The Bold, The Glory! A Napoleonic Miniatures Game
Posted: Sat Jul 20, 2024 7:31 pm
I released the Napoleonic rules into the wild. Not on here, Battleward, but to the other groups I belong to, and not Facebook. There are some things in the rules that might get me banned, so I didn't give FB that chance.
First off, I've been reading on Napoleonic battles and the nations involved since my friend Andy died in 2021. Although, I'm far from an expert I think I've acquired sufficient knowledge to design a Napoleonic miniatures game. Which I have done so.
The game is called "The Bold, The Glory!"
I had asked two groups for a clue on naming the game, few responded. None of suggestions were what I would call proper names for a game. One title was kind of catchy, "Fire and Smoke", then I thought it sounds more like a forest fire is afoot. Hence, I named the game myself. It's probably not the best game title but it'll suffice for now. Later, if it becomes necessary for a reason, the title can be changed.
The game is percentile-based game, meaning that most of the game is 100 based. It offers a greater variance in results plus it's easier to tabulate numbers in that fashion, as 2d6, 3d6, 4d6 and etc. can be rather time consuming and confusing.
I've also introduced a new element, that is not seen often in game play, fatigue. if a game turn is 45 minutes long and the game lasts 15 turns, all the while firing, moving and charging is taking place by infantry, calvary and artillery that's over 11 hours of battle! Based on the information I've read prolonged fighting decreases accuracy and speed of reloads, and the charges by both calvary and infantry become nigh impossible, all due to fatigue. And yet this, in my opinion, vastly important element is basically ignored in Napoleonic era games.
I'm for as much realism as you can put into a game without squashing playability. And although realism is as important, playability is as important. I certainly don't want to play a game that simply involves a bunch of spreadsheets and combat tables. Yet, I don't think adding fatigue into play is that much of a bother. And I think this realism offers various tactical problems and opportunities to be had that do not exist in other game systems. Except, maybe, Carnage & Glory.
I'll be releasing the rules here once I get a consensus on what changes need to be made. Once updated and I get a final draft I will upload the rules here. I wish I could be more specific as to when, but I have yet to hear back from those who are reviewing the rules. I'll update as necessary.
First off, I've been reading on Napoleonic battles and the nations involved since my friend Andy died in 2021. Although, I'm far from an expert I think I've acquired sufficient knowledge to design a Napoleonic miniatures game. Which I have done so.
The game is called "The Bold, The Glory!"
I had asked two groups for a clue on naming the game, few responded. None of suggestions were what I would call proper names for a game. One title was kind of catchy, "Fire and Smoke", then I thought it sounds more like a forest fire is afoot. Hence, I named the game myself. It's probably not the best game title but it'll suffice for now. Later, if it becomes necessary for a reason, the title can be changed.
The game is percentile-based game, meaning that most of the game is 100 based. It offers a greater variance in results plus it's easier to tabulate numbers in that fashion, as 2d6, 3d6, 4d6 and etc. can be rather time consuming and confusing.
I've also introduced a new element, that is not seen often in game play, fatigue. if a game turn is 45 minutes long and the game lasts 15 turns, all the while firing, moving and charging is taking place by infantry, calvary and artillery that's over 11 hours of battle! Based on the information I've read prolonged fighting decreases accuracy and speed of reloads, and the charges by both calvary and infantry become nigh impossible, all due to fatigue. And yet this, in my opinion, vastly important element is basically ignored in Napoleonic era games.
I'm for as much realism as you can put into a game without squashing playability. And although realism is as important, playability is as important. I certainly don't want to play a game that simply involves a bunch of spreadsheets and combat tables. Yet, I don't think adding fatigue into play is that much of a bother. And I think this realism offers various tactical problems and opportunities to be had that do not exist in other game systems. Except, maybe, Carnage & Glory.
I'll be releasing the rules here once I get a consensus on what changes need to be made. Once updated and I get a final draft I will upload the rules here. I wish I could be more specific as to when, but I have yet to hear back from those who are reviewing the rules. I'll update as necessary.