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new additions Vienna Treaty Wars wargame rules wargaming

Stop Press – another ruleset

I do have a general idea about an order of postings, yet every now and again I get derailed. The usual suspect here was a wargame show – the other partizan. And that show found me browsing the extensive rulesets on offer at Dave Ryans Caliver Books stand.

I had seen this ruleset before, but moved on many a time. The cover was more Franco Prussian – I had kept avoiding this conflict simply because my interests were 10 – 20 years earlier and there seemed a gulf between these warring times: 1848 to 1870 was a transitional period especially for technology.

There are you Guns” derives from the “General de Brigade” rules system

This time I looked through a bit more, no, I read the introduction. Somehow the words immediately offered something broader. Never judge a book by its cover they say.

Well the upshot was I parted with some “plastic” notes (I like to take a budget in my pocket – when its its gone, and it kind of adds to the immediacy of a decision) and this ruleset added to my burgeoning ruleset collection – yet again.

A few days later I set about reading the book cover to cover. Not usually my method – I often just get a few figures out and tinker with parts of a ruleset first off.

On this occasion I felt the ruleset could be read as a book. This was because the design philosophy as well as gaming examples are intervweaved amongst the rules chapter by chapeter.

Each chapter is self contained and includes contemporary illustrations and suitable military quotes of the day. It proved a good read.

When I had finished the book I put it to one side and got on with some figure painting. This was after a lay off, the usual “I was painting one day and the next – nothing”. I even had one unit just needing some base foliage adding – but no – production had ceased.

Then I suddenly decided I had to play a test game and yes I had to try for sufficient forces to look at the “divisional” set up. I felt anything smaller might not help me explore the rules sufficiently.

So “Blue on White” was born and I had one division per side comprising 2 brigades of infantry and artillery plus some divisional cavalry. I opted for most of the variables to match on both sides and also headcounts as well.

In effect I took out lots of variables regarding quality. I also discarded all the terrain rules by virtue of fighting the action across a plain.

The Battle of Gatehouse Road: Set on a small rise the road to the Gatehouse described a very low ridge.

The result was a long game where the game was left set up for several days – something I tend not to do. The reason was I felt compelled to find what the result would be by playing out the game.

The rules are not fast play and quick kills were not obvious where forces are very well balanced. At this point I should say that mostly smoothbore ruled the field. The exception was some muzzle loading riflemen. We are talking 1840’s not 1870’s.

I also suspect my use of the smallest size of units made the task of defeating an opponent harder. Although it should follow that units were eliminated quicker – which did not seem to happen.

I might just get a report out discussing the detail because I was pleasantly surprised how much I enjoyed the ruleset mechanisms.

So where do I reckon “there are your guns” (TAYG) comes out against the basket of rules I tested recently?

In short with an overall score of 25 its looking very promising.

“there are your guns” (TAYG 1848) ruleset scores

CriterionScore
Production4
Rule Philosophy8
Game Mechanisms4
Action Mechanisms9
Total25
At 25 this ruleset came in joint second

The best thing about the rules were their feel – having read quite a few books now around the mid 19th century – the rules seemed to reflect well the descriptions/opinions I have encountered. Now one test does not answer every question and crucially I had in effect boxed off 4 brigades against 4 others with some divisional command on top. No flanking and no variability in force quality. No terrain influencers either.

There are your Guns or TAYG1848 – I can never resist an abbreviation

Overall I will be using this ruleset but I am not yet sure how. They feel like they need a sizeable force on the table.

Blue (with a bit of Green) on White – who won? or in this case did the rules win me over?

Happy wargaming.

Categories
wargame rules wargaming

Take 3 Balloons

Last week I was looking for a post published on Pauls Bods about figure conversions and I stumbled across his homemade balloon for ACW battles. Then I caught a Sky History Channel programme about early winged aviation and yes their nemesis balloons appeared. Finally this week I picked up Wargames Illustrated – it had free rules in it as well – I can’t resist rulesets, especially free ones. And this one offered up some rules on balloons.

