David Fox - 11:55am Oct 22, 1998 PST (#3477 of 3529) This is the game description that appeared in the past issue of PERFIDIOUS ALBION: La Grande Armee: Austerlitz 1805 is a tactical game, infantry battalion/cavalry regiment/artillery battery level, 150 yards/hex, with 20-minute turns. Squarely in La Bataille's backyard, you might say. I'm basing the command mechanics on the LIM system found in Richard Berg's A FAMOUS VICTORY, although with certain crucial differences (which I will explore in a minute). I think LIM's are the best method of handling battlefield command chaos, although the AFV system has two flaws-- first, even though you don't know when a command will get to move, you can be sure they will activate sometime during the turn, no matter how dense the commander; secondly, you can completely recycle the LIM's from one turn to the next, allowing you to turn on a dime the axis of your army's advance from one flank to another. Napoleonic armies as Barry Sanders, as it where. But I have fixed both problems, thus: 1. When a leader's LIM is drawn from the Command Pool, you still must roll to activate him. All division commanders have activation ratings, ranging from the 7's (on a d10) of Vandamme and Kellerman to the 4's of Carneville and Monakhtin (and with these guys a 4 is being kind). The French division commanders are generally 2 points higher than their more sluggish Allied enemies. Successfully activating allows a division to move and fight at full capacity; failure can result in all sorts of things, determined by a roll against the commander's personality rating (Aggressive, Normal, or Cautious) on the Command Breakdown Chart. The most common result of failure is a limited activation (half move but no attacking), but you can be frozen, or forced to retreat, deliver a headlong charge, or even give your opponent a chance to activate one of his divisions. 2. To prevent LIM recycling, I only allow players to add a limited number of LIM's to the Command Pool at the start of a turn. When its LIM is drawn, a division gains fatigue; after six turns of fatigue (about 1 « hours of game time) the nasty effects start to kick in. To "rest" a division, its LIM can be withdrawn from the Pool voluntarily. However, putting it back in ain't so easy. To add LIM's to the Pool, players must roll on the Command Change Table, which may only allow them to drop one or two LIM's (or maybe none) back into the cup. Again, the French do better here than the Allies. What I'm trying to do with this is create the atmosphere of an orders system without the record-keeping burdens of tracking orders-- adding a LIM is an order given to a division commander, removing it means that the order has been completed or the division has been broken down by combat, and the difficulty of putting the LIM back in again represents a division waiting for new orders to be delivered. From SIMTAC I've borrowed their excellent paradigm of Napoleonic infantry melee; i.e. it almost never happened. Infantry vs. infantry in the open was inevitably a case of the attacker stumping forward until about 50 yards away from the defender, when the defender either cut and ran or the attackers lost their nerve, halted, and exchanged close-range volleys until one or the other melted away. So in my game the attacker and defender compare morale checks, and if nobody breaks, nothing happens. However, if defending infantry is in Defensive Terrain (buildings or behind a wall), then we use the Assault procedure, with the familiar morale check/defensive fire/melee table process. In BATTLE TACTICS OF NAPOLEON AND HIS ENEMIES, Nosworthy confirms that while melee in open ground was unknown, the psychological effect of defending behind a wall or inside a building gave the defender an incentive to stand his ground and the attackers a definite objective to overthrow. Not to worry, though, cavalry charges are still full-tilt, hell bent for leather, do or die-type adventures. I've also added piles of chrome. The Russian Cossacks appear, in an almost useless battlefield role (stealing horses and burning farms was their preferred line of work, not charging a wall of bayonets, sensible fellows). The two French elite Tirailleur regiments- the Tirailleurs Corse and Tirailleurs du Po- can break down into independent skirmish companies. The French player can use Napoleon or Songis to create a Grand Battery, or detach Rapp with a task force of independent units. And of course there's the Fog, covering the Allied flanking move but burning off just in time to reveal St. Hilaire and Vandamme climbing the Pratzen. David