It’s been a fair while since I’ve written anything and for that I sincerely apologise.
Life, as always gets in the way of planning a good wargames ruleset.
After such a long time I thought it would be best to summarise what the rules look like so far (including changes to the command and control).
Each player has a number of deployment markers (min 5), which they will use to determine their deployment area. Players can be granted additional deployment markers if their army possess units with the “Deployment Marker” special rule.
After a roll off the winner decides which table edge they would like and the loser takes a marker and places it in contact with their own board edge, they then move this marker 15cm. The other player does the same.
On the players second deployment turn, the can choose either to place another of their markers on the table and move that (as they did in the first deployment turn), or they can choose to move their original marker another 15cm.
All markers must either be within 30cm of a table edge or 30 cm of another friendly marker. If a marker moves to within 30cm of an enemy marker then both markers remain at 30cm apart and are considered “locked”.
Both players continue to move their markers until all markers have been locked. The players may then deploy their units in their deployment zone which has been determined by the area in which their deployment markers enclose.
The game takes place across 30 turns, with each turn representing 10 minutes of battle. Players start with five chips placed in a bag which represents their Commanders-in-Chief’s actions. Chips are drawn at random and the colour of the chip determines who acts.
Generals must spend actions to activate their divisional generals. This is done by sending an ADC marker to the divisional general, once this reaches the general they are given a objective number as their target in the game. From this point onwards that divisional general and their units can only score victory points for claiming that objective.
Each additional general activated adds a further five chips to the bag for that force.
Command and Control
Each unit and each General in a game of Clausewitz has a rating of 1 to 5. When ordering units to act the owning player must roll equal to or higher than the combined rating of the general issuing the order and the unit receiving the order.
Generals of Division can only issue orders to their own Division, Commanders-in-Chief may issue orders to any units. An order costs a general one of their actions.
The distance between the target unit and the general also has an impact on how effective that unit may be. For every 8cm of distance between the two the target unit loses an action point that turn.
Units in Clausewitz is considered to be a number of bases which represents the battalions or squadrons along with the Brigade General.
Each Brigade has a number of stats. Morale and actions; both of which are shown on the brigade generals base, and Combat Dice and formation and which are shown on the battalion and squadron bases.
Each unit also has stats for how well they are able to fire their weapons and how effective they are in combat.
Brigades have five actions, which can range from changing formation, firing and movement.
I have the overall aim of making Clausewitz simple to play but also with a realistic element to its general play. For example the orders system where units need to receive orders from their general before moving or attacking and those generals in turn needing to receive objectives before acting themselves.
Movement is all based on the historical information of unit marching distances. Therefore in a ten minute turn you’ll find using all five actions on a unit of line infantry will move them 10cm which equates to roughly a third of a mile.
Firing is done by actions as well with each unit able to use its combat dice to shoot, first rolling for their steady roll (usually 5+) with any successes here being rolled for hits. The range of the weapons are also historically accurate with muskets having a long range of 4cm and effective range of 2cm.
Formations have different effect on the units themselves. With column being able to move at a quick march rate but being vulnerable to artillery and small arms fire. Line formations effective at shooting but awful when charges by the enemy.
Morale is always the key in this game and sometimes if you find an attack has not been successful it may be wise to return the attacking troops to your own lines to allow them to recuperate.
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