Tuesday, May 9, 2023

Picquet: What’s it All About ?

In the world of historical wargaming, the Picquet family of rules seems to be on the fringe of an already niche hobby. Picquet has its raving fans, as well as its detractors who positively hate it. I personally am not an experienced veteran of the system, but I have played in several games, at least enough to formulate an opinion. 




Picquet is a gaming system which is based on the underlying foundation of fog of war. Each side has its own sequence card deck that can be based on leadership or national military philosophy (for example. Imperial Romans and Germanic warriors have very different decks). Each unit and leader is meticulously rolled for in the areas of Firing, Combat, and Morale (in the Classic Picquet system - see below). The game then begins with a roll-off to determine how active one side is and for how long. I won’t go into nitty-gritty details, but turning cards to see what units can do and then actually executing these actions per unit burns up these actions. When the actions are completed, another roll-off determines the next set of actions. At the end of a total number of actions (20 in Classic PK), the turn ends and the card decks reshuffle and a new turn begins. 


Fans of the systems say that the games play like a story and that the fog of war provides true realism when it comes to control of the flow of battle. Detractors state that the cards dictate the game and too little control is left to the players. In addition, the biggest criticism is that one side can continue rolling for actions at the expense of the other side. In theory, the turns should balance out, giving each side equal opportunity to make their moves. In reality, these “swings” can happen. 






The Picquet family is further split into the afore-mentioned “Classic PK” (originated by Bob Jones) and what I’ll call “evolved PK” under the ownership of Brent Oman. “Classic PK” has master rules and separate period rules for more grit and flavor. The period rules like Hallowed Ground (ACW), Archon (Ancients/Medieval), and Les Grognards ( Napoleonic Wars) are just a few examples that cover almost every period in history. Field of Battle (covering the horse and musket period and a WW2 version), Pulse of Battle (covering the Ancients period), and Din of Battle (covering colonial actions) are rules based on the principles of “Classic PK,” but the criticisms of that system have been addressed. No longer does one side go on an extended streak of actions while his opponent sits there idly as his army is destroyed before his eyes. The initial rolls dictate the number of impulses for both sides in an alternating fashion. There is now more decisions to be made with each card that puts the wargamer in the driving seat. The cards provide a context; the original concepts of the cards providing a “storyline” and fog of war remain, but the gamer is now in control of how to use the cards. This “evolved PK” has been refined even further with release of Battle Command. My initial reaction to these rules is that it’s an even more refined and improved version of Field of Battle. I’m excited to play my first game this weekend. 


So, in summary, Picquet has a reputation among wargamers. Some love it, some hate it. But I really think there’s a brilliance lurking in the system that many rules do not contain. I think Classic PK is more suited to 1-2 players of like-mindedness; it is especially entertaining as a solitaire platform. I do think that the series of rules under the leadership of Brent Oman are improved versions of the classic system. I highly recommend the Field of Battle family of rules for solitaire or group games. I do think the many detractors of the “Classic PK” series would be mildly surprised at the improvements. Give them a try and join me in traveling down this path. 





5 comments:

  1. These are THE BEST rules ever for ‘thinking’ wargamers. I have them all but my personal preference and that of my wargaming friends are the original classic Piquet rules and the supplements ‘Les Grogs’ for Napoleonics, ‘Hallowed Ground’ for ACW etc. The opposed D20 die rolls for initative works so well but you need to add your narrative. Not such fans of the FOB series which make it more of an I-GO-U-GO game which kills much of the beauty of the system. It is also brilliant for solitaire as you can put your decks down walk away and carry on exactly where you left off.
    Best value rules out there as no replayed scenario will ever play the same twice.
    BUY THEM!!!!
    If you are near Norwich we’ll happily introduce you to them

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  2. I love the "classic" version of Piquet, but am not so much a fan of the later Field of Battle versions.

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  3. Simply best family of rules I have ever played, but sadly rather marmite system for thers (especially those used to more control/predicability or pure igoyougo style).

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  4. Also do find FOB allows bigger games (ie more units) than classic and sort of easier to teach and play.

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  5. I'm certainly a huge fan of all three. Classic Piquet is surely the most decision dense wargame ever. You must focus on what's important and decisive, and avoid distraction by options of marginal value. It really does need an impetus modulator, which is easy with Eric Burgess' "Rule of 1/3"; losing side gets 1/3 of the winner's impetus, rounded down, and winner decides who acts first. It works great with 1-2 players a side, no too badly with three, but anything more than that will leave many players with little to do, because their commands just are not where the area of decision is. We tried many systems to handle that for big games, with only partial success.
    That's where FoB (1, 2, 3) came in. They work brilliantly for huge multiplayer games, and just fine for smaller games. The decision density isn't nearly as high as classic piquet, nor is the need to focus ones attention. It still give s a great game with just a few players, and feels less "unfair".

    Battle Command (new in the past year), refines the FoB system to greatly increase the decision making aspect, which I see as a big plus.

    A 2 - 6 payer game of Classic Piquet with players who "get" the system is still an unequalled roller coaster of a game!

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