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Some Rules Changes for Ordre Mixte: Napoleon's Gambit.

Posted: Fri Dec 06, 2024 6:36 pm
by Gene
I'll be changing the charge/melee rules in Ordre Mixte: Napoleon's Gambit. Also, the cohesion rules need a bit of tweaking. Some of the play testers think the charge/melee rules are a bit too broad, they want something that is more focused and historical. And, of course, still playable. I do agree the cohesion rules need to be tightened up some, so I think I'll begin with that.

Re: Some Rules Changes for Ordre Mixte: Napoleon's Gambit.

Posted: Tue Dec 10, 2024 11:32 pm
by Gene
Cohesion in Ordre Mixte: Napoleon's Gambit

Paul, Stephen, and I, with continual input from some of you, have reworked the cohesion rules to better integrate them into the game. This rule change didn't occur overnight, we've been redesigning certain aspects of Ordre Mixte: Napoleon's Gambit for months, while continuing to work on the rest of the game. Cohesion is now a fundamental aspect of gameplay, influencing critical elements such as charges, formations, and the ability to receive and execute orders effectively. Without proper cohesion, a unit’s combat effectiveness deteriorates, leaving it vulnerable to disorganization and failure.

* Three Levels of Cohesion Rules
We’ve designed three tiers of rules— Basic, Advanced, and Optional —to accommodate different levels of complexity and player preference:
  1. Basic Rules:
    • In the Basic Rules, cohesion is simple and straightforward: a unit is either cohesive or not cohesive.
    • Cohesive units act with full efficiency, while non-cohesive units suffer penalties such as reduced movement, inability to charge, and higher command costs.
    • This is ideal for faster gameplay or newcomers.
  2. Advanced Rules:
    • In the Advanced Rules, cohesion is treated as a variable scale (1-10) that fluctuates during the game based on actions, terrain, and combat outcomes.
    • A unit's Cohesion Level (CL) directly affects its Combat Effectiveness (CE), Morale Rating (MR), and ability to perform specific actions like charges or coordinated fire.
    • This system provides a deeper, more granular simulation of battlefield dynamics.
  3. Optional Rules:
    • The Optional Rules allow players to customize how cohesion interacts with other mechanics, such as rallying, fatigue, and command range.
    • These rules are designed to be flexible for those who want to explore intricate and more nuanced battlefield tactics.

* Why We Integrated Cohesion
Some game testers expressed concerns that cohesion was missing as a central battlefield mechanic. We heard you. After doing some extensive research we readjusted our thinking as to how engrained cohesion actually was during a battle. Historical battles, especially during the Napoleonic era, highlight cohesion as a critical factor in determining a unit's ability to fight effectively. Without cohesion, units often fell apart under pressure, losing their ability to act as a single entity.

Further research into historical accounts solidified our understanding of how cohesion worked on the battlefield:
  • Cohesion was essential for maintaining formations, which determined a unit’s ability to fire volleys, maneuver effectively, and resist charges.
  • Command and control relied heavily on cohesion; poorly cohesive units were more difficult to direct, leading to delays and inefficiencies.
  • Cohesion often decided the outcome of charges, as disorganized units lacked the discipline to execute a coordinated assault.

* How Cohesion Applies in the Game
Here’s an overview of how cohesion impacts gameplay:
  1. Formation Integrity:
    • Cohesion ensures that units maintain their formations. Units with low cohesion struggle to stay in line, column, or square, risking disorganization.
    • Lack of cohesion causes disorder, and disordered units cannot perform critical actions such as charges or combined fire.
  2. Charges:
    • A minimum Cohesion Level (CL) is required for a unit to initiate a charge.
    • Units that lose cohesion during the charge (e.g., due to rough terrain or defensive fire) may falter, fail morale checks, or become disordered.
  3. Combat Effectiveness:
    • Cohesion directly modifies a unit’s CE:
      • Fully cohesive units fight with their maximum CE.
      • Units with reduced cohesion suffer -5% CE per each point below CL 10.
  4. Morale and Fatigue:
    • Low cohesion reduces a unit’s Morale Rating (MR), increasing the likelihood of failing morale checks during combat or under fire.
    • Disorganized or fatigued units have difficulty regaining cohesion without rallying or resting.
  5. Command Efficiency:
    • Orders are harder to relay to units with low cohesion, increasing Command Point (CP) costs for separated or disordered groups.
    • Commanders play a key role in restoring cohesion through rallying and proximity.
  6. Support Mechanics:
    • Units with strong cohesion can support one another in combined fire or melee.
    • Disordered or low-cohesion units cannot provide support, limiting their tactical utility.

