Post by bruce on May 26, 2016 4:10:36 GMT
ESR rules Part 1
Here are some initial impressions and info, in Part 2 I will follow up with more of an action report and some pics, soon I hope.
Et Sans Resultat is a grand tactical rules set, now in its second edition, which I am in the process of playing solo. For me, this has required a definite shift in my thinking about rules and gaming. Very big picture, with a strong emphasis on planning and issuing orders, which carry over from turn to turn until an objective is reached, combat occurs, or order conversion is allowed. My own shortcomings as a player/commander seem highlighted with this game, making it all the more interesting. After getting a handle on Blucher with relative ease, I am struggling a bit with ESR, but not discouraged.
Orders and Leader Actions at first seemed a bit complex, and there is a lot to remember as a solo player. Turns are simultaneous, but the mechanics of this game work pretty well for solo play. Each turn has four steps, each step has a series of actions. As a solo player, I more or less have each side complete an action, then on to the next etc. and the turn unfolds nicely. You can check the sequence out on the Wargaming Company website as the basic rules are contained in the Overview, which I recommend. Some of this is reminiscent of the more complex Champ d’ Honneur, one of the best historically accurate sets of rules (but Champ had more detail than I could readily handle on my own).
The game is “basing agnostic” you can use what you have, select a scale. I am using four stands of 5 figures for each “Unit”, basically a battalion, on temporary bases about .75 inch by 1.75 inch with H&R figures. Units make up a Formation, similar to a brigade or division, Formations make up a Force, essentially a corps. These combine to make an Army. I am liking these terms as they can be used for any nation, any era, keeping things consistent. I have selected the 150 yard scale, which seems to me to go with 6mm. You can download the two reference sheets which convert things into metric or inches for several choices of scale.
There are a lot of modifiers at first glance, until you begin to realize that many of them are not needed very often. I have made up commander bases and Reformation Area bases on which I can place markers to indicate leader qualities and modifiers, the current order for each formation, and fatigue levels and status resulting from combat. I like this better than rosters keeping, especially playing solo. I can follow what’s going on better as I learn.
PROS Beautifully done book, well organized with color coding for the turn sequences, a glossary (hooray!), excellent reference information on raising armies for the major powers in different eras. Set up is pretty easy, OBs and values are clear. I am using the sample scenario, basically a small corps level rear guard action and the battle is unfolding in a satisfying progression. The game can be enhanced by what sound like some great campaign scenario books that are coming out. Good website, but perhaps the best thing about the rules is the author’s accessibility via the ESR Yahoo Group. David answers any question almost daily, with patience and helpful info. Also there is wiggle room for house rules and a welcome common sense approach to handling things that might not initially be clear.
Oh, and so far this feels like what I imagine a real battle might be like from the command level. Issuing orders is critical and being in command is tense and unpredictable.
CONS: I found some of the examples hard to follow. I really had to study these rules and refer to them often. Sometimes I thought I knew what I was doing, but when I hit a snag, it took more time to figure out than I expected. But maybe it’s just me. I think these rules probably work especially well for multi-player groups.
Part 2 Coming up in the next week or two. Bruce