Absolute Emperor: Napoleonic Wargame Battles
By Boyd Bruce and Mark Stacey
2/5
()
About this ebook
Boyd Bruce
Boyd has been a librarian, a soldier, a father, and a wargamer. Relying upon his history degree, his love of books, his years of service, and a passion for wargaming, he has made the transition from participant to instigator with Absolute Emperor. Playing all types of tabletop wargaming, Boyd's main gaming interest will always be historical, and Napoleonic gaming holding a favorite place in his heart.
Related to Absolute Emperor
Titles in the series (28)
Black Ops: Tactical Espionage Wargaming Rating: 4 out of 5 stars4/5En Garde!: Swashbuckling Skirmish Wargames Rules Rating: 5 out of 5 stars5/5Honours of War: Wargames Rules for the Seven Years’ War Rating: 4 out of 5 stars4/5Ronin: Skirmish Wargames in the Age of the Samurai Rating: 4 out of 5 stars4/5A World Aflame: Interwar Wargame Rules 1918–39 Rating: 4 out of 5 stars4/5Fighting Sail: Fleet Actions 1775–1815 Rating: 4 out of 5 stars4/5Of Gods and Mortals: Mythological Wargame Rules Rating: 4 out of 5 stars4/5A Fistful of Kung Fu: Hong Kong Movie Wargame Rules Rating: 4 out of 5 stars4/5Outremer: Faith and Blood: Skirmish Wargames in the Crusades Rating: 4 out of 5 stars4/5Rebels and Patriots: Wargaming Rules for North America: Colonies to Civil War Rating: 5 out of 5 stars5/5Rogue Stars: Skirmish Wargaming in a Science Fiction Underworld Rating: 4 out of 5 stars4/5Poseidon’s Warriors: Classical Naval Warfare 480–31 BC Rating: 4 out of 5 stars4/5The Pikeman’s Lament: Pike and Shot Wargaming Rules Rating: 4 out of 5 stars4/5Gaslands: Post-Apocalyptic Vehicular Combat Rating: 4 out of 5 stars4/5Kobolds & Cobblestones: Fantasy Gang Rumbles Rating: 5 out of 5 stars5/5Men of Bronze: Ancient Greek Hoplite Battles Rating: 5 out of 5 stars5/5On the Seven Seas: Wargames Rules for the Age of Piracy and Adventure c.1500–1730 Rating: 0 out of 5 stars0 ratingsZona Alfa: Salvage and Survival in the Exclusion Zone Rating: 5 out of 5 stars5/5Pulp!: Skirmish Adventure Wargaming Rating: 0 out of 5 stars0 ratingsA Billion Suns: Interstellar Fleet Battles Rating: 1 out of 5 stars1/5Absolute Emperor: Napoleonic Wargame Battles Rating: 2 out of 5 stars2/5Castles in the Sky: A Wargame of Flying Battleships Rating: 0 out of 5 stars0 ratings
Related ebooks
The Pikeman’s Lament: Pike and Shot Wargaming Rules Rating: 4 out of 5 stars4/5Honours of War: Wargames Rules for the Seven Years’ War Rating: 4 out of 5 stars4/5Grand Battery: A Guide & Rules for Napoleonic Wargames Rating: 0 out of 5 stars0 ratingsOutremer: Faith and Blood: Skirmish Wargames in the Crusades Rating: 4 out of 5 stars4/5Developing the Portable Wargame Rating: 0 out of 5 stars0 ratingsAcross A Deadly Field: Regimental Rules for Civil War Battles Rating: 4 out of 5 stars4/5Land of the Free: Wargames Rules for North America 1754–1815 Rating: 5 out of 5 stars5/5Lion Rampant: Second Edition: Medieval Wargaming Rules Rating: 0 out of 5 stars0 ratingsOne-hour Skirmish Wargames: Fast-play Dice-less Rules for Small-unit Actions from Napoleonics to Sci-Fi Rating: 4 out of 5 stars4/5Men of Bronze: Ancient Greek Hoplite Battles Rating: 5 out of 5 stars5/5Blood and Guts: Rules, Tactics, and Scenarios for Wargaming World War Two Rating: 0 out of 5 stars0 ratingsThe Silver Bayonet: A Wargame of Napoleonic Gothic Horror Rating: 5 out of 5 stars5/5Xenos Rampant: Science Fiction Wargame Battles Rating: 0 out of 5 stars0 ratingsTabletop Wargames: A Designers’ and Writers’ Handbook Rating: 5 out of 5 stars5/5Rebels and Patriots: Wargaming Rules for North America: Colonies to Civil War Rating: 5 out of 5 stars5/5Oathmark: Oathbreakers Rating: 4 out of 5 stars4/5On the Seven Seas: Wargames Rules for the Age of Piracy and Adventure c.1500–1730 Rating: 0 out of 5 stars0 ratingsThe Portable Wargame Rating: 1 out of 5 stars1/5Oathmark: Battlesworn Rating: 5 out of 5 stars5/5One-Hour Wargames: Practical Tabletop Battles for those with Limited Time and Space Rating: 4 out of 5 stars4/5Oathmark: Battles of the Lost Age Rating: 5 out of 5 stars5/5A World Aflame: Interwar Wargame Rules 1918–39 Rating: 4 out of 5 stars4/5Blood, Bilge and Iron Balls: Naval Wargame Rules for the Age of Sail Rating: 0 out of 5 stars0 ratingsAxis Forces on the Eastern Front Rating: 5 out of 5 stars5/5Wargames Terrain & Buildings: North Africa and the Middle East Rating: 0 out of 5 stars0 ratingsZona Alfa: Salvage and Survival in the Exclusion Zone Rating: 5 out of 5 stars5/5Oathmark: Bane of Kings Rating: 5 out of 5 stars5/5Black Ops: Tactical Espionage Wargaming Rating: 4 out of 5 stars4/5Dracula's America: Shadows of the West: A Wargame Rating: 3 out of 5 stars3/5Bolt Action: Tank War Rating: 5 out of 5 stars5/5