A coincidence maybe.

Lighter than air flight – Balloons were all the rage throughout the 1800’s

https://commons.wikimedia.org/wiki/File:Early_flight_02561u_(10).jpg#metadata

Pauls Bods

http://paulsbods.blogspot.com/2019/05/the-silk-dress-balloon-gazelle.html

Pauls Bods is a treasure trove of ideas for tweaking your bought figures. In this case its about a completely home made model.

Sky History Channel 2

episode 6 of this series is about the plane

No sooner than I encountered a model balloon on Paul’s Bods than I started watching a programme about early aviation. This single episode was well set out with good balance and content given what it had to cover. And without the annoying repetition you get with some other channel documentaries I was not tempted to fast forward.

Obviously the programme was preoccupied with what they called “heavier than air” flight. There was a slot for “lighter than air” flying machines – balloons. The slot highlighted how the french balloon industry and thinking eclipsed the crucial ideas of a french aviator Alphonse Penaud – eventually leading to his suicide. It sounded like a missed opportunity on the road to Kitty Hawk and the Wright Brothers. Perhaps powered flight might have been achieved earlier?

Unknown authorUnknown author, Public domain, via Wikimedia Commons

Either way this programme was most enjoyable not least in recounting those flying pioneers of the 1800’s.

Wargames Illustrated (issue 418)

copyright Wargames Illustrated 2022

And then I saw that this months WI theme was Napoleonic Wargames and it offered some “simple rules” in a free offer. Nestled amongst the articles gaming a Napoleonic action were Jervis Johnsons’ free ruleset options.

Use of observation balloons were included. And a balloon appears in the game pictures.

https://www.wargamesillustrated.net/product/wi418-october-2022/

I thought 3 balloon items in the space of a week a coincidence. Hang on though, “up north” there was the last ever great balloon festival on York Racecourse at the end of September. So thats 4 coincidences!

All this hot air has me thinking a Balloon might make a fine addition to my mid 19th century wargaming.

Categories
Mid 19th Century Wargaming wargame rules wargaming

Testing the Rules

How do you compare rulesets? empathy or process – which factors give you a good ruleset?

My recent challenge has been to find a preferred ruleset for mid 19th century European warfare. And that provides the first criterion – what exactly is mid 19th century warfare? Maybe we should be saying post Napoleonic Warfare or Pre Franco Prussian Warfare? Or should we classify with technology – percussion cap, needle gun, sabre, rifling, telegraph, ironclad…..

The thing is that between 1815 and 1865 not a lot seemed to happen. Apparently things regressed as West Point Officers tried to emulate Napoleon in the early years of the Amercian Civil War despite their Mexican war experiences.

1865 to 1915 is the same timespan – would the ACW soldier have recognised the trenches of Europe – well sort of but not the aeroplanes surely.

In fact between 1815 and 1850 warfare was still largely smoothbore in weaponry and equipment and uniforms remained similar. Changes were afoot as more accurate muskets made their mark with percussion caps and more rifling. Uniforms saw frockcoats, trousers and kepis appear.

And between 1850 and 1870 breechloading rifling transformed infantry and artillery capabilities.

Quite a bit going on which means your chosen ruleset is either narrowly period, even campaign, specific or has to be clever and flexible.

My recent simple testing of a series of rulesets has caused me to reflect on what those Criteria for my gaming preferences might be.

I have ended up with 4 areas on interest. First of all I am assuming the choice of ruleset is not limited to an examination of mechanisms.

  • Production
  • Philosophy
  • Game Mechanics
  • Action Mechanisms

Production includes everything about the printed or e delivered publication. So images and print clarity matter as do the range of wargaming aspects covered.

Philosophy I suppose could be called game design and includes period choice, scale and game size as well as chosen outcomes.

Game Mechanics covers things like army lists, pre battle activity, player numbers and figures.

Finally Action Mechanisms are aimed squarely at movement, combat resolution, control and turn structure.

