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Rules Review:

A GATHERING OF EAGLES

Napoleonic Rules for Wargaming

on a Large Scale

Published and Illustrated by John Stallaert

 

SUMMARY

A fast-play grand tactical wargame with a workable orders writing feature.
Period Napoleonic
Maneuver Unit Battalion/Squadron/Battery
Command Brigade and higher
Figure scale 6 mm / 15mm
Ground scale 6mm / 15mm figures: 1 mm = 4 meters
Time scale 10 minutes per turn
Basing
Infantry Cavalry Artillery
2 stands per battalion 1 stand per squadron variable by number of guns per battery
25mm wide by 20mm deep for 6mm / 40mm wide by 35mm deep for 15mm 25mm wide by 20mm deep for 6mm / 40mm wide by 35mm deep for 15mm 25mm wide by 20mm deep for 6mm / 40mm wide by 35mm deep for 15mm
3 ranks of 6 figures 1 rank of 4 horses

1 gun - number of figures varies with caliber of gun

GUN

CREW per gun

3lb/4lb

2

6lb

3

8/9lb

4

12lb+

5

 

A Gathering of Eagles is a command control game.  These rules allow two or more players to command at the division level or higher.  The wargamer's role, therefore, is not to micromanage each battalion and company, but to plan and execute the operational maneuvers of the component brigades.  These rules assume (and rightly so) that somewhat competent subordinate officers will be handling the tactical aspects of these maneuvers.  The commanding general is not concerned with intricate combat resolution fought by tallying each barrel and bayonet.  The beauty of the system is that a reasonably realistic outcome is achieved without this detail.
Orders writing has been both a blessing and a curse in miniatures wargames.  It provides a buffer against micromanagement of tactical units and immediate response to an emerging threat.  It permits play to more realistically represent the flow of battle on the field.  In many past game systems, however, the rules writing mechanics has been awkward, time consuming, and ultimately a factor that destroys the flow of the game.  Not so in Gathering of Eagles.  This game has perfected the rules writing and enacting steps so that these allow the development of maneuver without slowing down the game to the point of boredom.

Play sequence consists of two phases, each with three steps:

Phase 1.  Movement

a.  Write orders

b.  Rally troops and tally fatigue losses

c.  Movement (including rout, fallback, charge, regroup)

Phase 2.  Combat

a.  Counter battery fire

b.  Other artillery fire

c.  Tactical combat

Orders writing depends upon the unit commander's perception of the situation facing his unit.  Orders writing is simplified through use of predetermined structure and the commander's action limited by a set of prescribed constraints - the net effect is that a commander can only directly impact his own or subordinate units, and therefore act as would a real commander presented with corresponding situations on the battlefield.

Combat resolution is abstracted to fit the maneuver units.  Tactical combat (infantry fire) is triggered by contact of units in opposing brigades and resolution is by brigade.  This makes for accelerated play while providing the expected result.  At this scale random effects tend to level out and the intricate resolution steps found in other games only slow down game play.  The effect of unit combat losses is augmented by the impact of loss in combat value - combat value represents the morale, fatigue and determination effects, and these had the greatest impact on the outcome of Napoleonic battles.

The death of many command control rules systems is the intricate and often convoluted record keeping.  Wargamers are not clerks - they do not want to spend more time writing on charts than they do moving units and rolling dice.  These rules simplify record keeping through use of an order of battle chart which also includes the turn-strength of the unit and its health as current combat value.  This approach is elegant in its simplicity.

A nice touch is the lack of an intricate supply function - supply at the grand tactical level of play rarely has an impact on the game.  These rules do, however, take into account the possibility of ammunition depletion in isolated units by having players agree on the number of turns such a unit may participate in combat.

Rules for 15mm scale are also available, with the distance scale adjusted for both game mechanics and esthetics.  Bases for 15 mm are 40mm (approx. 1-1/2 inches) by 30 mm (approx. 1-1/8 inches) with 3 rows of 4 infantry or 4 cavalry.  Artillery is 1 gun per stand, with the same number of gunners per gun as for the 6mm scale.
Grand tactical games are my favorite.  The level of abstraction in these rules is appropriate.  Essentials are built into the game system and nonessential features omitted.  The effect is to increase the number of game turns played and put maneuver back into Napoleonics.  I expect many enjoyable games with these rules.
Check John Stallaert & Nancy Wood's - MIlitary Miniature Painting Services Website for more information.  A Gathering of Eagles costs $15.00 + $4.35 shipping US or $20 Canadian (shipping icluded).

Copyright © 2000 by Mark Diehl.  Table Top Tactics; All rights reserved.