Gaming rule mods of the Day
Some experimental ideas that I will be using for my next solo Napoleonic test game.
Situation :
The Allies have a slight problem. They outnumber the French, but thanks to the superior French command system, the Allies are finding it difficult (if not impossible) to force a combat where they can actually make use of their superior numbers. The French can effectively dance around them, and create local superiority almost every time. Not good :(
Mission :
For the coming battle, the Allies have 2 Corps commands vs a single higher quality French Corps. The Allied plan involves lightly engaging the French with their 1st Corps in a pinning move, and hopefully holding them in that position to allow the 2nd Corps to take their flank with a general assault.
The Problem :
The problem with this plan, is that in the vanilla rules as they are, an engagement is an all or nothing affair. If you engage the enemy at all from an inferior position, you will likely get mauled and lose a lot of men. The battle will be lost before the flanking force has a chance to make contact.
The Solution :
These proposed rule modifications allow for the commander to introduce an intermediate level of engagement, where they can lightly engage the enemy just to pin them down, with a lower risk of too many losses.
As well as this main objective, these mods add some additional game mechanics to provide a more interesting solo game.
IGO-UGO vs Card Driven :
Age old question that one. Card Driven has a lot of advantages for a solo game, as it truly introduces battlefield friction and chaos. (also gives a fun game).
On the other hand, I do like the feel that IGO-UGO gives when playing at Grand Tactical level. It does 'feel' a bit more like issued orders have a grave importance, when you know that in each passage of game-time, great masses of troops will move inexorably into danger whether you want them to or not.
Anyway, for these modifications, I will be using IGO-UGO as the turn mechanism.
On to the rules then :