to reduce rule mechanisms and non-figure gaming materials (tokens etc which I find unsightly and a bother) to a minimum of complexity needed to create the character of Napoleonic Warfare. This is so very large scale battles can be completed in a day of play, while still using low level units like battalions. A goal is also that new players (and especially more casual players) can just have ALL the rules for free, and that these are as brief as the quick reference sheets from other rulesets at just four pages in length. Of course judgement about what counts as sufficient detail to 'create the character of Napoleonic Warfare' is very subjective, but the notes below should at least give an idea of the design philosophy and mechanics for any interested.
The aim has been to reduce rule mechanisms and non-figure gaming materials (tokens etc which I find unsightly and a bother) to a minimum of complexity needed to create the character of Napoleonic Warfare. This is so very large scale battles can be completed in a day of play, while still using low level units like battalions. A goal is also that new players (and especially more casual players) can just have ALL the rules for free, and that these are as brief as the quick reference sheets from other rulesets at just four pages in length. Of course judgement about what counts as sufficient detail to 'create the character of Napoleonic Warfare' is very subjective, but the notes below should at least give an idea of the design philosophy and mechanics for any interested.
'321' in the title refers to the primacy of psychology highlighted by Napoleon's quote above and the relative worth of units in game (veteran versus regular versus raw). It also references the design principle that these rules should be as easy as 'A-B-C' or '1-2-3'. It might also reference the mechanic whereby standard units can take three disorder hits but are removed if they take more...
Download the Rules here (as PDF):
321 - Fast Play Napoleonic Rules (v5.1 - PDF)
Download the Army List Creator here:
321 Army List Creator (v5 Google Sheet)
(Note: When file opens, click "File" on top left, then "Make a copy", and you will have a version you can edit)
321 - Fast Play Napoleonic Rules (v5.1 - PDF)
Download the Army List Creator here:
321 Army List Creator (v5 Google Sheet)
(Note: When file opens, click "File" on top left, then "Make a copy", and you will have a version you can edit)
Version Updates:
September 2021 - Update from Version 5.0 to 5.1. See here for record of changes.
August 2020 - Update from Version 4.4 to 5.0. See here for record of changes.
- Only 4 pages of rules, plus 2 optional pages of army lists, special rules, and scenarios.
- Key unit characteristic is morale - used for shooting, melee and resilience.
- Traditional I go you go system with four phase turn of Command, Move, Shoot, Melee.
- Basic unit is campaign strength regiment, or battalion/squadrons,
- No counters or casualty markers needed on the table, nor off table record keeping. Position of unit bases and generals keeps track of unit and command status, though if desired tokens could be used to track hits instead.
- Whatever base size and unit size you have will work. For 28mm I use 1" = 25-50 yards. For 15mm I would probably halve distances for everything.
- Time scale - one turn assumed to be 30 minutes to an hour.
- Uses normal six sided dice, eight per side is a good number, though most rolls are 4-5 dice.
Character of a Napoleonic Battle?
The rules aim to create the general character of Napoleonic battle as described by Clausewitz (On War, Book IV, Chapter II):
"What do we do now usually in a great battle? We place ourselves quietly in great masses arranged contiguous to and behind one another. We deploy relatively only a small portion of the whole, and let it wring itself out in a fire-combat which lasts for several hours, only interrupted now and again... by separate small shocks from charges with the bayonet and cavalry attacks. When this line has gradually exhausted part of its warlike ardour in this manner and there remains nothing more than the cinders, it is withdrawn and replaced by another."
I.e. a large Napoleonic battle should see massed multiple lines, engaging and then being withdrawn and replaced when they become too brittle (casualties, fatigue, stress and panic, fouled muskets, lack of ammunition etc). If attrition exceeded ability to replace the lines, then sometimes Napoleonic battles led to catastrophic routs, but also quite commonly:
"In this manner the battle... burns slowly away like wet powder, and if the veil of night commands it to stop... then an account is taken by each side... out of which there springs the resolution to quit the field or to renew the combat on the morrow."
In absence of otherwise specified victory conditions then breaking one third of the enemy force is taken to be an arbitrary but significant impact, likely to cause the enemy to retreat and allow proclamation of victory (i.e. suitable victory condition for a points based pickup game).
