This set of rules began as a simple project to tinker with another well known game in order to modify it into a suitable set of fast play rules for the musket era. However, it soon became apparent that this attempt to tinker would not work. The musket era required that certain factors be taken into account such as fire power, unit degradation from casualties, and command. Therefore this is a very different game from the original model.
In ancient battle recreations, Fire Power can often be relegated to insignificance in light of historical reality. Firepower was rarely seen to dramatically affect the outcome of a battle as few “ballistic weapons” did much more than harass and annoy the enemy, and perhaps slow down the impetus of a charge. However, the musket became the great equalizer. If your troops would fire, the enemy would incur casualties, regardless of whether your troops were the better trained or the more experienced. The effect of a thousand poorly trained, ill commanded troops firing into a block of men should not be ignored. Therefore a simple system was developed to account for a unit suffering losses.
In ancient battles the general is more important in combat, but in modern battles the chain of command is more important. C’est la Guerre uses a simple command structure to manage battlefield movement.
In addition we have added troop grading so that better trained more effective troops can have an advantage, and poorly trained less effective troops are at a disadvantage.
C’est la Guerre attempts to account for casualties and losses without going into an overly complicated accounting system, and provides for a command structure without dealing with morale or having the players issue orders. However, be warned: C’est la Guerre is an abstraction. A base in the game does not necessarily equal a particular unit type or formation on the field. Each base is a representation of force, and as such, issues such as the size of one battalion or squadron should be set aside. The player should concern himself with tactics such as troop placement, command access, gun placement and terrain features. The goal was to recreate the “feel” of the period, not necessarily every detail of the period.
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