It seems there is some confusion with the rules for the Pub Battles system. Some people feel the rules are incomplete. I usually find that this is because they are assuming it is more complicated than it is, and that the designer left something out.
This is simply not true. The design goal for Pub Battles was to create a short one page rules set. It was felt that rules were getting way too bloated. The one page rules aren't complete, but the complete set is only eight pages, and that includes diagrams!
The problem this can create for some people is that they are used to rules explaining every little thing. They are used to having every specific question addressed. If you believe something isn't addressed in Pub Battles, it is often clearly explained in general terms, but you can't find it because your looking for a specific rule.
I want to clear up some common concerns with a few remarks, and demonstrate how the rules DO address many of these concerns:
When your command is drawn you can move units even if they have already been contacted by an enemy unit. The chit draw mechanic simulates simultaneous movement, and often times the command moving later is considered to have the advantage. This represents the commander having out thought and out maneuvered the opposition. So while in linear game terms the opponent moved first, in non-linear simulation terms, the friendly commander got the upper hand and the contest resolved in terms favorable to him.
Sometimes you'd rather move first, Alter Turn Order mechanic works both ways.
What happens if I attack an opponent who is uphill, in woods, and across a river? As explained on the Terrain Effects Chart, uphill and woods are -1 not -2. Attacking across a river is treated as being outflanked for the first round only, so for the first round the attacker is at -2 and the defender is at +1, on any subsequent rounds the attacker is at -1.
HQ's are immune to the enemy. As stated in the rules, HQs cannot be attacked, overrun, and do not block movement. The enemy simply ignores them when moving. Move them as little as necessary if they are in the way. It is assumed that the nimble HQ can avoid large formations.
HQ range Hqs can not be in two places at once. Before a unit moves to attack (moves into contact with the an enemy unit) it must be within HQ range. I usually move HQs first so I don't forget, but that isn't required. Most of the time, the HQ can easily be within command range of its entire Corps. For larger Corps or Corps with far ranging cavalry, this can be an issue and must be managed carefully.
Artillery does not need to be within HQ range to bombard. Only units moving into contact with enemy units need to be within HQ range.
Occupying Terrain The Authentic maps look very cool, but there are some features that have no in- game functions other than window dressing. The rules state that a unit is considered to be occupying the terrain that the majority of the piece is in. This means small farmsteads and towns, as well as small bits of woods, have no game function if they cannot contain half a unit block. It is good gamesmanship to announce whether or not your unit is occupying a terrain feature if it seems questionable. Remember that if you are occupying a town or city, your unit must become spent!
Artillery The way the designer intends artillery range to be calculated is by majority of piece to majority of piece. I just measure from front center to any point on the defender. Use whatever method makes sense to you! The reason for this imprecision is because much of the artillery that is represented by the blocks is a mix of different types and functions. The range specification is a generalization of the whole. Pub Battles is a quick play system that doesn't bog you down in ballistics issues and ammo supply concerns.
The design goal of Pub Battles was to simulate the feel of commanding an army from the period represented. IMHO this it does better than any other game system. On the other hand, if you want a study in the small unit tactics of the period with hundred page rule books and requiring many hours to play, or you thrill to the simulation of supply and logistical concerns, there are other titles that offer that in spades.
However, if you want the authentic feel of commanding an army, while only taking up an hour or so of your time, or even a best-of-three series in an evening, welcome to Pub Battles!
Please reply with any further questions that you might have, and I will do my best to answer them promptly and succinctly.
This blog contains game replays as well as my personal experiences with playing Pub Battle's titles. I am not affilitated with Command Post Games and my opinions and observations are my own.
From Richard Bach
That’s what learning is, after all; not whether we lose the game, but how we lose and how we’ve changed because of it, and what we take away from it that we never had before, to apply to other games. Losing, in a curious way, is winning. - Richard Bach
Thursday, October 26, 2017
Sunday, August 20, 2017
Marengo map clarifications
Coloring Rivers in on the Marengo map.
The double streams with the swamp only cost 1/3 a move to cross!
Here you can see the road I drew in with a #2 pencil, which connects the road from the fort with the bridge across the river. This allows a unit to use the March Column move rate from Alexandrie North and cross back over the rive on the French right flank. This is the intent of the designer.
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