Design Notes
- Morale is the basic mechanic used for combat. Morale ranges from 2 being Raw, 3 Regular, 4 Veteran, and 5 Elite. Each base rolls a six sided die to shoot or melee attack, and must roll EQUAL or LOWER than their own morale to hit the enemy. They must then usually roll a 4+ to disorder the enemy. These chances are modified according to circumstance as may be expected, e.g. a square is highly resistant to cavalry but more vulnerable to artillery, and so on. Units BREAK and are removed when the number of disorder hits equals their number of bases. Standard units have four bases.
- Movement is very unrestricted compared to many rules sets (though see rule options below), for simplicity and on the assumption that given time scale there is ample time for interpenetration by passage of lines or spaces between deployed formations, and any needed reforming. The two main exceptions are that units close to the front of an enemy cannot just sidestep however they want, and nor can units charge through close order friendly units as this would allow units to be used as 'bullet shields' in unhistorical fashion.
- Shooting ranges are calculated to allow for a tactical threat zone, given the high movement and charge ranges involved in the game. Restricting shooting to just one base width (similar to Lasalle) assumes most troops fired at whatever was in front of them in the fog of war, and restricts unhistorical gaminess and time consuming micromanagement of target selection. There is also no traversing fire (as exists in Blackpowder for example) because movement is more restricted than that ruleset and fire impact in a turn greater.
- Charge declarations, defender reactions and moves to contact are resolved one by one for simplicity, and so that movement of initial chargers may open passage for further charges and mass attack actions in the same turn. The one exception is cavalry opportunity charges, where some limited declaration of attacker charges in advance of the one by one sequence is required in order to prevent such opportunity charges.
- Infantry 'melee' in the open is assumed to usually involve close range fire and threat and one side breaking before actual hand to hand combat. Other melee is more likely to involve hand to hand combat.
- Built up areas offer considerable protection from shooting, but limit effectiveness of fire from the garrison. They offer more limited protection from melee and are likely to change hands frequently if contested in this way. Strongpoints like fortified manors are more resistant to assault.
- Cascading catastrophic routs can happen, especially as Brigades become increasingly disordered. Breaking units or lost Generals cause Break Tests for units in the same Brigade.
- Breaking can represent rout, excessive fatigue or casualties, weapon fouling, lack of ammunition or resupply, orderly withdrawal from the field, or any other circumstance in which a unit is rendered combat ineffective for the remainder of the battle.
- As is stated above, the basic unit is a regiment. The basic combat grouping under each general is called a Division. A 'Division' may instead be taken to represent a Brigade if each unit is taken to be representing a battalion. On campaign many units were understrength.
- Cavalry bases could be 50% larger than infantry bases, or break point can be less than the number of bases in the unit. I've been using standard cavalry units of six 5cm square bases because it looks better to have more figures, but treat them as if they have four bases, i.e. they still break when they receive more than three disorder hits.
- By way of game time comparison, I find these rules play faster than Blackpowder, Lasalle, or General d'Armee, but slower than for example Morale Napoleon (regiment is basic unit and very brutal combat resolution) and probably Blucher (Brigade is basic unit). If playing some scenarios (e.g Michael Hopper Scenario books), then reducing turn number and reinforcement times to three quarters may be advisable.
- In terms of similarities to other rule sets - fire arcs and unit damage are similar to Lasalle. Rallying and freedom of movement (though not the multiple moves) are similar to Blackpowder. Command and skirmishers are similar to General d'Armee.
Rule Options
- Interpenetration Disorder: The earliest versions of the rules had close formations passing through each other taking a disorder hit if they failed a morale test. I culled this rule for simplicity and speed as I did with others I thought were unnecessary. This rule worked ok though so if you prefer more friction from such maneuvers this is an option.
- Overhead Fire: My understanding is that firing artillery on hills over friends happened but was rare as troops understandably hated having inaccurate blackpowder fire blasting over their heads. I would suggest permitting it over enemy but not over friends, except in specific historical scenarios where it happened like the Siege of San Sebastián. If you do allow it over friends, I would suggest the enemy must be further from the friends than the friends are from the firing artillery (i.e. there enough dead ground). A chance for disordering your own friendly unit(s), e.g. make morale test at rating +2 or take a disorder hit if fired over, might also be a good idea to dissuade more casual use of such fire.
