Version 3.0 of the rules for Command Post Games’ Pub Battles have come out, and they are figuratively and literally a game changer.
One way that you can tell is that I now play with almost no “homebrew” rules. I play the official version. I may add rules for solitaire and so forth, but I play the game primarily by the rules as printed.
The biggest difference is the role of Baggage Trains. They have also added “Detachments” and cleaned up the rules for Hidden Reserves and moved them from merely optional, to regular. They have also added upgrade kits (at no cost!) that include any extra needed blocks, as well as updated scenario booklets.
Baggage Trains – This is the single most noticeable change in 3.0. The rule consists of three components that are inherently simple, but have profound effect on the game play. The first component is that if you contact an enemy Baggage Train, you win a Major Victory. The second component is that if your enemy packs up a Baggage Train, to keep it from being captured, you win a Minor Victory. The third component is the only way a unit can rally is if it is within command range of an unpacked Baggage Train, which cannot move.
If you capture your opponent’s Baggage Train, it signifies you breaking through the defenses and causing the army to rout. If you pack up your Baggage Train first, it signifies you quitting the battlefield in some order and choosing to fight another day.
Baggage Trains signify more than just supplies, they also represent the signal corps, hospital units, fortification tools, etc. They represent everything that comes into play when the General decides on the decisive point of the battle. The loss of which is a good mechanic to determine that point where an army’s morale breaks.
You should devote some resources to protecting your Baggage!
Detachments – Detachments represent those smaller organizations that can have an effect on a battle, yet aren’t divisional in strength. They can only take one hit, and only roll one die in combat. Their primary use is in Fog of War. Until combat, the enemy doesn’t know it’s only a detachment. They can also act as speed bumps, delaying an enemy advance, or even as a last ditch defense when something has to be thrown in the way. They can support an artillery unit in combat, allowing it the retreat option, just like a regular unit.
Hidden Reserves – The rules for Hidden Reserves are cleaned up to avoid some gamey abuses, and they are re-classified from optional to regular rules. You don’t have to use Hidden Reserves, but you always can. In addition to their Fog of War purpose, they are certainly a convenient way to bring on lots of reinforcements, like the Prussians at Waterloo.
New retreat rules – The first is that a retreating unit pushes back and flips to spent any friendly blocks it can’t avoid. The second is that spent dragoons and mounted in column can’t retreat before combat.
Field of Fire – These rules have expanded slightly. One gamey tactic that was being used was to move a unit slightly behind, but not supporting, an attacking unit. If the attacking unit was eliminated, the other unit would remain. Now the unit must retreat if it is in a Field of Fire after combat, but did not participate in combat this turn.
Some folks may wonder why a FoF template wasn’t included, my answer is that it isn’t needed. I made a template and then rarely used it! Just back up till it looks right, and that’s close enough. If it is a big issue, then use the measuring stick. Rather than fiddle with the 45 degree angle, I just measure one third move from the frontcenter of the block. This is slightly less area, which makes sense, as the unit wouldn’t have all that firepower compressed into one corner. Its easy, and it works.