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Grande Armee:
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Nominated for "Best Historical Miniatures Rules" at ORIGINS 2004.

Winner of the "Favorite Napoleonics Rules" poll on The Miniatures Page, 2005.

"In short, my assessment of Grande Armee is around a 9.5 on a scale of 1-to-10."

- Wally Simon, PW Review, February 2002.

"The single stand, big battle approach is simply superb. I very much enjoy the unpredictable nature of Grande Armee."

- Neil Fawcett, editor of Wargames Journal, September 2003.

"This effort might well be the best presented set of rules I've seen...."

- Hal Thinglum, MWAN #123

“Grande Armee is a treat of a game at army level that allows two players to play the very large Napoleonic battles in a reasonable amount of time. It depicts the problems of high command in a refreshing manner with enough unpredictability to keep players thinking all the time. It is a low maintenance game that doesn’t even require you to re-base your current figures.

- Robert Hamper, The Courier #90

“I purchased the rule set and was mightily impressed by the completely novel way of thinking Sam had come up with for his rules. Not only were these rules simple to play, they are relatively fast, and games play like real Napoleonic battles. There is also a large amount of uncertainty built into the command, movement and combat parts of the game, which keeps a high level of interest right through the game. He has also managed to somehow integrate all facets of engagements which should keep most wargamers preferences satisfied e.g. bridging, engineering, garrisons, end of day and next day battle continuation, and even looting baggage trains! This guy obviously knows his stuff. This set of rules just about achieves what we had been trying to do for several years, and the brigade basing just looks superb on the table."

- Clive Edmonds, Wargames Journal, March 2004

"I have spent the past few months reading quite a few rules sets. Whatever your opinion of the rules themselves, these are everything a rules set should be. Well laid out, with plenty of explanatory notes, a reasonable amount of white space on the page, and a sensible layout. The rule book is also peppered with quotes and illustrations.

I especially like the way the designer’s notes are incorporated into the rules. They introduce and accompany each section, and they help frame the rules that follow. They do not intrude as they are separated in colored boxes to make sure they are not mistaken for the rules themselves. They are especially helpful in making sense of things like the lack of predictable movement rates or the ”six-inch rule.” Can infantry really move faster than cavalry? Well, yes if the cavalry starts late, halts for some reason, gets lost on the way, etc."

- Mark Severin, "Deep Fried Happy Mice," May 2005 (for the full review text, click here)

"Grande Armee is a great set of rules, clear, easy to understand and apply, and you won't have many problems interpreting them, either."

Dadi & Piombo #25 (Spring 2006)

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