- Enfilade fire: Whether a bonus for enfilade (flanking) fire should be given or not is another point of variance among rule writers, depending on their reading of history. It's generally accepted that an ideal flanking shot could do a lot of damage (e.g. into a line), but it is also argued that this is counterbalanced by the greater challenge of targeting a narrow and traversing target, and the limited time this would be available as compared to the time of a turn of 30-60 minutes. There is no bonus for enfilade in these rules, but if you want to include it I would recommend that position of the firer needs to be the same as that needed for a flank charge (page 3), and if so the target is treated as a massed target (i.e. disordered on 3+).
- Support Factors: Many rules have 'support factors' that give bonuses for units that have friends to flank and rear. As for enfilade fire this is another point of variance among rule writers. I have been persuaded that they are largely unnecessary on the basis that a lack of flank support means you expose yourself to concentration of fire and/or devastating flank attack. Similarly a lack of reserves means that if your line is broken, you will have exposed the vulnerable flanks of units to either side of this breakthrough.
- Uphill bonus: There is no combat bonus for being uphill, with the exception that enemies attacking up or down a steep slope towards defenders on the other side, should treat this as attacking across rough ground and an obstacle. Steep slopes should be defined as such before the game and are assumed to be gentle otherwise.
- Early Austrian/Russian/Prussian Inflexibility: Suggested options to represent the lack of tactical flexibility of these armies include (1) veteran units cannot change formation and move more than half distance, same as regular units, (2) all units in a brigade must be in the same formation. But more simply (or in addition), just giving lower command ratings for many commanders will help slow them down considerably, and this is what I tend to do for historical refights.
- Incompetent Army Commanders: Yes the intention of the rules is that they cannot help Brigade units or Generals in any way. They may still be quite busy, with a gourmet feast, their mistress, or having more brandy to steady their nerves...
- Army Lists and Scenarios: There are many army list and scenario ideas available on other websites, and commercially available rulesets and books. See the links on this page. However the 321 rules also include optional army lists and scenarios for points based pick-up or tournament style games. The included army lists are focused towards later Empire era organisations, but are largely flexible enough to account for earlier organisations also.
Concluding Comments...
Thank you for reading. Please feel free to comment and critique - I won't be offended. :)
Also feel free to share and modify non-commercially, provided source is acknowledged.
Also feel free to share and modify non-commercially, provided source is acknowledged.
321 - Fastplay Napoleonic Rules by Mark Ottley is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
We have started playing 321 rules and like them. Still trying to get used to the concepts.
ReplyDeleteI noticed that you keep updating them. That's great, but would it be possible to list the changes when you do update them?
Much appreciated.
cheers
Many thanks for the feedback. Good idea and will add a changelog page to this site shortly, so anyone using them can keep track of changes. They have been in quite an experimental format with various tweaks to try out ideas from other rulesets, while aiming to avoid over-complication or things that slow down the action, and keeping them to the 4 pages. Also feel free to e-mail me at e-mail me at mark (dot) ottley (at) gmail (dot) com if you have any questions or other thoughts on them. Cheers.
DeleteThanks for making these rules available. I thought I should return the compliment, so you may want to check out my own free to download Napoleonic set at:
ReplyDeleteShadow of the Eagles
Thanks Keith!
DeleteThe ground scale is this for 15mm or 28mm figures?
ReplyDeletePhilip
Hi Philip, the ground scale in the rules is for 28mm figures, and I would suggest halving distances for 15mm.
DeleteWould it be possible to get a copy of the rules emailed to me please? ( s-claybo@sky.com ) I can't seem to view the full rule set.
ReplyDeleteMany thanks,
Steve
Done thanks Steve :)
DeleteHello, I just downloaded last night and reviewing. Quick question, a army general says (4) bases. Can you clarify please?
ReplyDeleteThanks
Ah you mean table page 5 I assume? Formatting is a little unclear will modify so clear in v4.5 so clearer.The points are per one General base. Thanks.
DeleteHello, would it be possible to get a copy also? kgpanzer@aol.com
ReplyDeleteCheers
Anthony
Done thanks Anthony.
DeleteHi Mark,
ReplyDeleteThanks for publishing these rules. They look really interesting, and I like the way you've kept skirmishers as an important part of the battle. One small criticism is that they could do with a good editor and layout update. The blocks of text are a little daunting to wade into!
