Polemos : Napoleonic Wars - Marechal de l'Empire (PME)

Miniatures Rules Review

 

Marechal de l'Empire (PME) is part of a two part rule set designed to game large Napoleonic battles with 6mm miniatures. The other set, General de Division (PGD), is intended for actions that are smaller then a corps. These two rule sets are bound together in one book.

The first thing that attracted us to this set of rules is the basing system, common to all the Polemos systems rules sets. Sadly, 6mm miniature gaming has suffered from the lack of a proper and standardized basing system since the scale was first introduced back in the early 1970s.

Standard bases of 60x30mm can be used in pairs (butted up one behind the other) or squares 60x60mm depicting 1500-2500 infantry in two or three ranks with a possible 12 figure frontage and 800-1500 cavalry in one or two ranks with a 9 figure frontage. The standard bases are used in the sister rule set General de Division. Artillery depicting 12-24 guns with crew and Generals with aides are based on 30x30mm stands. The bases are even used a measuring sticks as all movement is in base widths (BW) or base depths (BD). These bases are easy to handle and store, inexpensive to make but also create the illusion of a battalion or a couple of squadrons of cavalry. No one has been able to do all of this before now. Well done Polemos, take a bow!

 

French II Corps (Rielle)


 

Tempo Points and their importance:

At the start of each game turn, both players will attempt to gain the initiative, allowing them to carry out maneuvers, close to combat, re deployment, rally, and in turn forcing their opponents to respond. Although some rules use similar mechanics to control your table top troops, Marechal de l'Empire uses the most innovative and practical system we have ever seen.

What appears on the surface to be just a cute abstract idea actually delivers and works magic. Players are forced to think and move in terms of Divisions (not the number of battalions etc.). Players just cannot wing it and be able to respond to any given situation. The player who carefully deploys his troops, guided by his goals, executes a well though out or clever plan of action, and reacts accordingly, will have an advantage. Gaining or relinquishing the tempo or initiative, can be influenced greatly by the ever-changing events on the field or could be the fabric of a well-laid plan.

As a very basic example, Napoleon could have been considered to initially relinquish the tempo (initiative) at Austerlitz, allowing Buxhöwden to advance 60,000 men south and west of the Pratzen Heights while a further 17,600 men attacked towards Santon hill in the north. By 9:00am, Napoleon "gains the tempo" (i.e. initiative) and orders Marshal Soult's two divisions to attack southeast towards the Heights, supported by Bernodotte's corps on the left. In summary, tempo guides the flow of events on the field and the tempo points themselves are the currency of command control.

 

Prussian III Corps (Thielemann)


 

Generals and Artillery:

You have a functional chain of command, with Generals rated as decisive, capable, or plodding; command control distances and leadership with possible death in combat. The Generals put real value into the game and make players think carefully about how to use them properly. Every set of rules has a purpose for Generals, but Marechal de l'Empire covers all the bases in a very elegant way.

There is a Bombardment Phase for artillery plus a support use in combat. Again, players have to think carefully about how they plan to use their available artillery. There is a nice feeling to this. You can achieve realistic results without a lot of tedious number crunching.

 



 

Contact Phase and Sub-Phases:

A contact phase takes place after each player's movement is complete and is initiated when any force advances to contact with an opposing one and there is no requirement to 'declare' charges.

The combat itself is broken down into five sub-phases: Attacker advances to contact (Combat takes place), Defender responds (Combat may take place), Attacker's reinforcement phase (Combat may take place), Defenders reinforcement phase (Combat may take place), and finally the Outcome phase.

The combat system used in Marechal de l'Empire is clearly unique. What at first appears to be a convoluted and time-consuming process, reveals itself to be a very innovative way to micro manage a localized combat. There is a learning curve here, but once understood, gone are a hundred different little tactical situations that have plagued us since our table top wargaming began.

During our play test, a Prussian infantry assault and capture of a French held village, was carried through with an expected outcome. As well, a Prussian cavalry attack made against steady elite French infantry supported by artillery, resulted in an expected setback for the Prussians. In both actions, there was present distinct, yet a subtle ebb and flow to the combat, by the final outcome phase.

 

Prussian III Corps Cavalry (Hobe) contacts French line


 

Final Thoughts:

During our play test some minor questions did arise that we were unable to resolve. This created a little frustration for some players. Fortunately, a remedy is close at hand by way of the Yahoo! Polemos Group where concerns, questions, or clarifications can be quickly addressed by the group and possibly the author himself, Chris Grice.

We enjoyed the beautiful color photographs of figures in the center of the book, but more detailed examples of various situations would have helped clear up some of those original questions that slow down your first game or two. For example, the rule book did include an example of an advance to contact and ensuing combat, but only the initial phase was shown in a photograph. It would have greatly assisted new players by including photographs for each sub-phase of combat.

The overall concept is brilliant and all the different phases blend together in a very well thought out way. If you want to game something that is fresh, clever, easy to play (once learned), fast, and very much a Napoleonic command feeling game, then this is it. We believe that Marechal de l'Empire has clearly raised the bar on Napoleonic big battle miniature gaming.

This review was made by members of the Napoleonic Miniatures Wargame Society of Toronto and should anyone wish to discuss this review please contact .

Please take the opportunity to view some pictures taken during our playtest of the Marechal de l'Empire rules.

 

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