| 'Napoleonic
Battles: Austerlitz'
Developer's Preview
By Doug McNair
March 2007
Our long-running “Rectangles at War”
series (Rome at War, War of the States
and Napoleonic Battles) has always
been my favorite game system to run at con
demos. Gleeful eight-year-olds consistently
beat the hell out of me at it, though it’s
not like I rig the game in their favor or
anything. . . .
So when Rob Markham resurrected the Napoleonic
branch of the Rectangles family with his Austerlitz
design, I wanted to make sure the core
Rectangles rules were as good as they could
be, and gave them a thorough review. By the
end of the first few playtests, it became
clear that three areas needed reworking: command
radius, initiative, and assigning reserves.
Command Radius: A Horse
is a Horse
In past Rectangles games, each leader has
had three ratings: command radius, tactical
rating, and initiative rating. The latter
two present no problems; each leader is better
or worse at tactical leadership in battle,
and better or worse at taking decisive action
and rallying his troops. But the idea that
some leaders can consistently get orders to
their troops over a longer distance than others,
in the same amount of time over the same terrain,
is not so plausible. After all, the average
dispatch rider under Napoleon’s direct
command doesn’t necessarily ride any
faster than one reporting to some other officer,
even a green brevet-colonel who just received
a battlefield promotion this morning.
Rather than putting afterburners on Napoleon’s
post horses, it makes more sense to just give
each leader his own tactical and initiative
ratings, and have every leader’s command
radius be the same. This radius equals the
distance a dispatch rider with a movement
allowance of 4 could theoretically move in
any direction from the leader’s position.
Radius can be increased or decreased by the
terrain in the leader’s area, meaning
a leader’s radius is greater when traced
down a road, and smaller when traced through
difficult terrain like woods or streams. This
makes control of roads and bridges crucial
not just to movement but to command and control,
and adds an extra level of excitement to battles
for such tactical objectives. (“If I
cut behind him and take that bridge, all his
troops beyond it will be out of command since
the stream the bridge crosses cuts their leader’s
radius!”)
Initiative: The Key to Leadership
Also in past Rectangles games, all formation
leaders that were inside their army commander’s
command radius during the command phase were
automatically in command for the rest of the
turn. This mechanic worked in conjunction
with the concept that better or worse army
commanders had larger or smaller command radii.
But it also meant for practical purposes that
armies commanded by poorer generals would
set up and maneuver on a smaller front than
armies commanded by better generals. In addition,
when an army commander was killed and replaced
by a commander with a smaller command radius,
the whole army would tend to pull in its flanks
for no other reason than to put its formation
leaders inside the new army commander’s
smaller radius.
Whether such battlefield behavior is historically
accurate is debatable, but it felt a bit artificial
to me. Instead, it seems simpler and more
realistic to treat an army commander’s
initiative as the key measure of his generalship.
After all, when a formation leader is outside
his army commander’s command radius,
he has to roll against his own initiative
to put his own troops in command. Taking the
same concept up one level in the command structure,
it seems logical to use the army commander’s
initiative to determine how many of his formation
leaders he can put in command each turn (they
are to him as the troops are to the formation
leaders).
Making the army commander roll against his
initiative for each and every one of his formation
leaders would be cumbersome, so I simply said
that he can automatically put in command a
number of his formation leaders equal to his
initiative rating (if they are inside his
radius). The rest (whether they’re in
his radius or not) must successfully roll
less than or equal to their own initiatives,
or they and their formations will be out of
command for the turn.
Assigning Reserves: Keeping
It Real
In earlier Rectangles games, each player’s
headquarters unit could assign reserve units
at will to any desired formations, with the
number of units the HQ could assign being
equal to the HQ’s command radius. This
wasn’t a major issue if an army doesn’t
have huge reserves on the battlefield, but
it is at Austerlitz. Marshal Murat’s
huge cavalry reserve is a deadly weapon in
the hands of the French player. Indeed, if
he can assign cavalry groups to other formations
at will, the assigned cavalry can immediately
charge into any breaches the French make in
the Allied line, cutting said line to bits
in short order.
On the flip side, it gets a bit cumbersome
when one reserve leader is in command of several
reserve units. If the French HQ’s command
radius is less than the number of units commanded
by a reserve leader, that leader could take
some of his units with him but not others,
unless he wants to wait around another turn
for the rest of his units to get assigned.
This seems less realistic than simply giving
the leader his reassignment orders, and then
having him tell his units to mount up and
go.
To solve these problems, I stuck to the
concept that initiative is the key to leadership
(in this case, an army’s organizational
ability), while giving the horrors of military
bureaucracy their due. In the new Napoleonic
Battles rules, each player can assign one
reserve unit, or one leader and all units
under him, per turn.
To make the assignment, the owning player
must roll less than or equal to his HQ’s
initiative rating. If he does, the unit or
leader/group is assigned to any formation
the owning player wishes and can activate
on the same turn, when its new parent formation
activates. If not, the unit or leader/group
is not assigned and stays in the reserve for
now (the player can repeat the attempt in
future turns). This means that bureaucratically-efficient
armies like Napoleon’s will still have
a good shot at getting their reserves assigned
properly. But it also takes into account the
potential for miscommunication and bureaucratic
infighting that can mess up even the most
competent general’s contingency planning
on the battlefield.
These changes and a few others have made
Austerlitz and other Rectangles games I’ve
worked on since then simpler and more intuitive,
and have increased their realism while getting
rid of “gamey-ness.” I think you’ll
enjoy the results, which I will debut soon
in Part I of my article on Austerlitz
tactics, which will of course come with a
full replay!
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Austerlitz now! |