We play General d'Armee and really like it, but it's difficult to get a game larger than a Corps. So have been looking for something that can speed up the battles and so allow more figures in the table! 😄
I had a couple of initial questions: how would you scale the rules for 6mm figures? Is it simply everything converted into cm?
How do you deal with larger battalions? I notice your Austrians and French are often the same size, but the former often had twice as many men in a battalion.
Also how would you cover multi-Corps per side battles?
Thanks!
Ed
Ed thank you very much for the feedback and questions! Re layout etc, I think there is a preference thing here, as I'm used to rules like WRG where it is very compact! ;) Appreciate the thought though and will give some thought to whether an expanded version may be helpful.
DeleteI also like General D'Armee, but like you, my group finds it a bit slow for larger battles. It also has no rules for pickup games.
For 6mm I think using cm would be a good idea, but depending on frontage of units, if a unit in line is around 5-10cm it should be ok.
Regarding unit size, larger battalions/regiments have six rather than four bases (or take six hits if using different numbers of bases). If you look at my 1809 battle reports you will see many large Austrian battalions. However according to Michael Hopper scenario books, in 1805 Austrian units were smaller due to losses and he recommends standard size units. Hence why they are smaller in those 1805 battle reports.
For multi-Corps battles, I just use multiple Army (Corps) Commanders, each with their own set of Divisions and they can only affect those Divisions under their command. One Corps per player is a good number. If the Corps are smaller ones (e.g. 1813) then their Divisions are sometimes grouped under a single Army Commander as "Wing" or "Sector" Commander. The Commander in Chief (Le Grande Army Commander), is just a player who tells the others what to do, and likely also commands the Army Reserve Corps!
Incidentally the rules are due to be updated in August as it has been about six months since last update.
Hi Mark,
DeleteHaha, I know the ones. I'm still playing DBM from time to time.
I do like the compact format, I just wonder if you could get more information into a table compared to s paragraph?! Just an idea. :)
Our 6mm basing tries to replicate the ground covered. So the largest battalions have a line frontage of 15cm (6base x 2.5cm) and normal sized are 10cm (4 bases). We'll have a go at swapping the the inches for cm and see how it runs. :)
Thats a nice idea. We have quite a small group, so might have to double hat in a few cases. But actually, most battles (except the very largest) it seems multi Corps were not normally fully engaged. One would be the attacking focus and others would support.
I have Michael's excellent books, but I've mostly been looking at the 1809 theatre. Thanks for the pointer on 1805!
Excellent! Are the changes going to be major or just minor points?
Thanks!
Ed
Thank Ed, indeed DBM and its cousins are what I was thinking of :) DBN using DBX system by Alex T & Bob C is another Napoleonic ruleset I have and must have a crack at, though it is Brigade level so you have to miss out some of the lower level detail.
DeleteI will have a think about the table format, though new bullet point organisation in Version 5.0 on page 4 (all the main combat stuff), may serve a similar function.
With regards to basing, I think cm should be fine with that.
Re revision to version 5.0. two major changes (1) defensive fire and charging home test is removed as a separate step and now just factored into melee - simpler and faster. It had been left in for flavour, similar to General D'Armee and other Napoleonic rules, but actually it just slowed things down and was counter to fast play philosophy. New system required a fair bit of testing and may require more, but works ok I think. Also (2), disordering in melee uses same process as shooting (normally on 4+), rather than morale. Plus quite a few balancing changes, which will be carefully documented as requested by other players.
Should have V5.0 up by end of the week. Thanks!
Hi Mark,
ReplyDeleteI know it. But I prefer to see the battalions and still change formations, while having a Corps plus on table (silly of me I know!).
Interesting to hear you're taking out the pre-charge defensive firing phase and charging home test. I have to say I'm very curious to see how you're including this into the melee without making the game very bloody!
The disorder point I don't think I fully understand. But it sounds logical.
Looking forwards to the updated rules.
Best,
Ed
Thank Ed, yes I generally prefer to have all have that detail too!
DeleteHaving it without slowing things down too much is the challenge.
Re defensive fire - yes factors are tweaked, so that for example, artillery will lose and be overrun, or win and ignore casulaties against them, representing the charger failing to close.
Shouldn't be too long now.
Hi Mark,
DeleteOk, I'm itching to see how they play, but I'm still getting version 4.4 showing up from the link above (at least that's what the title says). It might be because I'm on my phone though. I'll try with a computer tomorrow.
