'I need a new set of Napoleonic rules like a hole in the head' was my first reaction when a couple of GDWS members were trying out David and Chris Brown's General d'Armee 2 rules at the club. I hadn't played the first iteration, but like the hopeless wargames butterfly I am, the mechanisms looked interesting. At the York show the following weekend, I gave in.
This is a division-sized game that can be scaled up to corps and, for me, might plug a gap between scuffle games like Rebels and Patriots and big battle rules like Blucher. I typically use Black Powder for this size of game, but it's not without its problems, and I am open to trying something else.
In our first game, we appreciated the rules layout, which includes plenty of examples and tips without overdoing the eye candy. I particularly liked the laminated QRF that comes with the rules, rather than the usual download-and-do-it-yourself approach. No rebasing is required, and unit/figure sizes are flexible. Anything from 12 to 36 figures per battalion. My 28mm figures are mostly based for 18 figure battalions, so that's all good. There are some unusual features. You will need separate skirmisher bases, as they play an important role, rather than being abstracted as in other rules.
The troop types have some original names, but are pretty standard. Casualties are shown by a marker rather than figure removal, and the strength levels are quite high, representing a more attritional game. Initiative is limited by the number of ADCs the commander has. This depends on the number of brigades, the ability/national classification, and a dice roll. Again, the nomenclature differs, but the mechanisms are similar to those in other rules. Unusually, there is a role for caissons in replenishing ammunition and supporting artillery more generally. I will need to dust mine down.
The deployment stage is more complex than other rules, with dummy deployments, hidden brigades and scouting rules, but it adds something to the game. The game turn starts with initiative, which is determined by dice, then charges before normal movement. Firing and combat are after that. Initiative is determined by the number of ADCs, and the tasks they can order have different costs. They are not just movement tasks; they can also strengthen the fire and combat capabilities. It allows the commander to focus on a particularly crucial part of the battlefield. Firing and combat rules are fairly conventional, as are discipline (morale) tests. A double six throw introduces the Destiny rule, which introduces some exceptional, but not overpowering, additional effects.
There are some national characteristics that are always much debated. However, they look generally fine to me. The focus is on Europe, ignoring the Ottomans, Persians, and others. There are a few army lists and an introductory scenario, but the book focuses on the rules. My initial reaction is that the rules add more complexity than necessary. This includes playing stages that could be abstracted and numerous modifiers. However, the rules are well laid out, and we found everything quite quickly. I am not yet sold on these, but I am prepared to persevere. The Napoleonic crew at Irvine were giving them a go last weekend, French v British. Again, mixed views, but they will also give them another go.
Our trial game was a small divisional battle with three brigades on each side. The War of 1812, in which the US invaded Canada. The US left flank collapsed, giving the Brits a marginal win by the end of play.

































