He Did What Heroes Do: Grand Tactical Wargame Rules for the Napoleonic Era

He Did What Heroes Do: Grand Tactical Wargame Rules for the Napoleonic Era 2021

Design Richard Vaughan Publisher (Web published)
6.5 /10
BGG rating
3.0
Weight
2–6
Players
2
Best at
120–480
Minutes
12
Age

Location

Sign in to see where your copy sits: the shelf, drawn, and how the box sits on it.

My Copy & Notes

Sign in to see your copy here: the edition, when you added it, and what you paid.

My Notes

Notes are private to their writer. Sign in to keep yours here.

My Prints for He Did What Heroes Do: Grand Tactical Wargame Rules for the Napoleonic Era

All 0 on LayerUp

Sign in to see the prints you marked Printed for this game, the insert in the box first.

Expansions & Promos

1 on record

About the Game

He Did What Heroes Do is a set of grand tactical rules for wargaming the Napoleonic Wars.

You don't just control a division or a corps, but an entire army. Your units on the tabletop will be infantry divisions, cavalry brigades and groups of artillery batteries, led by your subordinates. This wargame will allow you to play some of the largest battles of the wars in just a few hours. As the battle goes on, your commander in chief will rally wavering units, redeploy and push in reserves, or even change your subordinate's orders entirely.

He Did What Heroes Do has its focus on command, but the usual aspects of Napoleonic warfare will make an appearance. Skirmishers, heavy cavalry, square formations and grand batteries are all viable tactical options. All combat needs is just a few D6 to work out if your charging unit has broken through, your musket volleys are wearing the enemy down or if your artillery are hammering away effectively.

This game doesn't use cards, rolling on tables, distributing points or even command radii to decide which units you can use each turn. Every unit gets to activate once every turn, but they will only follow the orders you gave to their general. Want those cavalry to charge? Change their corps' orders, or move your commander to the unit and order them forward yourself! Or do you hang on for another turn, waiting until the enemy are even weaker? Your impact can be crucial, but you can't be everywhere at once. As the army commander, your focus will be on taking the initiative, supporting your subordinates and hopefully winning the day. Good luck general.

Designed to be played with 2 to 6mm, but can be adapted to other scales.

—description from the publisher

Filed Under

Categories
Mechanics
BGG ratings
2
BGG data
refreshed Aug 15, 2026