Best,
Ed
Thanks Ed, should be ok now. There's been some oddities with Blogger updating to a new version recently.
DeleteHi Mark,
DeleteThank you again. A cheeky question. We have been looking to trial the rules, but I was wondering if you could send me the Word version? Your version is so closely formated that we are struggling to read it, and we are wondering if we could spread it out! :D
Thanks!
No problem, I don't actually have it in word (it's a google doc), but will paste text into word and send to you. Cheers!
DeleteEd, I don't seem to have your e-maill, could you please let me know and I'll send you the word doc, thanks!
DeleteThis comment has been removed by the author.
DeletePlease email me when ready
ReplyDeleteThanks
Will do thank Anthony.
Deletethank you
DeleteHello, anyway to get a word pad version, I need to change to font also
ReplyDeletethanks
Anthony
Hi Anthony, have sent you a word version, will need some cleaning up of the format, as I just copied and pasted from Google docs.
DeleteCheers
Mark
Just discovered this. I like the generous movement, the accumulating disorder and all D6s. I am a little confused about who rolls the die sometime. Also, when a unit breaks, a stand is placed by the division CO. I seem to have missed what is done about ths stand later.
ReplyDeleteThanks and useful observation, the base from a broken unit is just a reminder to take morale tests at the end of the melee phase (and then it should be discarded). In practice we usually don't need this reminder. Will add a clarfiying point in next version.
DeleteFurther, I see the army lists mention recruit but U have missed where in the rules recruits are mentioned. It wouldn't be the first time I've missed something...
ReplyDeleteHi that is in the list of abilities just below the army list, (listed just above Rifles). Recruits start with Regular morale but it drops to Raw once they take enough casualties.
DeleteThank you. I hope to run a trial game sometime in June after returning home from rural isolation. Probably Maida.
DeleteThanks, found it after I posted...
DeleteMost (all?) of the modifiers affect morale (the target number), not the die roll?
Thanks, and yes that is correct re dice rolls.
Delete"Re revision to version 5.0. two major changes (1) defensive fire and charging home test is removed as a separate step and now just factored into melee - simpler and faster."
ReplyDeleteSo, no firing at a charge? Sorry to keep pestering you.
Yes to speed up play the firing is now factored into melee outcomes. So for example artillery charged frontally has a good chance to repel the enemy with heavy losses while taking none in return (or they may be overrun and lost of course). In previous versions closing fire and morale was a separate step which was a bit more time consuming.
DeleteYou can also e-mail me at mark (dot) ottley (at) gmail (dot) com.
Ooh really liking the look of these rules. Hopefully first game next week.
ReplyDeleteAny thoughts on an Ottoman list? I already have figures!
Thanks Pete :) Note update today above (first in a year).
DeleteNothing for Ottomans yet sorry, something I should probably add at some point!
Yes I'd love Ottomans. It might provide something my Russians might actually defeat!
DeleteThanks for the swift response & for the update.
Had my first game with Pete last Tuesday. really enjoyed playing the rules.
ReplyDeleteJust some novice questions:
1. Counter Charge - Can infantry counter charge infantry?
2. Counter Charge - Say a line is being charged...When turning to face charges on their flank do they pivot the whole line or is it just line bases turn 90 degrees to face the charges so they look like a column?
3. Army Lists - For France 'Line Infantry' it has *1 Lt, 2-6 Ln (Rec). Does this mean that that the Ln can only be recruit and not regular?
4. Shooting - Looks like non disordered bases can shoot. Is this true?
5. Army Commander - If he does not have his own Division can he be used to use the special abilities (Advance, Bombard, Glory) for one of the other Divisions?
6. Cavalry Opportunity Charge - Can 2 units do this if the charging unit is between them? In my example:
e3
e1 f1 e2
f1 charges e3 to it's front. Can e1 and e2 declare opportunity charge on f1 when both are facing f1?
Sorry about these basic questions.
Thanks
Philip
Thanks Peter, glad you enjoyed it. :)
Delete1. Infantry can't countercharge, only cavalry.
2. Only cavalry can turn to face in a charge or countercharge and the whole unit pivots to face.
3. In brackets means you can choose to make any of the units recruit, but they are regular if not.
4. Yes (making units -1 to hit with shooting if half or more of the bases are disorded is another optional rule, but we decided against using this for sake of simplicity).
