The interaction of troops with the terrain is mechanically simpler (there are only delays and combat effects, whereas some of the other Polemos sets also use the shaken mechanic for some terrain types too) and well explained. The movement rates are more generous compared to other Polemos games and the definitions of what is and what is not allowed are clearer - again, I feel this to be an organic evolution of the ideas in Polemos Napoleonics but with more clarity as a result of long experience.
The movement system is also broadly similar to that in other Polemos games, particularly the Napoleonic rules, but made simpler.
Mechanically, the close combat system works exactly the same. The actual mechanism is very simple, roll a D10, modify by a few factors, check how much damage is done, carry out the result. This makes units more vulnerable to the fire of the opposition. Unlike other Polemos rules, there is only one level of "shaken" and no limit on the amount of suhc disorder a unit can receive in a single turn. Like the other Polemos games, absolute attrition is not represented but temporary disorder from combat - units become "shaken", which makes them less effective in combat and easier to destroy, unless they are rallied. There are fewer factors and so it is easy to remember them without referring to the rulebook. The combat system is broadly similar to other Polemos games, but a little simpler. This is followed by movement, then close combat, then morale (formation and army cohesion and rallying of units). The tempo point command mechanism is only done after all firing. Unusually, the firing phase is at the beginning of the turn: all firing is simultaneous, and all units that wish to fire can do so. This creates more uncertainty in outcomes, as might be expected. Polemos: Ruse de Guerre uses d10s rather than D6s, unlike the other rules in the Polemos stable and also in the DBx family. This has important but unexpected effects on the game, more of which later! Ruse de Guerre uses an interesting twist on this though, in which the number of tempo points is quite randomly generated for both sides: each side rolls a die, and the winner gets to choose whether to use the higher or lower roll as the addition to the tempo point pool. There is a bidding process, by which players "bid" tempo points to gain the tempo, so they can do less stuff, but do it faster (but which also enables them to do slightly more stuff than their more stolid opponents). Like the other Polemos rules, the central command mechanic is the use of "Tempo Points" - broadly speaking, they are roughly equivalent to PIPs in the DBx system, in which a commander uses "tempo points" to do stuff. Note that weapon ranges and movement distances are not changed despite the changes in command level.
Ruse de guerre full#
A base of artillery might represent anything from a single gun to a full battery. Since it is specifically concerned with the North American wars of the latter half of the C18 and beginning of the C19 (mainly the F&IW, the AWI/American Revolutionary War and the War of 1812), the rules mainly focus on the infantry battle, supported with guns: cavalry is treated quite generically, which seems fair enough for the theatre - there is no division into "light cavalry" and "dragoons" and so on.Ī base of infantry can represent anything from a small company to a large battalion.