09 Jan 03

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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