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Carnage & Glory II

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TITLE: Carnage & GloryII Computer Moderated Rule SystemsCarnageGloryII

AUTHOR: Nigel P. Marsh

PUBLISHER: N/A

PUBLICATION DATE:

Original DOS based system launched in 1991, current Windows versions has been available since 2001.

WEB SITE/SUPPORT FORUM:

Carnage and Glory II  - system website, event list, description of systems, availability etc

http://games.groups.yahoo.com/group/carnageandglory2/ - Yahoo Group providing a discussion group and downloads [army lists, play sheets and pace sticks] etc

PRICE (with date):

$35.00 [2009] for System w/hardcopy manual [Recommended for first time purchasers]

$25.00 [2009] for System and non-printable PDF manual [Suitable for system veterans]

 

REVIEWED BY: N/A

PERIOD COVERED:

  • Warfare in the Age of Marlborough and Great Northern Wars – 1700-1721
  • The Wars of Frederick the Great and the American War of Independence – 1740-1783
  • Napoleon’s Wars – 1796-1815
  • American Civil War – 1861-1865
  • Von Moltke’s Wars – 1864-1871

THE BOOK:

The manual is coil bound 8.5” x 11” running up to 60 pages, describing the system operation, rule section and designer notes. It has color covers with limited color and B&W interior. It includes two cardstock playsheets and unit and general counters sheets.

SCOPE:

The systems are designed to simulate tactical tabletop games.

ARMY SIZE:

The system will accommodate brigade, division, corps or army scale games. The maximum number of individual officers and units is 900 for each type.

BASE UNIT:

The system is designed to use battalions, squadrons/regiments and batteries as the typical unit. The system thinks in terms of real men, not figures, and therefore an individual stand or multiple stands of figures can represent a battalion, this all depends on the actual figure and ground scale the player elects to use.

GAME SCALES:

  • Ground scale: Recommended - 25/28mm 1” = 25 paces; 10/15mm 1” = 50 paces and 6mm either 1” = 50 paces or 1” = 100 paces
  • Time scale: 1 turn represents 15 minutes
  • Figure/Base Ratio: Recommended - 25/28mm 1:25/30; 10/15mm 1:50/60 and 6mm 1:25/30 or 50/60 dependent on ground scale
  • Recommended Figure size: All scales
  • Table Size: Dependent of ground scale, but recommend 5’ x 9’ table for most scales, which permits a divisional sized game using 25/28mm figures and a corps sized game using 6/10/15mm figures.
  • Game Length: Varies according to scenario and number of units engaged, divisional and corps sized games can be played out in 3 to 5 hours. With experience small divisional scale games can be played in real time, i.e. one turn every fifteen minutes.

BASING SIZES:

Guidance is given to preferred basing sizes, but rebasing is not required, as the system thinks in terms of real distances and real men, not inches and number of figures. Therefore if your figures are mounted to suit a particular rule set with a particular basing standard, this can be used, providing you are consistent with all the figures on the table.

TURN SEQUENCE:

  • Army Initiative
  • Optional Engineering Phase
  • Charge Declaration
  • Formation Changes and Movement
  • Fire Combat
  • Close Combat
  • Rally Phase
  • End of Turn Morale Checks

Issuance of dispatches or new orders can be made at any point during the turn sequence.

GAME MECHANICS:

Carnage & Glory II is an easy to learn and easy to play computer moderated rule system suitable for both the novice and experienced player. There are no complex charts or book-keeping and accounting required as Carnage & Glory II maintains all the relevant information regarding the status of the combat units and general officers within the system database. Complex concepts such as variable weather and ground conditions, heat exhaustion, ammunition usage, mental and physical fatigue and variable morale are all handled by the system. By eliminating the emphasis on dice and charts typical of more traditional wargames, the sole focus of the game becomes the tactical movement and engagement of the forces under your control. The system can be used solo, or with a minimum of two players. One or multiple players taking turns can take the role of the GM, who is responsible for inputting the data to the computer. The computer user interface is designed to be simple and sequential with numerous check points to avoid user input errors.

 

Each game turn, which represents fifteen minutes of real battle action, is sub-divided into the following phases: Each phase is sequential such that engineering should be performed before movement, which is before fire action and so on:

Engineering: During this phase available combat units can engage in light field engineering tasks, which might include demolition, light construction and incendiary action. Units that perform engineering tasks may be prohibited from formation changes and fire action, and may typically incur fatigue loss.

Movement: During this phase combat units can attempt to charge, change formation, double time, perform passage of lines or voluntary routs and cross disruptive terrain. All necessary morale checks and fatigue loss is automatically calculated as required by the selected option.

Fire Combat: During this phase combat units can engage in unit-to-unit fire combat. All necessary morale checks, fatigue and combat strength losses will be automatically calculated dependent upon the physical circumstances affecting and relating to the firing and target units.

Close Combat: During this phase combat units that are determined to be in actual or, more realistically, near physical contact are engaged in melee. All necessary morale, fatigue and combat strength losses will be automatically calculated dependent upon the physical circumstance affecting each unit engaged in the combat.

Rally: During this phase combat units as required, due to weakening morale, can be inspected and rallied by general officers in an attempt to improve the unit’s current state of order and morale level. Some general officers, depending on their leadership qualities and position in the army's chain of command will perform this duty better than others.

End of Turn: This phase is mandatory at the end of each game turn. The Army Initiative status will be displayed. The army with the better army initiative is given the option of moving before or after their opponent. This alternate move system avoids many of the traditional pitfalls associated with simultaneous movement. General officers will be advised of the receipt of new orders, and of their own personal morale status. Combat units are reviewed for compulsory reactions resulting from their combat experience of the preceding game turn. Any loss or improvement in fatigue, morale or combat strength will be automatically calculated and accounted. The system will update the prevailing weather, ground and visibility conditions and proceed to the next game turn, where the sequence is repeated.

ARMY LISTS/SCENARIOS:

It is recommended that historical orders of battle be employed for guidance in setting up games, although a built-in points system can also be used.  Each system comes with pre-loaded army lists and associated orders of battle to help get you started. Additional army list modules are provided for the Napoleonic system and the discussion group includes many user created army lists and orders of battle for other’s use.

REVIEWER’S COMMENTS:

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PLAYER’S COMMENTS:

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