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Combat in Grande Armee - A more detailed discussion.
At the start of each pulse, both side conduct
simultaneous skirmish fire, and then artillery fire. Skirmish fire
has a range of 6", and is a simple d6 roll off, with a few modifiers
for quality, etc. It will only cause a single SP hit, but that can
add up over time. Then comes artillery fire. 12lbs guns have a
range of about 15", and lighter guns have shorter range. You
normally roll 2d6 per battery. A medium range target needs 4+ to
hit. Targets can get a saving throw, based on terrain.
Then one player makes his moves: all
units are moved, then during the combat segment, those that are touching
enemy units roll for combat. When moving into combat contact, unit
must move directly towards the enemy and square-up against the contacted
facing. Combat is governed by several restrictions which make
it hard to gang-up on single enemy units, unless they are truly isolated.
Units that expose their flank or rear to nearby enemy units will fight at
a disadvantage. Therefore, exposing one of your unit's flank to the
enemy just to achieve a limited flank attack against another unit is
somewhat counter-productive. Combat resolution is largely
attritional. Each player rolls 1d6 for each SP (strength point) each
unit has. A typical infantry brigade starts the game with 6-8 SPs.
Each die rolled which is 4 or greater inflicts a hit on the enemy.
There are some modifiers for flanking, terrain, combined-arms attacks,
etc. There are no rules for react moves, counter-moves, or squaring.
There are no rules for being disordered. Combat is simultaneous.
The side that inflicts the most hits wins. Losing units that did not
route (reduced to 0 SP) are pushed back, and the attacker advances.
The attacker can always take casualties, regardless of the odds. (A
French Old Guard unit (SP10) fights an Austrian conscript unit (SP3).
Assuming no modifiers, the French rolls 10d6, needing 4+ per die to score
hits. The Austrian player rolls 3d6, also needing 4's to score hits.
It is mostly likely the weaker unit will be routed, but it still can
inflict up to 3 hits vs. the Guard.)
After the first player is done, the second
player makes his moves (movement, then combat). Then, a die roll
determines whether there will be another pulse in the turn. On
average, there are 3-4 pulses per turn. At the end of the turn, each
side rolls to rally units. Units can also recover lost SPs. In
both cases, you cannot do so if you are close to the enemy. Being
able to withdraw worn units, protecting your flanks vs. cavalry, and
pursuing the enemy, all become important. Doing so will allow you to
recover lost SP better than your opponent, and therefore you will be able
to fight the battle longer.
The attritional nature of combat is a little
hard to get used to. Most rules have the winner of a combat taking
no casualties, and ties tend to be rare. In these rules, if you fail
to act to give yourself some significant advantage, combats will grind
both sides down into the dust. Given the scale of the game, I think
this model is probably right, or at least better. Protracted combats
also tend become disorganized and scattered. Keeping a Force in
reserve becomes very important. Not only will it be stronger, but
its units will also be organized in a tight formation.
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