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To Piquet or not to Piquet? By Fusilier Terry Swain (first published on the Wellington Warlords website)
Piquet is a master set of rules for wargaming, with specific supplements for differing periods. One learns the master rules for all periods and then the supplements bring the individual flavour to the periods. The Master Rules come in a box with the rule set, two player aid cards (have tables required on them), two decks of sequence cards and other miscellaneous bits and pieces. The period I tend to game is the Seven Years War which is covered by the supplement Cartouche which covers 1690 -1790 period. To quote from the rules Piquet is written in a highly modular fashion. Each module and table is strongly interrelated, but also is easily 'tweaked' modified, and adjusted.' So why change? My gaming group had been using Age of Reason for sometime, but was finding that as we increased our collections the games were getting long and unwieldy with as little as 15 or so units a size. Any attempts at larger games degenerated into unwieldy messes(and 25mm's can look real messy). As most games are played on a Friday night with midnight curfews(wives rule) we weren't getting games completed. So a set of Piquet was procured and away we went.
Basically (my style) the rules give you the make up of your army (troop types and quality), ability of your commanders, a deck of cards per side that allows you to do various tasks randomly (move infantry, reload muskets, deploy, move officers etc) and the randomness of die to drive you insane. The play mechanism is quite simple. Player A rolls a D20, player B rolls a D20, the higher die deducts the lesser die, that provides the number of impetus points available to the winner. An impetus point is then expended to turn over a card, and then more impetus to act on that card, if desired, or turn over a new card. For example, Player A rolls a 16, Player B a 7. A wins by 9. A turns a card - it is 'Move Infantry in Open'. A has two infantry commands - he chooses to move both. This will cost him 1 to turn the card, and 1 for each command, a total of 3. He has 6 left. The next card is a 'Dress Lines': this costs 1 impetus, but he can do nothing on it, it just uses up points. Down to 5, turn next card. The next card is an 'Officer Check' - he may move hisr commanders. To do so costs 1 to turn card and 1 to move each officer. He can choose to do nothing, and turn the next card.
The individual flavour is provided by the supplements. An example being in Cartouche where my Russians get to do a lot of 'dressing lines' and can't get a brilliant leader, while the dear old Prussians tend to be 'brilliantly led' and run around a lot while I'm standing still, historically correct. The fog of war aspect is bought in by the impetus. This can have some huge swings as mentioned earlier. In a recent game of AWI, I marched my British Brigade up to American Militia, who were skulking behind cover (as they do), fired at them, and did nothing else all night. The Hessian brigade on my flank was getting beaten up, then ran away and then all our impetus was getting spent on trying to stop them running, then rally, then throw in reserves to plug the gap. While my lads stood, got shot at, and eyeballed the cowards behind the barricades. Some might think it was boring, but the four of us playing were on knife edge all night - would we get the impetus we needed? - would the abysmal Hessian commander rally his troops? - would...
So if you want a change I and my gaming group (Paul Stairs, Peter Haldezos, Craig Watterson, Steve Sands, Roly Hermans, Brian Trott, and Paul Crouch) can all recommend this rules set. We have tried the ACW, Napoleonic and 1200-1600 supplements with equal enjoyment and would be delighted to answer any questions. There is a dedicated website The Piquet Mailer full of information and a boisterous forum. I procured my rules from Wargamesworld in the UK.
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