When I had finished my long list of criteria a massive 43 items had been generated. I did consider some rationalisation when I looked and saw a lot of similarities. And then I decided to leave my longlist intact for now.

I used it to score my rulesets and accepted the potential weighting due to duplicated criteria. Otherwise there is no other weighting in terms of importance of one criterion over another. Action mechanisms are not prioritised over Production Values for example.

In each case a criterion gets a single mark.

That mark is relative to my perceived ideal. The scores can be +1, 0, -1. positive values are favorable.

Lets look at Production first:

NT19eBwMSGWF&FFoBTTBPW
Relevant Images00+1+1+1-10
Fair Wear & Tear00+1*-1-1+1+1
Logical clear layout +10+1+1-1+1+1
Plain text0+1+1+1+1+1+1
Lots of Design Thinking+1+1+1+1+1-1+1
Simple Rules+1+100-1+1+1
Scenarios included+10+1+1+1-1+1
Campaigns included000+1+1+1-1
Totals+4+3+6+5+2+2+5
Table 1: Production Criteria
Not all softcover publications fail – Mike Smith Table Top Battles is stapled – crude but effective. Later Fire & Fury editions have gone to hardback meaning rulebook collapse is less likely.

So GW comes out top followed by F&F and PW. Before I list the rulesets in question the scoring is “relative” and not absolute. It is best thought of as indication of preferencing.

In my case these rules have all been through some sort of preselection in my decision to buy them in the first place. So they all score positively. It is how much more I value them against each other that is measured here.

When it comes to historical wargames rulesets today – in a 60 year old industry, we are talking about marginal gains. I think with fantasy/scifi etc. it is still possible to deliver up a “game changer”!

I have used the following abbreviations.

NT19e – Neil Thomas’s European Warfare in the Nineteenth Century – hardback edition published by Pen & Sword Military 2012

BwMS – Battles with Model Soldiers – hardback edition by Donald Featherstone published by David & Charles 1972

GW – Gentlemans War – “e” publication by Howard Whitehouse and Daniel Foley and published by Pulp Action Library 2018

Fire & Fury – 1st Edition in softback by Richard W Hasenauer 1990 published by Fire & Fury (2nd editions under Brigade and Regimental titles available)

Field of Battle – Piquet 1700-1900 by Brent Oman 2nd Edition published by Piquet Inc 2011

Table Top Battles – by Mike & Joyce Smith 1st Edition published by Mike Smith 2007 (2nd Edition 2018 available)

Practical Wargaming – hardback edition by Charles Wesencraft published by Elmfield Press/Shire Publications 1974

Is it fair to compare rulesets which are published decades apart written for vastly different audiences? I believe so. Despite visually apparent differences, there are some common threads in wargames.

On to Philosophy

NT19eBwMSGWF&FFoBTTBPW
Period – technology emphasis+1+1+100-1+1
abstraction in scaling+10+10+1+1-1
no figure/base removal+10-10+1+1-1
cavalry ineffective+1+1+1+1+10+1
irritant skirmishers+10+10+1+1+1
vunerable yet destructive artillery+1+1+1+1+10+1
column and line infantry formations+1+1+1+1+1-1+1
attack defense objectives+1+1+1+1+10+1
morale dominant+1+1-1+1+10+1
battle narrative00+1000-1
Totals9665814
Table 2: Design Philosophy

So NT19e along with FoB seem to have edged it on philosophy for me. I should say that by having a lot of scores to make, it may reduce my own unintentional bias (of course on the other hand wargames magazines are all about bias – “Buy me” bias).

Fire & Fury was very busy but brisk………..

Talking about bias – my requirement concerns European Warfare so I am effectively biased against other “continents” warfare considerations that are different.