Table Top Roleplaying For You
Into the Dungeon: A Choose-Your-Own-Path Book Rating: 4 out of 5 stars4/5The No-Prep Gamemaster: Or How I Learned to Stop Worrying and Love Random Tables Rating: 4 out of 5 stars4/5Big Book of Zelda: The Unofficial Guide to Breath of the Wild and The Legend of Zelda Rating: 4 out of 5 stars4/5The Monsters Know What They're Doing: Combat Tactics for Dungeon Masters Rating: 4 out of 5 stars4/5The Ultimate Micro-RPG Book: 40 Fast, Easy, and Fun Tabletop Games Rating: 4 out of 5 stars4/5A Dragon Walks Into a Bar: An RPG Joke Book Rating: 3 out of 5 stars3/5Dungeons and Dragons Cookbook: Feast of Champions: Feast of Champions Rating: 5 out of 5 stars5/5The Book of Random Tables: Quests Rating: 3 out of 5 stars3/5Dungeons & Drawings: An Illustrated Compendium of Creatures Rating: 4 out of 5 stars4/5Live to Tell the Tale: Combat Tactics for Player Characters Rating: 4 out of 5 stars4/5Dungeon Master For Dummies Rating: 0 out of 5 stars0 ratingsHow to Defend Your Lair Rating: 0 out of 5 stars0 ratingsMOAR! Monsters Know What They're Doing Rating: 5 out of 5 stars5/5The Ultimate RPG Gameplay Guide: Role-Play the Best Campaign Ever—No Matter the Game! Rating: 4 out of 5 stars4/5The Steampunk User's Manual: An Illustrated Practical and Whimsical Guide to Creating Retro-futurist Dreams Rating: 3 out of 5 stars3/5Legendary World of Zelda Rating: 4 out of 5 stars4/5Of Dice and Men: The Story of Dungeons & Dragons and The People Who Rating: 4 out of 5 stars4/5World of Warcraft: The Official Cookbook Rating: 5 out of 5 stars5/5Dark Souls : Beyond the Grave - Volume 1: Demons Souls - Dark Souls - Dark Souls II Rating: 5 out of 5 stars5/5Pojo's Unofficial Advanced Pokemon Go: The Best Tips and Strategies for the World's Hottest Game! Rating: 5 out of 5 stars5/5Fantasy Map Making: Writer Resources, #2 Rating: 4 out of 5 stars4/5
Related categories
Reviews for Absolute Emperor
1 rating0 reviews
Book preview
Absolute Emperor - Boyd Bruce
Contents
Introduction
Theoretical Conventions
A Note on Units and Scale
Basing Units
Core Concepts
Sequence of Play
Types of Unit
Command and Control
Corps Commander
Phase 1: Command
Orders
Phase 2: Movement
Interaction Zone
Movement in Built Up Areas
Retrograde Movements
Terrain
Phase 3: Shooting
Infantry
Artillery
How to Read Dice Modifiers
Phase 4: Charges
Charge Basics
Phase 5: Combat
Multiple-Unit Combat
Change Facing in Combat
Combat Against an Infantry in a BUA
Combat Modifiers
Shooting and Combat Resolution
Unit Exhaustion
Extraordinary Resolutions
Definitions
Post-Resolution Combat Results
Unit Status
Victory
Advanced Rules
Archaic Command Structures
Detachments
Guard Units
Grand Batteries
Historical Corps Commanders Élan
Horse Artillery
Lancers
Limited Ammunition
Nationality Special Rules
Massive Numbers of Models
Partial Divisions
Scaling Down
Secret Deployment
Smoke and Fire
Very Large Divisions
Tournament and Casual Play
Army Building Engine
Scenarios
The Orders of Battle
Battle of Bumville
Eylau
Wagram
Waterloo
Scenario One Example
Appendix
Notes for a Tournament Game Master
A Final Note From the Author
Introduction
I love Napoleonic wargaming. In fact, it is my favorite period. The pageantry, the uniforms, the personalities, the battlefields, the use of combined arms—all of these aspects endear this period to me like no other in wargaming. Since I started miniature wargaming in the late eighties, I have read, learned, and enjoyed dozens of excellent sets of Napoleonic rules. I loved playing them, yet I couldn’t help noticing that I always moved on from one set to another without actually understanding fully why. If I enjoyed a set of rules, why didn’t I just stick with them and play the game? For me it was the result of one simple flaw. This flaw also keeps the majority of wargamers at arm’s length from Napoleonic wargaming: overkill.