5. Yes he can.
6. Yes which would be very grim for f1 usually...
Thansk and note you can also e-mail me at mark (dot) ottley (at) gmail (dot) com
Thanks Mark for your prompt reply.
DeleteWith my games with Pete we are using 15mm figures. Standard infantry and cavalry units have 2 bases and artillery one base. We use tokens to record disorders (same ones we use for ADLG). We use the distances in cm rather than halving the inches.
We do this since we have smallish armies. First game was 500 points the next one will be 1000 points.
Philip
Hi Mark
DeleteAnother question. If say a division has had 2 units broken, would each unit in the division need a morale test taken twice at end of the melee phase?
Thanks
Philip
Hi Philip, good question, the intent is that only one test should be taken a turn, regardless of how many units are broken, but will add that to list of things to make clearer thanks.
Deletethanks for inclusion of my name credit on the artwork - Mitchell Nolte here
ReplyDeletei am just going over the rules and am trying to figure out the best setting for 3mm scale -for using these rules - so if i understand right, each base represents a battalion and the unit is a division? i like this scale but when it comes to formations - is the whole division forming a single square or line? or is it abstracted and each battalion base is indicated to be a square/ etc line?
i was thinking i could have a division all set on a single base, but perhaps i need ot have them all movable around to make formations?
Hi and thanks again for use of the artwork Mitchell!
DeleteRegarding the question, each unit is either a regiment (large scale) or a battalion (smaller scale), composed of multiple bases. I've changed the wording to make that clearer in the updated rules above, apologies for confusion. One could treat each unit as a Division and say the whole division is forming Line, or Square etc something, as I know another popular ruleset has taken this approach. However, this is not the scale this ruleset is aimed at and some other issues like ground scale and ranges would be off and need adjusting.
As to basing, I know some groups who have single bases for each unit, and tokens to represent disorder and formation and they say it works ok.
Thank you so much for these rules. I am going to start napoleonics due to them. You hit exactly the level of complexity I am looking for with only four pages. So impressive.
ReplyDeleteNo problem, thanks and best wishes!
DeleteWhat historical unit would be represented by the skirmish unit available to a British and French division in a game where a unit represents a battalion?
ReplyDeleteThis would usually represent a Brigade/Division skirmish screen made up of light infantry companies. Occasionally it might also include entire battalions tasked to skirmishing.
DeleteAre the two artillery bases in a unit a gun base and a limber base or is it two gun bases each with a limber base?
ReplyDeleteHi two artillery bases, limbered effect can be indicated by a token if you don't have limber models, though limbers look nicer! Limbers are mainly useful for horse artillery in latest version of rules which cuts down number needed.
DeleteDo light infantry formed in a line count as line infantry for the purposes of needing a 5 to hit when shooting?
ReplyDeleteCorrect. Light infantry can also enter skirmish formation if they want, which line infantry cannot do.
DeleteHi on the fifth page, in the chart/table (Raw, Rec). Should Rec be regular? And did Jarvis copy you rules with some changes? Referring to Valour and Fortitude.
ReplyDeleteHi, no the Rec is Recruit, not Regular (Reg) which is the next highest morale class. Cheers.
DeleteAs far as I'm aware Jervis hasn't copied my rules with changes, even if V&F has similarities. V&F does seem to have grown from a similar place of wanting to play large games quickly, and disatisfaction with other rules in that genre like Blackpowder. With V&F he seems to have many similar solutions as 321 rules, which I regard as a compliment, and also perhaps there are only so many solutions in that gaming space that are feasible. I'll have to have a look at new version of V&F sometime soon, it has been on my to do list.
Hi there. During lockdown in 2020 I started painting a couple of 28mm Napoleonic armies (my first - although I've got a bunch of ancient armies going back to the 1990s). Just finished these over the Christmas/New Year's break and gave them an initial test solo using 321 as the general philosophy of the rules rather appeals.
ReplyDeleteI found they worked well and rather enjoyed the feel of the game. However, in a couple of run-throughs I ended up with a few minor questions/issues.
1. There is a minor difference in wording between the main rules and the quick reference sheet for cavalry moving in a command under hold orders. The main rules state that holding cavalry can move at their pinned rate, while the QRS appears to suggest that this exception only applies for cavalry that are out of command, not for those whose general failed their command roll.