Ok next up is Game Mechanics:

NT19eBwMSGWF&FFoBTTBPW
option to solo game0+10+1+1+1-1
measure not grid distance+1+1+1+1+1-1+1
army selection/lists available+10+1+1+10-1
pre battle actions available+1+1+1-1+1-1-1
game time required (<2hrs)+1+10-1-1+1+1
units per side (6-12)+1+1+1-1-1+1+1
unit ratings (varied)+1+1+1+1+10+1
table size (5’x4′)+1+1+1-1-1+1+1
concealment/ambush/surprise+1+1+1-1-10-1
chance (situations/ cards etc.)0+1+10+100
figures per basic unit (12-20)+1+1+1+1+1+1-1
support functions (engrs/ sappers) rules00+100+1-1
Totals91010034-1
Table 3: Game Mechanics

Earlier I asked is it fair to compare rulesets from different decades? Now the question might be should you compare battle rulesets with skirmish rulesets or measured games versus grid games. The answer is of course. Just be consistent in the criteria used for the scoring and try to avoid criteria that directly preference one solution. In my case grids games are not a requirement so do score badly on the requirement for a measured game that I chose to include – some personal bias there.

Battles with Model Soldiers and Gentlemans War seem preferable when it comes to Game Mechanics.

Battles with Model Soldiers gets you into action rapidly and is brutal……
In Battles with Model Soldiers units were cast to the four winds in the first rounds of action

Finally we turn to Action Mechanisms:

NT19eBwMSGWF&FFoBTTBPW
alternate moves with opportunity+1+1+1+1+1+1+1
initiative+1+1+1+1+1+1+1
simple manoeuvre rules+1+100+1+1+1
measure ranges+1-10+1+1+1+1
move and fire in a move+10+1-1+1-1+1
road movement restricted+100-1+1-1-1
simple interpenetration+1+1+1+1+1+1+1
saving throws+1+1+1-1-1-1-1
leadership/pips/orders0+1-1+1+1+1+1
written orders0+1-1-1-1-1+1
cards for actions00+10+10-1
turn structure is fluid00+10+100
simple combat resolution 0-1-1+1-1+10
simple firing resolution0-1-1+1-1+10
8433645
Table 4: Action Mechanisms

Neil Thomas 19th century European rules come out preferred for Action Mechanisms along with Field of Battle.

Neil Thomas rules provide an excellent mix of production, design, game mechanics and action mechanisms making them hard to beat for all round use in mid nineteenth century gaming

In summary we have table 5

NT19eBwMSGWF&FFoBTTBPW
Production4365225
Design Philosophy9665814
Game Mechanics91010034-1
Action Mechanisms8433645
Totals30232513191113
Table 5: Summary

So there you go Neil Thomas rules are to be preferred in meeting my perceived gaming requirements. But……

I really like the liveliness of Fire & Fury while sometimes the grid games using Table Top Battles are just so easy and convenient. And then Gentlemans War offers a sense of detail which drives narrative – an essential requriement for the solo wargamer I would suggest.

Field of Battle uses the house theme of the card driven randomised turn structure of Piquet. I like it a lot but you need to invest your concentration in that ruleset even with the simpler FoB version. Like GW it offers narrative benefits.

My least liked set was actually BwMS even though Donald Featherstone has been the mainstay of my house rules over the years. This is because much of what he wrote was about design philosphy rather than pushing a particular ruleset. You could say nearly all his books were design handbooks for wargames rules writers.

So which ruleset will I go with?

At the moment it must surely be Neil Thomas.

Whatever ruleset you use – happy wargaming.

Categories
Mid 19th Century Wargaming wargame rules wargaming

Ruletest E: A Gentlemans War 1848-1861

A Gentlemans War or “Glossy Coats and Tin Bayonets” is a bit different to the previous rules tested. It is much more towards a skirmishing style and is definitely for enjoyment of the game. These rules are aimed at the period 1875 to 1914 so are a bit later than my interest.

The losses are per figure so the units were

  • 12 man infantry brigades
  • 4 man field artillery batteries
  • 6 man light cavalry brigades

I used their 1850-1875 shooting modifications to the rules

Essentially it shortens all the ranges giving you just rifled muskets or smoothbore cannon.