So, what is overkill? I want spectacle, I want grand sweep with many miniatures on a big table. What I don’t want is to spend three months painting esoteric troops for a single battle. For example, must I paint 10,000 polcheniye to fight the battle of Borodino? Traditionally, Napoleonic wargames are built around mechanics with battalion-level units. This is, on the surface, the correct scale, because all the primary sources speak in numbers of battalions. However, it also means the average player would have to paint endlessly, one battalion at a time, for every battalion of a battle. If one ever wanted to play a large historical battle like Waterloo, they would have to buy and paint literally thousands of models…for both sides! Also, don’t expect your buddy to paint all the Prussians for you. Even games using brigade-sized units require a full dedication to Napoleonic gaming as your primary wargaming interest. And because space is limited for most people, only a portion of a battle can ever be played using these scales. It is a rare gamer who can find space and time to put together and play even a moderately-sized battle like Jena. The best part of an old-fashioned Napoleonic game is the masses of units on a massive table. The downside is spending three hours to set up, eighteen hours of playing without conclusion, and three hours to clear everything away. It makes the game more work than play, and that is the overkill.
I know. That last paragraph just takes the wind right out of your sails. But do not despair. Absolute Emperor is designed for the busy, multiple-time-period enthusiast who wants a good Austerlitz in the morning, a cup of tea in the afternoon, then perhaps some football on the TV that evening. A perfect Saturday.
Ranks and flanks are what musket era gaming is all about. A player needs troops painted and ready for battle; based upon the recent popularity of inexpensive plastic figures, one can imagine building and painting around fifty to one hundred figures total for an army. With modern painting techniques, that is a reasonable number of figures—and not so many that aging will interfere with completing the task. I believe that the game scale and mechanics in Absolute Emperor allows players to have a reasonable number of models for a reasonable representation, with the flavor of the period, and enough maneuver units to give the feel of proper difficulties with command and control at the highest levels. High-level command feel is the core reason I wrote Absolute Emperor. As the army commander, you should be able to see where and what a division is doing, but you shouldn’t be involved with the disposition of battalions and guns.
In this rules set I have taken my years of experience with historical and tournament wargaming, cobbled some ideas together, spoken to random people, was told about an article on the Internet, and developed a way for gamers to paint up a reasonable number of troops and still be able to play a sizable battle in two to three hours. I have included a method for gamers to create battles of their own design, what if
scenarios, or simply battle with what they have painted already. I have, of course, also included traditional historical scenarios of large important battles: Waterloo, Eylau, and Wagram—all of which can be easily completed in an evening.
To play this game you will need six-sided dice (d6), a ruler or measuring tape marked in inches ("), some eight-sided dice (d8) or other casualty counting system, some miniatures based to a wargame standard, and a playing surface four by six foot or larger.
This rules set is designed to encourage Napoleonic Wargaming with minimum rules anxiety and maximum period feel. The design impetus is to allow people to finish a sizable game in few hours. I like history, I like to write rules, and I like to roll dice. Please enjoy the rules in that spirit.
General de Rationale
Throughout this book, you will find dialogue paragraphs wherein I explain why a certain rule or convention is the way it is. Narration is by my alter ego, General de Rationale. He will help new gamers understand how the period feel of Napoleonic wargaming is expressed in game terms, and he will help old guard gamers know why it may seem different than what they are used to on the surface.
Theoretical Conventions
In every nation, and even within each nation, our modern ideas of uniformity would be foreign during the Napoleonic era. Regiments, battalions, demi-brigades, brigades, divisions, columns, corps, and armies all had varied meanings with regard to number of troops, organization of troops, and logistics train. In other words, one cannot generalize the militaries of the European nations during the first half of the nineteenth century. Therefore, I have done just that. I will refer to units
and divisions
interchangeably. It is the general relationships between forces, rather than the number of battalions and squadrons, that I strive to represent. I believe it is the feel of the period command, rather than the lower level details, that dictates an enjoyable game. What