2. What happens in a melee when the side that won the melee (i.e. inflicted more hits) is also destroyed? For example, a cavalry unit with no disorder charges one with 3 hits already but gets the worse of the melee suffering 2 hits while only inflicting one. This leaves the disordered unit broken (having now suffered 4 hits), but the other cavalry unit technically the loser of the melee (suffered more hits than inflicted). Is the intent that it would still need to pass a break test?
3. Can generals that fail their command test still move on their own and rally? i.e. Does the "divisions cannot move" apply to the general's element as well?
4. Austrian mass. "Ignores two hits and cavalry ignore 1 hit in melee". This appears to make a Austrian infantry essentially unbeatable in melee. The Austrian mass typically roles right over an assault column - the odds of the Austrian column getting at least 1 hit (1/6 on each of 4 dice) are pretty good (c50%) while the assault column needs 3 or 4 hits (2/6 on each of 4 dice) with the Austrian mass getting none in order to win the melee. The odds of this occurring are much lower than one might expect (approximately 6%). Was the intent that an Austrian mass is superior in melee to an assault column by this sort of margin? Note that ignores 2 hits is a huge margin of advantage in these rules - it also means that a square having already suffered 3 hits from artillery fire is massively odds on favourite to win if charged by mounted - even lancers.
Thanks for making these available - by far the most interesting of the various free Napoleonic rules I've seen floating around.
Many thanks and excellent spotting! I have updated the rules to clarify/fix the points you raise.
Delete(1) Quick ref updated to match main rules.
(2) Corrected so you do not lose if enemy breaks.
(3) Now clearly specified that both generals and units should not be able to move if holding.
(4) Austrian Mass - this is an error that crept in during version change sorry - the ignore two hits should be against cavalry only!
Thanks again, please do comment again if you have any more feedback, or contact me at mark.ottley@gmail.com
Thanks Mark. This is really helpful (and all makes excellent sense). I'll let you know if any other queries pop up when I next give these a run through this weekend. Overall though, the rules are very elegant. My initial list of queries was roughly twice as long, but most of these turned out to be resolvable simply by re-reading and assuming the rules meant what they said.
DeleteCheers,
Conal
Hi Mark. Having done a few more playtests of 321 a couple of other minor rules questions have come up. In most cases I think the answers here are fairly straight forward, but interested to know what the intent was.
Delete1. Charges. A line of cavalry has a clear path to an infantry unit directly ahead of it. However, the unit is situated between two other infantry units and about half a base length back. The gap is not wide enough for the whole cavalry line to move into without clipping one of the units on either side. What happens? The cavalry needs to charge one of the units to either side as it will contact them first, even though it only clips them with the edge? Or does it contact the unit directly ahead even though it will need to bend to make contact?
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2. When a general rallies troops he "may remove a hit except the last". I assume that this means that a general may not rally a unit that has received enough hits to rout it. However, it could also be interpreted as implying that once a unit has taken some disorder it may never be rallied back to fresh status (i.e. a general can rally a unit back from 2 hits to 1 but not 1 to 0).
3. Losing or drawing melee. "Break if artillery, or infantry charged out of attack column." I presume that "out of attack column" here applies to the unit at risk of breaking (i.e. if in line, it will break) but it could also be interpreted as if the unit charging is charging from an attack column. "Break if artillery, or infantry not in attack column" would be clearer I think.
Enjoying the rules very much.
Cheers,
C.
Thanks Conal. Intent is:
Delete1. Yes you have to charge one of the two blocking units.
2. Intention is you can rally from 2 to 1 but not from 1 to 0.
3. Intention is that if an infantry unit is charged (but not charging) and it is not in attack column and loses it will break automatically. I.e. a charging line gets to make a morale test if it loses, as it is is just failing to close with the enemy. But if it is itself charged it will auto-break due to fragility if it fails to stop oncoming enemy with firepower (these odds being being factored into both shooting and melee effects). Also I'm not quite convinced the current odds are exactly right here, and they might lean a little too much to the attacker in current form - but if it is too hard for the attacker, then lines predominate too much, whereas columns were commonly used especially as the period progressed. A delicate balance to get right and different people will have different interpretations of which way it should lean. Thanks again.
Dear Mark ,
ReplyDeleteIs the above version of the rules the fully complete version given the updates you mentioned in comments above ?
If not where is it possible to find them?
Hi yes that's it thanks :)
Delete