Pub Battles let’s you make all the fun
and interesting decisions,
while the system manages the endless minutia.
Pub Battles is so simple on the surface, that it seems to scream for more detailed rules. What I invariably found when I tried many of them out, was that rather than improving the game, they usually just slowed it down and didn’t improve it much.
What I include here is those few that add to the flavor of command, yet don’t load it down with endless details:
Blocks do not automatically become spent when entering Buildings terrain, but the may not rally while occupying it.
Blocks may not rally in Woods terrain.
Blocks in European (Napoleonic) Buildings are never considered flanked.
Command is determined before any blocks, including the HQ, are moved.
Unsupported foot being attacked by mounted is eliminated if it must retreat.
A block that is adjacent to a HQ block that is itself within command range of a block in combat (In Reserve) may be placed in support of that block (committed) at the beginning of any combat round.
A block that is in support of a block in reserve may move adjacent to the HQ when that Reserve is committed.
Troops of the period liked being in cover, but it was hard to exercise command and control over troops that weren’t out in the open where their officers could see them!
Most Buildings in the European theaters were stone, and towns usually had significant stone walls.
The command and Reserve rule are simple and straight forward, but require foresight to implement your strategy. As such, it may be too much all at once for new players. Not because the mechanic is complex, but because it requires anticipating what you want to do in the following turns. You not only need to have the blocks you intend to attack with be in command, but then you must move your HQ forward to keep them in command next turn, and form your reserves. Frequently, reserves will be from a different Corps.