Alamo Ruleser
Author: Tim Gow
Publisher: Wargame Developments, 2001
Period: Napoleonic
Scale: Big Battle to Operational
LIBRARIAN'S SUMMARY
Veteran game designer Tim Gow set out to write a simple, high-level Napoleonic game for the largest battles of the period. The result is a remarkably concise folded booklet (perhaps a little TOO concise...). He called it a "lunatic" idea, but it very much is not. Each stand represents an entire division and a 6'x4' table can comfortably accommodate battles such as Austerlitz, Jena, Eylau, or Borodino. A Wee DRAM concerns itself with corps commanders, reserves, operational movement, and the management of army-wide exhaustion. The title is both a reference to a pour of Scotch and an acronym for the game's order system. Assigning orders to each formation is the central command and control mechanic in this otherwise abstracted operational affair.


WHAT YOU NEED
Rarely has such a high-level game required so little. One of the most attractive aspects of A Wee DRAM is the modest collection required to stage enormous battles. The game uses a grand tactical scale in which:
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One turn equals one hour.
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Six inches equals one mile.
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One stand represents a division.
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One artillery model represents multiple batteries.
The rules were designed around 15mm miniatures, but can easily be adapted to other scales. The original design calls for several brigade stands (1"x1") to be grouped together onto a larger divisional stand. But there's really no reason why players couldn't use any basing standard they wanted, including 1 base = 1 division, to play the game. And because each stand represents a division rather than a battalion, even massive engagements can be represented with relatively few miniatures. A complete Borodino or Leipzig game requires far fewer figures than most traditional Napoleonic rulesets. The ground scale (highly abstracted) also means that massive battles can be played on a 4'x4' or 6'x4' table area. Players will also need order markers and a means of tracking Strength Points (SPs), the game's measure of combat power and battlefield attrition. This could be done with rosters.
Speaking of rosters...a glaring issue with Wee DRAM is the lack of scenario support. This is one of those hidden gems that briefly flashed onto the local scene in some UK clubs and promptly disappeared. You won't find many blogs, articles, or videos addressing the game. The lack of scenarios also requires a player to use the brief notes within the rule booklet to tailor their own rosters. Thanks to Tim Gow and one of his original playtesters, Bob Cordery, two old articles from the Wargame Developments newletter, The Nugget, are available for here in the Library. These articles offer some valuable context for how the game plays and how an example corps from the Waterloo campaign is organized and rated.
HOW IT PLAYS
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ORDER CHANGES: Players reveal new orders, if issued
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EXHAUSTION: Exhausted divisions must roll to test
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INITIATIVE: Each corps rolls its own initiative die
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MOVEMENT: Lowest rolling divisions move first
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COMBAT: Resolve combat for divisions in contact
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REORGANIZATION: Restore SP for divisions in Reserve
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ISSUE NEW ORDERS: Generals spend AP to issue new orders
The essence of the game is in the title: "D-R-A-M." Divisions operate under broad orders, including Deploy, Reserve, Attack, or Manoeuvre. Commanders must spend their Ability Points to change orders, creating a realistic degree of command friction and preventing players from instantly redirecting entire armies. It's a simple but very elegant order system. "Deploy" is the most flexible order, allowing a division wide latitude to operate on the battlefield. "Reserve" is the only order that allows a division to recover lost strength, but this order cannot be used within a mile (12") of an enemy formation. "Attack" is when your brigades are forming up into attack columns (presumably, because there are no formations used in a game at this level) and is the only way to press into contact with an enemy unit. Finally, "Manoeuvre" orders allow for road march columns with greater speed.
For such a basic order system, there are surprising nuances. Divisions on "Attack" orders, for example, cannot just switch over to Reserve instantly. There are realistic limitations baked into the system that require attacking divisions to first shift to a Deploy status before picking Reserve or Manoeuvre. Likewise, a division in march column cannot instantly be thrown into "Attack" orders. They have to Deploy for a turn (one hour) and THEN be ordered into "Attack." And if any of this sounds complex--it isn't. The entire order system is explained clearly in a quarter-page table.
Not everything is clearly explained in this short booklet and depending on your tastes, this is either maddening or an opportunity for you to put your own stamp on an otherwise bare bones system. The entire rule section on Movement is just three sentences long, and that means plenty of questions do emerge when playing your first game. Can divisions interpenetrate? Can multiple divisions make contact with the same enemy unit, or must combat be one-on-one? Can a unit withdraw from an ongoing combat? What if they were just charged by an attacking division this same turn? In three sentences of rules, none of these questions are answered for you, leaving a lot of gaps for players to fill in themselves or infer from the limited text as best they can.
Initiative is determined at corps level, meaning some formations move before others. Combat is dead simple. Some players may feel it is too simplified, but if you want to resolve Borodino in an evening, something has to give! Players compare Strength Points, apply a handful of modifiers, and roll six-sided dice based on orders, terrain, leadership, cavalry charges, and artillery support. Casualties reduce a formation's Strength Points, gradually wearing down its combat effectiveness. Some divisions may only have a few SPs, so entire divisions can melt away quickly with a bad die roll.
How does a battle end? Exhaustion. Once a division falls below half strength, it risks losing the will to continue pressing forward. Units may halt their advance or even automatically fall back into defensive postures. This captures the gradual degradation of Napoleonic formations without requiring excessive bookkeeping. Is failing an Exhaustion roll the only way to disengage from combat, or can you voluntarily leave? Again, that's unclear the rules, so your gaming group may reach their own conclusions.
Every general is assigned two ratings: Charisma and Ability. Leaders who personally involve themselves in the fighting risk everything from minor wounds to death on the battlefield. His Charisma rating adds dice to the combat, teasing players with tempting opportunities to swing the tide in their favor (at great personal risk). Ability Points are spent to issue new orders, with modifiers for line of sight and physical distance on the table. The overall effect is a game that feels less concerned with individual battalions and brigades and more concerned with the sweeping, corps-level maneuvers debated by Napoleon, Wellington, or Kutuzov.

FINAL Note
A Wee DRAM of Napoleon is a textbook case for why The Wargame Library exists--to discover, promote, and preserve innovative old game systems. Too many games like Wee DRAM have faded into obscurity. The Wargames Developments website includes quite a few other free games--new and old--worth revisiting.
In the case of Wee DRAM, the rules are a bit Spartan. Players will find the need to fill in some blanks themselves, but the tools are there for a brutally fast and occasionally irreverent experience.
Downloads
Additional reading
REFERENCES
Wargame Developments free rules
RELATED GAMES
Napoleon's Battles (Avalon Hill, 1989)
Volley & Bayonet (GDW, 1994)
Grande Armee (Sam Mustafa, 2003)
Blucher (Honour Games, 2015)