* A Balanced Approach
Cohesion is now a flexible mechanic that can be adjusted to suit player preferences:
  • For new players, the Basic Rules provide a streamlined experience.
  • For seasoned players, the Advanced Rules offer depth and realism.
  • The Optional Rules allow customization, giving players the freedom to shape their gaming experience.

By integrating cohesion into Ordre Mixte: Napoleon’s Gambit, we’ve created a game that not only honors historical authenticity but also enhances tactical gameplay. Whether you’re commanding disciplined veterans or rallying green recruits under fire, cohesion will now play a pivotal role within that circle of gameplay.

On another, more personal note. We've tried to be inclusive to as many realistic characteristics as we feel the game can manage without becoming bogged down in a rules mire. However, since the time we completed the cohesion rule change, which by the way- has not been play tested- we've lost one of our biggest contributors. Paul was a wonderful person who'd been gaming for decades. He was an Air Force retiree, who had flown fighters for most of his career. But mostly, he was a friend to all. He will be sorely missed. In practical matters, Stephen and I have decided to complete the game as is. Being down a person really stretches us thin. If any changes need to be made as the game is play tested, we can certainly accommodate those instances, but unfortunately anything beyond that will have to wait.

Thank you all for believing in us and in the game. We will try our darndest not to let you down.

Re: Some Rules Changes for Ordre Mixte: Napoleon's Gambit.

Posted: Fri Dec 13, 2024 3:19 pm
by Gene
I can't seem to move away from cohesion, so here we are again.

The method we used to assign cohesion values to the units was roundly vilified. Okay, maybe they really didn't throw vile things at the cohesion rule, but about 200 plus people made their thoughts known. It was basically my idea, Stephen and Paul decided it was worth expanding on. Still, it was my baby, hence, I'll take the full blame.

From all the email received, I would think at least one person would have explained their reasoning for not liking the rule- you know, constructive criticism.

Am I going to change the cohesion rule? No. Not without having a reasonable explanation as to why I should, plus offering a viable alternative.

You know what would really speed things up, if my naysayers would join this forum and post their opinions, thoughts, and ideas. I'm getting to the point that reading a bunch of emails is too time consuming for me. I don't check that email account all that often, so it might be a few weeks before I respond. I just happened to check the email because it had been about a month or slightly longer since I last checked it. If you're willing to wait that long -or longer, then by all means keep emailing me. Just saying.

I'll be waiting with bated breath for a reasonable explanation as to why the cohesion rule is not a good rule.

Re: Some Rules Changes for Ordre Mixte: Napoleon's Gambit.

Posted: Fri Dec 13, 2024 6:01 pm
by Gene
Here is an example of how cohesion works in Ordre Mixte: Napoleon's Gambit.

Scenario: French LN vs. Russian LN
French LN: CE 50, MR 50, CL 7.
Russian LN: CE 45, MR 45, CL 6.
Terrain: Open field.
  • Initial Action: The French LN moves into musket range and fires, causing 2 hits to the Russian LN. Then the Russian LN fires, causing 2 hits as well. Russian LN loses -2 CL, reducing their CL from 6 to 4. This imposes a -10% CE penalty and reduces their ability to respond effectively. The French LN loses -2 CE, thus reducing there CL from 7 to 5. This also imposes a -10% CE penalty on the French LN unit.
    -
  • Morale Check: The Russian LN fails a morale check, losing an additional -1 CL. The French LN passes their morale check, so they don't lose any more CE. The Russian LN's CL is now 3, and they are at risk of disorganization.
    -
  • Leader Rally: A Russian commander within range attempts to rally the unit, rolling against MR. Success restores +1 CL, stabilizing the unit temporarily.


The French LN CL is now 5, and the Russian LN Cl is now 4.

This is an advanced rule, rather than a basic rule. So please keep the rules within their context.