![]() |
![]() |
|||||||||
|
Command Piquet - new Rules for Horse & Musket Fusilier Roly Hermans gives us a brief look at the forth-coming Command Piquet rules, then is joined by Fusilier Peter Haldezos in presenting a photo-report of their recent test game.
Command Piquet has refined the basics of standard Piquet into a simple set of rules covering the whole horse-and-musket period. Since playing our test game, I have sat down and re-read the rules, and am becoming more and more impressed with them. What I like, for instance, is that there are only two charts that have to be consulted during the game, which are simplified versions of the existing Piquet fire and melee charts. Everything else is worked out by opposed die rolls, using a pre-determined Target Die (bigger or smaller based on the quality of the unit), and another pre-rolled and pre-modified Combat Die. General officers also have pre-rolled Leadership Dice. So by various rolling combinations, every circumstance can be easily resolved. The rules also use a Piquet card deck, though the actions on most cards are a lot simpler than in standard Piquet. The only exception to this is the Leadership card, which allows players to do quite a number of things, such as rallying, manouevring, deploying and much more. In fact, I would say that general officers in this game play a much larger role than in any other wargame I've played. There are some other unique characterisitics in Command Piquet. For instance, there are no casualties taken from fire or melee (though you do score hits). Every three hits is a 'Unit Integrity' lost - different types of unit have varying amounts of these Unit Integrities (eg infantry have four), and these points can be possibly regained on a Leadership card. Getting down to zero Unit Integrities means you rout. Movement happens when you draw the appropriate card, just as in standard Piquet. However, under these rules if you really want to move even further (making a dash for an important feature, say) then you can test to have extra moves after your move. You can do this several times, but each test is successively harder to pass (and each one costs you in initiative). Command Piquet uses the opposed D20s for initiative, though in a simplfied form. But to get rid of those notorious long bursts of initiative (the crux argument of many Piquet critics), you now also have a fixed number of Opportunity Initiative Points which you can bring into play during an opposing player's initiative if you desperately want to do something - but these points can only be bought back on a Leadership card, so you can't squander them too easily. Note how often I have used the word "simplify", which really puts in a nutshell what these rules are all about - a game that flows easily and quickly, without getting too bogged in minute detail. All in all, I like what I've seen of these rules so far. They still need a bit of fine-tuning, but the rule mechanics are easily the most elegant I have ever come across.
The Battle of Mohlenberg Hill
The following pictures were taken by Fusilier Peter Haldezos during our test game of Command Piquet. You might be able to tell from his captions that he was playing as the Austro Prussian commander! But definitely a victory for Command Piquet in providing us with a fun game that moved quickly and decisively.
Note: If you are not already familiar with Piquet, read this article by Fusilier Terry Swain about the standard rules.
|
|||||||||