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En Avant Wargame Rules

En Avant Wargame Rules

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Published by Jim Wallman
Simple, brigade level, diceless wargame for miniatures.
Simple, brigade level, diceless wargame for miniatures.

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Published by: Jim Wallman on Jun 07, 2011
Copyright:Attribution Non-commercial


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 Game Control Rules
Modified September 2007
A One Brain Cell Diceless Napoleonic Battle Systemby Jim Wallman
This system is designed to play out a regimental level battle using 25mmfigures in about half an hour or so.The main design aims were:a.A game that could be understood and played by non-wargamersb.A game that was very fast movingc.A game which rewarded the correct historical tacticsIn order to meet these, in some ways conflicting, objectives someconsiderable liberties have been taken with operational detail.The main approach has been to make the system incredibly rapid to play –and all the rules can actually be easily memorised by reasonably experiencedumpires after just a couple of games.Ideally, the game is controlled by someone acting as Game Control (or Umpire) who does not give the rules to the players. This adds someuncertainty play and discouraged player from ‘rules optimising rather than justgetting on ad playing the game.In order make it as clear as possible what is going on, the status of the units isshown by labels next to the unit, and players issue orders by using order flashcards. The system does not use dice in combat resolution, which is anapproach that is a unusual in most wargaming circles and will come as a bit of shock to conventional gamers.This does give a slight chess-like feel to the game, and it does mean that agame which follows the same course will always have the same result.Fortunately, no game survives first contact with the players, and the chancesof two games being exactly alike is small.Also, since the system is designed for public participation play, the number of times players will repeat the same game will be similarly be small.Finally, my thanks to Arthur Harman for his advice and persistent attention totactical detail, and who has repeatedly dragged me back from some of mymore breathtaking oversimplifications. I’d also like to thank Rob Cooper, JackSavory-Tarlton, Mukul Patel and members of Chestnut Lodge WargamesGroup for their help with playtesting.Jim WallmanStreatham 2003
© Jim Wallman 2003
Troop Representation
Infantry Battalion is 6 bases + 2 replacement skirmishing basesCavalry 4 bases in 2 two subgroups.Artillery 2 basesCommand group – mounted figure base with national flag.The bases are typically 6cm frontage per infantry base, and 8cm frontage per cavalry base. Depth can be whatever suits, but make the bases as narrow aspossible, to properly reflect the space the units occupied in real life. MostNapoleonic units (even cavalry) were much wider than they were deep – andthis is often not properly reflected when using toy soldiers – based figuresalways make the units (such as infantry columns) look a lot deeper than theywould have been in reality.Although the rules were tested using 25mm figures, it doesn’t really matter what size models you use, and it might look more realistic to put, say, 15mmor 1/300 scale figures on the same sized base.
Sequence of Action
1.Firing2.Movement3.Melee4.Recovery of status / Reordering5.Roll for personal risk [Optional]
Command and FormationsCommand
Most of the time we are dealing with a regiment/brigade a side.It is important to understand where the centre of gravity of the formation is.This is usually where the regimental commander / brigadier is located. Hethen can concentrate his command effort on any of his units by directing staff officers, messages or personal support to any one unit in his formation. Werepresent that by moving a separate mounted figure from the command groupto the unit supported.
Formation changes take a long time, given the scale of the game. In general,a formation is chosen at the start of the action, and this is stuck to throughout.if players wish to change formation, here are illustrative times
© Jim Wallman 2003
FromIntoTurns to complete
Infantry march columnLine to left3Infantry march column Line to right3Infantry assault columnLine to left2Infantry assault columnLine to right2Infantry LineMarch column3Infantry LineAssault column2Infantry LineInfantry line about face2Infantry assault columnSquare1Infantry march columnSquare1Infantry lineSquare1Cavalry columnCavalry line2Cavalry lineCavalry column2Artillery limberedArtillery deployed1Artillery deployedArtillery limbered1
Cavalry formations
Cavalry regiments are divided into two sub-divisions, Each has it’s own statuslabel, but they always operate together.When in column, these two lines are about 20 cm apart.When in line, they are side by side.
Infantry formations
All infantry units are represented by blocks of close order troops withskirmishers out in front. The skirmishers are integral to the unit, and arefactored in to all the results – so for the most part they are a visualrepresentation. The one exception is light companies (such as British riflecompanies) operating as semi-independent skirmishers, usually operatingsome distance in front of the main line.When 6-base infantry units form square, temporarily remove 2 of the basesand make the square of just 4 bases. This is to represent the more compactphysical size of the square.
Infantry in line20 cmInfantry in column25 cmInfantry in squareno moveCavalry in line40 cmCavalry in column50 cmRegt / Bde HQ Group60 cmArtillery deployedno moveArtillery limbered25 cmHorse Artillery deployedno moveHorse Artillery limbered50 cm
Units are either ORDERED or DISORDERED. Disorder is caused by avariety of things, such as changing formation, enemy fire or combat. A unitmay re-order itself by remaining stationary and not firing for one turn.
© Jim Wallman 2003

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