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Rules Review of Orders to Eagles

By Nick Wilkowski

Grand Tactical Napoleonic Rules


I have been playing Orders to Eagles for the past several years. It is written by Nick Wilkowski of Lees Summit, MO. The rules are a Grand Tactical Napoleonic rule set. They are simple and easy to pick up, which is great for conventions games.

It has a variable scale accommodating scales from 6mm to 28mm. In 6mm, 1inch equals 150 yards, one foot a mile; turns are 20 minutes real time. Stands represent a battalion of infantry, two squadrons of cavalry or one battery of guns. All units are graded from "A" the best to "E" the worst. You will need a couple d10's, several d20's, rulers, and markers for squares, routs etc.

The quick reference sheet (QRS) is one double sided sheet of paper. It is well organized with one side having the turn sequence, movement, command radii, maneuver costs, terrain modifiers, form square table and modifiers. Finally are the order types and movement costs for the Division Points.

Division points (fatigue points) are a central feature of the game. They reflect the costs of performing actions on the battlefield. The points represent fatigue. Additionally as a division accumulates points its performance can degrade on the battlefield through morale checks at the end of a turn. A tally sheet can be used but I use the command stand with a pegs on it to hold washers. Each washer represents a division point. A few examples of costs: all movement orders within 12 inches of the enemy cost 1 point. All cavalry charges cost an additional two points; cavalry evades likewise cost two points. Units that move that are out of command radius cost an additional point. Losses account for two points per unit. There are others but your getting the idea that doing anything in a battle will increase fatigue to a unit. Units that accumulate too many points will inevitably falter and refuse to act or rout away. I have seen games where late in the game one side has had three of five divisions falter, disengage or rout in the same turn, thus ending the game very decisively.

The other side of the QRS has the Combat Results Table, modifiers, Leader Casualty table, and Morale Table and modifiers. The CRT uses a matrix to cross-reference the attacker and defender. The defender has two numbers, eliminate and disengage. As an example Infantry attacking Infantry has a 4 and 7. Modifiers are applied to the two numbers and a d20 is rolled. A 4 or less the unit is eliminated; a 5 to 7 and the unit must disengage back ½ move. All the modifiers are directly below the CRT in two columns one column for the attacker and the other for the defender. My experience is players at a convention can work out their own combat after as little as two or three rounds of combat. That relieves me to watch for problems, answer questions and move the game along.

Players like the rules because they act as division or corps commanders making decisions that affect the battle at a larger scale than just couple stands of infantry. The game moves along quickly and we can complete a corps size battle in three to four hours. The rules can also be used for large scale battles too with lots of players.

Lastly the cost of the rules is $15.00 from Nick. Professionally done, spiral bound with separate QRS. He will supply a QRS for any or all of the scales, 6mm, 15mm and 28mm. I highly recommend these rules.

Send me a request and I will send you Nick's email if you are interested in buying Orders to Eagles. tpcalla@charter.net

Terry