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GENERAL d'ARMEE: Rules for Age of Napoleon

GENERAL d'ARMEE: Rules for Age of Napoleon
by Brown, David


First, General d'Armee has no set figure scale as mentioned above, so players will find it easier to field the battalions and regiments required, as they can suit the figure scale to their armies.

Secondly, General d'Armee has a command and control system that concentrates on taskings and actions for brigades as well as certain brigade orders. Thus you can order your artillery to 'redouble their efforts' in order to overwhelm the enemy line, likewise you can do similar with skirmishers before sending in an infantry or cavalry assault. This has the added bonus it that can create those distinct bombardment/skirmish/assault phases of Napoleonic warfare during the game. Combined with this there is also your dollop of friction, as players cannot guarantee that their brigades will act as desired every turn.

Although General d'Armee has battalions as its tactical units, the focus is actually far more on brigades being committed into action with brigade outcomes. Thus you can see brigade attacks of three or four units and defending as a whole brigade, rather than individual units, (although this is also recreated). Therefore entire brigades can be committed and can be successful or defeated.

Firing for all troops types is particularly streamlined and simple to run through, with just negative modifiers thus making it far easier for players to apply. Positive modifiers are achieved by simply adding casualty dice, which hit on a straightforward score of 4, 5, or 6. In addition to this there is no figure removal, the rules represent battlefield attrition and as you move through the casualty levels a units overall battle performance will decline in across the board in firing, charge combat, melee and morale.

Finally there's no morale phase, which I found always slowed and interrupted the gaming process. Morale is either dealt with immediately upon the morale's situation arising, while all recovery and rally aspects are dealt with entirely through the command phase and brigade command rolls. (Players of Pickett's Charge will know exactly how this works.).

All this combines into a very different type of game that moves along quickly, thus is able to cater for quite large games, anything from divisional actions right through to large multi-corps battles for those day long or even weekend long games!

1 vol, 106 pgs 2017 UK, TOO FAT LARDIES
NEW-pb ......$38.00

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Updated as of 6/30/2022

ABBREVIATIONS: dj-dust jacket, biblio-bibliography, b/w-black and white, illust-illustrations, b/c-book club addition.
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