Battle Command is a relatively new (released in January) evolution in the world of Picquet. Closely related to Field of Battle by Brent Oman, it is even more of an evolution of the classic Picquet system. We decided to put it to the test and gathered some forces for a fictitious battle set in Spain in 1809.
The scenario was planned as a meeting engagement between British / Portuguese troops under LtGen Wellesley and French, Polish, and German forces under Marshal Soult. Both sides had seven brigades in total and the march order onto the table had to be planned beforehand. After rolling for each leader and unit (and then labeling), I had roughly an hour and a half of invested preparation time. Both Wellesley and Soult had high leadership rolls (both a D12) and the troops on both sides ranged from Raw to Crack. There were even a couple of British Foot Guard units on the table. The French had a numbers advantage, but the British had a quality advantage. We allowed two brigades on each side of the table to be deployed. After rolling for Morale Chips (French 29, British 24), we were ready to go.
As the Morale Chips fell on both sides, the British were able to knock the French out of the center town, but were immediately counterattacked and thrown out themselves. The British were down to zero chips at this point to the French 8, and the battle was called (didn’t wait for an Army Morale Card). The French did suffer significant casualties as well, but held their ground admirably, winning a Minor Victory. The British fell back to lick their wounds.
So how did the rules work? First off, we had a great time and the game definitely told a story. With the new Action Matrix, the decisions that needed to be made were ample and provided a challenging context. One of the criticisms of Classic Picquet was that “the cards dictated the game and no decision-making or planning was necessary.” With Battle Command, nothing could be further from the truth. At no point did either of us feel that we weren’t in control; the card deck merely presented the situations that we had to think through. The constant interaction between Initiative and Reactive sides provided a fast-moving game that flowed well and kept our attention throughout. Also, because the maximum cards that can be drawn is now 2, there were no longer any periods in which one side or the other went on an extended roll, while the other side sat there while being outmaneuvered.
We both gave the rule and the experience two solid thumbs up !
We did draft some house rules that would satisfy our views of Napoleonic warfare, but these were minor and just added to the experience. Specific areas were infantry moving in line vs column, no “first fire” for units in skirmish order, artillery prolong moves, artillery bouncethrough, and a couple of others.
I probably put a bit too much restrictive terrain on the table, which severely hurt the British after the French “got the jump” and forced the Brits to attack a tough defensive position.
I’ll be setting up a new scenario with the British deployed on the ridge and the French attacking (in other words, a classic Peninsular War scenario) using the same orders of battle and modified terrain. I can’t wait !