I ran out some new playing cards for this game.

Modern playing cards in a victorian style.

With a normal playing card deck red cards work for one force, black for the other.

  • numbered cards allow singular activitions
  • court cards allow brigaded activations ( I did not use these) or singular activations
  • ace allows double move and cannot be held in the hand
  • cards in the hand are used as hold cards to be used as above
  • cycle ends when every unit on one side has activated
  • first joker end all cycles – with all disorder markers removed
  • both sides start new cycles
  • second joker – cycles end plus all held cards are discarded and packs reshuffled for a restart
Marshall Radetzky squares up to the Rebels led by General Durando. On the left is the Austrian line – Hussars, Benedek Line Infantry, No1 Field Artillery with Erzherzog Albrecht Line Infantry in the distance. On the right the Milan Infantry Brigade with A battery field artillery next then the Bersaglieri di Vignola and finally in the distance the 3rd/6th Line Lancers.

The set up was identical to previous tests and the Orchard was inaccessible to all arms, while the road offered some benefit.

The Empire Forces were

  • left flank – Erzherzog Albrecht Infantry
  • centre left – No 1 field artillery battery
  • centre right – Ritter Von Benedek Infantry
  • right flank – Graf Radetzky Hussars

The Republican Forces were

  • left flank – Milan Brigade
  • centre left – “A” battery field artillery
  • centre right – Bersaglieri di Vignola
  • right flank – 3rd & 6th Line Lancers (combined)

The action was swift with the rebel lancers charging first……

The 3rd/6th Line Lancers charged the Erzherzog Albrecht Infantry inflicting alittle damage but taking heavy casualities from the Austrian Firing and then in the melee.

As they charge in the Austrian Infantry fire scoring on 5 or 6 on 1d6

Rebel saving throws on a 5 or 6 mean only 2 hits make a mark. Yet this meant 1/3 losses 2 out of 6 men killed so a morale check was required which said the Lancers were “bothered” but continued their charge albeit “lukewarm”.

In the melee the “advantage factors” were with the Austrians meaning the Lancers needed a 6 to hit against 3-6 for the infantry. 6 hits on the cavalry halved meant the remnants of the cavalry ran away (1 cavalryman!) while the infantry were reduced by 1 man to 11.

I did not do figure removal but either way the Lancers are in full retreat. The Beraglieri are arriving to engage the Austrian artillery in the foreground
Meanwhile an exchange between the Von Benedek Infantry and the Piedmont Artillery resulted in the artillery being “disconcerted” so they ran away. In return the Milan Brigade fired on the Von Benedek Infantry

The Bersaglieri attempted to rush the Austrian artillery but became “bothered” and had to retreat. while a fierce firefight took place between the Von Benedek Infantry and the Milan Brigade.

Eventually the Von Benedek Infantry became “disconcerted” – morale test on 50% losses, and ran away.

Von Benedek infantry flee after firefight with the Milan Brigade
The Austrian left flank is relatively unscathed
In the distance the General Durando returns having failed to rally the piedmont artillery while in the foreground the Austrian Hussars have lost almost all their men to the Milan Brigade firing and then repelling their charge
There is still possibilities of action on the Austrian left flank. Again the Austrian Artillery “bother” the Bersaglieri who run away again only to be rallied by General Durando
Finally the Hussars are destroyed by the Milan Brigade – in this game I used dice to show accumulated damage for a change!
The Milan Brigade now move against the Austrian left flank, getting favorable cards they fire on the Austrian Artillery who are “disconcerteed” and fall back.

With just one infantryman left in the Erzherzog Albrecht Infantry the game is up for the Austrians as the Milan Brigade still numbers 10 men and the Bersaglieri have 8 although they keep running away!

So General Radeztky decides to quit the field. General Durando celebrates a great victory largely down to his Milan Infantry brigade which destroyed the Hussars, routed the Von Benedek Infantry and drove off the Austrian Artillery almost single handedly.

