In thinking about Field of Battle (3rd edition), and Battle Command, I wanted to try a variant using the concepts of impetus and deck composition based upon Battle Command, but using a hand of cards concept based upon the optional rules in classic Piquet, and also a “Wild Card” in place of the options in Battle Command.
Initiative as in Battle Command – C-in-C’s roll their LD, High roll chooses to go first or second, won even = 2 initiative, won odd = 1 initiative, tie = end turn, reshuffle.
Sequence Decks (one of each):
Infantry Fire
Artillery Fire
Move
Melee
Leadership
Brilliant Commander
Lull
Tactical Advantage
Army Morale – no initiative cost to draw or ply IF there are no units in that army that are routed, destroyed or have involuntarily retreated off the table.
[Any Special Card(s)] – no imitative cost to draw or play
When a card is turned, it MUST be played immediately if it is not one of the bold faced “action cards”.
Tactical Advantage (new definition) is played immediately for 1 Impetus cost, but it can still be held and used at any time until the end of the turn, at no additional impetus cost; it does NOT count against the hand limit.
Other non-action cards must be acted upon when played (Lull, Army Morale, any Special Cards).
The Hand of Cards:
According to the C-in-C’s rating, they may hold a number of cards in their hand for later action:
Abysmal – none
Poor – 1 card
Average or Skilled – 2 cards
Exceptional – 3 cards
Playing cards and using the Hand
For each initiative point, a card may be played from the player’s hand, or a card mat be drawn. If a card is played from the hand, that uses up 1 impetus.
When an action card is drawn, it is shown to all players; the C-in-C can then decide to either play it, or take it into their hand of cards, up to the limit for the C-in C’s rating; this could include swapping the drawn card for one from the hand, which would then use up 1 impetus. .
No more cards can be played or drawn than the number of impetus won (aside from cards that have no cost to turn/play).
Lull card: should the enemy seize the initiative, then they will have the same options as a normal won 1 initiative above.
New Card definitions
Tactical Advantage: This now allows a REROLL of any ONE die roll (by either side), EXCEPT an Army Morale check.
Brilliant Commander: This is a WILD card and allows each Command group to individually use it as any of the other 5 possible actions that they choose!
Move: Routers MUST move when this card is turned, even if it is taken into the players hand; in that case, the routers must move again when the card is actually played and acted upon.
To try this out, I set up a test game using my Danish and Swedish Napoleonic armies. I chose them as they hadn’t seen action in quite a while, where my Austrians and Rhine Confederation troops have seen a lot of action ion 2024. Many of my French, Russian, and Prussian troops have already been organized in to commands for the big Spring 1813 Campaign -n – a day event in a little over 2 weeks. 2024.
To keep things simple for the test, all leader will be rated LD 10 on both sides.
Denmark
1st Brigade
1 Jager DD 6 CD 12
2 Line DD 6 CD 10
2nd Brigade
2 Line DD 6 CD 10
1 6# Foot Battery DD 6 CD 12
3rd Brigade
1 Jager DD6 CD 12
2 Line DD 6 Cd 10
4th Brigade
2 Line DD 6 CD 10
1 6# Foot Battery DD 6 CD 12
1st Cavalry Brigade
Light Dragoons DD 6 CD 10
Hussars DD 8 CD 10
2nd Cavalry Brigade
Dragoons DD 6 CD 12
Bosniaks (2 UI)DD6 CD 10
6# Horse Battery DD6 CD 12
Reserve Brigade
King’s Livjager’s DD 8 CD 12
Livgard til Fods DD 8 CD 12
Danish Liv Regiment DD 8 CD 12
Livgard til Hast CD 8 DD 12
12# Foot Battery DD 6 CD 12+1
Sweden
1st Brigade
1 Jager DD6 CD 12
2 Line DD 6 CD 10
2nd Brigade
2 Line DD 6 CD 10
1 6# Foot Battery DD 6 CD 12
3rd Brigade
1 Jager DD 6 CD 12
2 Line DD 6 CD 10
4th Brigade
2 Line DD 6 CD 10
1 6# Foot Battery DD6 CD 12
1st Cavalry Brigade
Light Dragoons DD 6 CD 10
Hussars DD 8 CD 10
2nd Cavalry Brigade
Dragoons DD 6 CD 12
Light Dragoons (2 UI) DD6 CD 10
6# Horse Battery DD6 CD 12
Reserve Brigade
Russian Guard Jagers DD 8 CD 12
Andrea Livgard DD 8 CD 12
Life grenadiers DD 8 CD 12
Cuirassiers DD 8 CD 12
12# Foot Battery DD 6 CD 12+1
Starting positions, Swedes near, Danes far.
Swedish left
Swedish center
Swedish right
Danish left
Danish center
Danish right
The minor river takes 2 segments to cross, artillery may only cross at bridges. All hills, woods, and buildings are Class II terrain. The next post will start the recounting of the playtest…