A Look at the Basic Rules of NNNG

This actually concerns miniatures from all sorts of games and the terrain they're played on.
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Gene
Posts: 167
Joined: Tue Dec 26, 2023 12:16 am
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A Look at the Basic Rules of NNNG

Post by Gene »

Although the rules are not yet ready, and they are still subject to change, the base mechanics will remain the same. I've gotten a lot of questions regarding the rules, especially how CE and MR work.

Once again, Combat Effectiveness (CR) is simply a way to determine if a hit goes in or misses and how much damage is done. Morale Rating works much the same and is in fact tied closely to CE.

A French line infantry (veteran) has the following stats, CE:55, MR:60 and FL:5. Now, the same type of unit as an (elite) would have CE:60, MR:65 and FL:6. And again, the same type of unit as an (experienced) would have CE:45, MR: 50 and FL:4. A green unit would be even lower.

When a unit fires it uses its CE. Appropriate modifiers change the CE, either upward or downward. For this example, we won't use any modifiers, so to keep the explanation simple.

A 2d10 roll is made: 15. Taking the veteran unit's stats of CE: 55, MR:60 and FL:5, the 15 is well under CE:55. A 54 or less is required to hit the target. Next, the 15 is subtracted from the 55. 55-15=40. the next step is dividing the difference, which is 40, by 10. 40/10=4. The target takes 4 hits. To explain further, small units have 6 hit points, a regular unit has 8 hit points, and a large unit has 12 hit points. The hit points are indicators as to when a unit loses total cohesion due to losses. When that threshold is reached, at the moment it is reached, the unit must break off and flee directly away from the enemy at the dispersed rate of movement. However, it still returns fire since fire is occurring simultaneously. If the unit is charging, then the charge fails, and the unit flees.

In applying the hit points to an average sized unit that is fresh, it is down by 4. Say it's a Russian grenadier. Russian grenadiers, although they are usually average sized, their hit points are at 10, rather than 8. This represents the Russians tenacity under fire. They can take more damage than the average unit, so their cohesion levels are higher. The Russian Grenadier (veteran) stats are CE:65, MR:70, and FL:7. They return fire. Again, no modifiers for simplicities sake.

The Russians roll an 8. 65-8=57. 57/10=5.7 which is rounded off to 6. The French unit took 6 hits, or 3/4 of their total hit points in one whack. Now, these low rolls are not the norm, but I used them to exemplify the hits and how CR works. Simple.

I was going to explain about MRs too, but it's getting late. So maybe next time.
Gene
Posts: 167
Joined: Tue Dec 26, 2023 12:16 am
United States of America

Re: A Look at the Basic Rules of NNNG

Post by Gene »

Currently, the NNNG rules are comprised of 29 pages of rules and tables. It'll probably be double that when the game is completed.

At present NNNG is made up of the Basic Rules, the Advanced Rules and the Optional Rules, of which I consider the first two to be the Core Rules of the game.

As I've stated before, the game is playable using the basic rules. However, some adjustments still have yet to be made. And rules added to cover other situations. It's a work in progress but I'm thrilled to be working on it every chance I get.

I don't know if NNNG will ever be a common game on the shelf of most gamers, that's not my intent so I don't give that any thought. I'm doing this because I think it's easy and fun way to play a Napoleonic game, while retaining the historic feel and some level of realism without getting bogged down in minutia.
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