Yes this is Ruletest E so where is Ruletest D?

It will be along in due course.

Categories
garibaldi wargaming Mid 19th Century Wargaming Vienna Treaty Wars wargame rules wargaming

Ruletest C: Neil Thomas & the Roman Republic 1849

This is one of a series of ruletests for mid 19th century warfare. Neil Thomas published a book specifically looking at the wars between 1815 and 1877. With a European focus these should be the go to ruleset for my Italian Wars of Unification which either run from 1815 to 1870 or 1848 and 1861 depending on your preferences.

The usual set up has been followed. But this time the Austrians have made way for the French. The Piedmontese have been displaced by the Italian Nationalists of the Roman Republic. It is 1849 somewhere near Rome……..

The Battle of Symmetry Ridge

The French led by General Charles Oudinot (looking suspicously like Napoleon) were deployed looking to exploit the road on their left flank. None other than Garibaldi himself was leading the Republican Army you can see at the top of the picture.

French Forces

  • Left Flank – 36th Regiment of the Line – Infantry Brigade
  • Left Flank – 13th Battery 3rd Field Artillery Regiment
  • Centre Right – 66th Regiment of the Line – Infantry Brigade
  • Right Flank – Some Austrian Hussars (I decided the French Expedition was short handed in 1849)
The French left flank benefited from road movement

Neil Thomas 19th century European Warfare rules (NT19e) are based on 1d6 dice throws to hit with saving throws for both firing and melee. Generally you don’t save on melee hits though. That means close combat can be very damaging.

Morale tests are a simple 1d6 throw against a quality rating – a roll of 4-6 being required by all the “average” units fighting. For this test all units had this common rating.

The 66th Regt formed in column of march while the Austrian Hussars formed up in the only formation they were permitted – in two ranks. Because I use deep bases the formations used by Neil Thomas show as very elongated. This has no real affect on the game mechanics although visually it is probably a bit jarring. Note I also have some 50mm base width units alongside 40mm base width units. Ho Hum…….
The Orchard on the ridge: (inaccessible under my rules and an “obstruction” under NT19e firing rules) effectively divides the battlefield.
Garibaldi leads his soon to be famous red and blue shirts!
The Parma National Guard Lancers provide the right flank of the Republican Army joining the Blue shirts

Alternate movement was in operation and as with previous tests all units and leaders were the same quality/common value.

Opposed 1xd6 rolls determined who moved first each turn. This rule is I think is essential for this ruleset. It did have an impact and altered the game. This “initiative” roll has become a common theme in rulesets.

1xd6 roll determined command effect for that turn. This rule is optional and in the test did have a material impact.

  • roll on 1xd6=5,6 – allows 4 units to activate
  • roll on 1xd6=2,3,4 – allows 3 units to activate
  • roll on 1xd6=1 – allows 2 units to activate
The scene is set.

Garibaldi has his red shirts on the left, blue shirts on the right. The Duchy of Parma 1848 Provisional Government has sent some Lancers to defend the newly declared Roman Republic. Garibaldi’s artillery are dressed in Austrian uniforms but are italian troops who have strayed from the Imperial Armies………
Garibaldi won the first turn and commanded 4 units forward, General Oudinot could only manage 1 unit in his turn.
On move 2 both sides could activate 4 units while on move 3 General Oudinot moved first and fired his artillery on the blue shirts column scoring 1 hit.

In NT19e each unit comprises 4 bases (artillery have 1 base) and each base can absorb 4 hits. So after 16 hits on Infantry or Cavalry or 4 on Artillery the unit ceases to exist.

Taking hits has added risk in that for every base lost a morale test is required and if failed a further base is lost. Artillery can only lose firing hits as they get automatically eliminated if they lose a melee.

