Command and Movement
An early decision that needs to be made when designing rules, is how command and control will work. There are lots of existing options, including written orders, roll-to-move, die-points (pips) and the old fashioned "just move everything." There is also the matter of overall turn sequence, which is a long conversation all by itself. One of the more interesting turn sequences I have seen is from the old Brew Up armor rules, which had an "Attacker-move, Defender fire and move, Attack fire" turn sequence that did a good job of recreating the dynamics of more modern warfare. I tend to avoid roll-to-move systems for Napoleonics, because of the risk of very anomalous events like a division grinding to a halt in front of a mass battery. It could happen, but roll-to-move opens up that possibility a bit too much. Republique 4 and earlier used a written orders on map system, using arrows. Unfortunately that is difficult to enforce mid-game, and it allows rather more complicated grand-tactical maneuvering than some nations armed forces were capable of at this time.
After some blank-sheet experimentation, we are moving toward what I call the Impedance System of maneuver. I call it that, because divisions can move freely without any die rolls, orders or point collection, unless some notable change might impede that. So for example, an advancing division this turn will freely continue advancing next turn, unless it decides to radically alter course, fall back or halt (or hold off its advance). In that case, a die roll based on the division leader's command class is conducted with a minimum of modifiers (some were needed). Basing the efficiency of the division's commander helps to fine tune an army's overall performance without adding too much overhead to the rules. It means (for example) that a Russian army divisional known for his efficiency can get on-the-board credit for it, instead of being penalized for the purely theoretical shortcomings of an entire army.
For the turn sequence itself, we have stuck with the traditional "I-move/You-Move" system, which is familiar and easily mastered by all. It also lends itself well to the somewhat pro-rated world of Napoleonic warfare.
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