On move 4 Garibaldi could only move 1 unit and the French artillery failed to hit the Blue shirts. Oudinot got back to back initiative scores on moves 4 and 5 moving his forces with vigour……………
On move 5 the Austrian Cavalry destroyed the republican gun while the French artillery did yet more damage to the Blue shirts. However the republican artillery had in its turn severely damaged the Austrian Cavalry whose morale failed (extra base lost). To add to their problems the red shirts fired on the Hussars leaving few to return alongside the 66th Infantry Regt.
The Austrian Hussars are decimated while the republican artillery has been silenced. On the French left things look ominous as their flank is turned.

On move 6 Garibaldi had the advantage, but little happened except…………
in move 6 & 7 the Blue shirts destroyed the french artillery while the 66th Infantry Regt began to attack the red shirts. The Parma Lancers were decimated by the firepower of the 33rd Infantry Regt.

It looks like the republican strike on the French left has failed………
The decisive moment as the red and blue shirts aided by the remnants of the Parma Lancers attack both the 33rd and 66th Infantry Regts.
On move 8 the Parma Lancers are destroyed by the 33rd Infantry Regt. Heavy losses on both sides in the infantry melees follow………
Move 9 fire exchanges between the Infantry units cause more casualties. The 66th Line practically cease to exist while the Republican right flank has been severely mauled. The republican blue shirts paid a price for not getting into a firing line.
On move 10 Garibaldi attacks taking more fire damage but decimating the 33rd Infantry Regt and causing the morale to collapse for the 66th infantry Regt

It is a characteristic of Neil Thomas rules that units are visibly destroyed yet even at the end still have some effect.

Move 11 Oudinot has remnants of the 33rd left while Garibaldi still has elements of both his blue and red shirt brigades

General Oudinot quits the field.

Garibaldi has triumphed for now – but he could ill afford such heavy losses in this victory.

Neil Thomas provides victory conditions within his scenarios. His book offers a separate set of game rules as well as numerous scenarios to use them in.

Categories
Vienna Treaty Wars wargame rules wargaming

Ruletest B: The Battle of Symmetry Ridge: Piquet Field of Battle 1848-1861

The Battle of Symmetry Ridge

Following on from three simple battles using Fire & Fury, Piquet Field of Battle is the next ruleset for consideration. Published in 2011 – 20 years after Fire and Fury and card driven the ruleset should give a different feel.

The battle comprised the same forces that were used in the Fire and Fury ruletest A3 covered in a previous post.

The objective was to secure the ridge and drive off the opposing force.

The Forces this time were……….

The Austrian Right Flank

Austria

  • Left Flank – Brigade Von Baden (Orange Facings)
  • Centre Left – No1 Field Artillery Battery
  • Centre Right – Erzherzog Albrecht Brigade (Red Facings)
  • Right Flank – 5th Graf Radetzky & 8th Ferdinand, Herzog von Sachsen-Coburg-Gotha Cavalry Brigade
Piedmont Left Flank

Piedmont

  • Left Flank – National Guard Milan Brigade
  • Centre Left – “A” Battery Field Artillery
  • Centre Right – Bersaglieri di Vignola Brigade
  • Right Flank – 3rd & 6th Piedmont (Lancers) Cavalry Brigade

The Battlefield itself is slightly altered from that used in the Fire & Fury battles.

The road bisects the battle field on the diagonal but notionally there is a ridge which it crosses and where an enclosed Orchard is located.

a 4’x4′ table set up works just fine for these tests. Alas these excellent light weight but sturdy german made Lidl sourced picnic tables have been OOP for 4 years. Crikey they even have 4 height settings in the legs…………….my Kloster Arens encounters made good use of this variable height capability
The Orchard on Symmetry Hill (some of the model trees were planted in the 1970’s!). The Austrian Artillery have Unit Integrity of 2 (most infantry have 3) with a Defensive Dice 1xd6 (like all other units) plus Combat Dice 1xd10 again like most of the units in this battle

The Orchard is inpenetrable to all arms for all the remaining rules to be tested. So in effect it is a flank and divides the action into two areas.

The fence supplier is unknown but the orchard dates from the early 1970’s – by german model railway company Noch, not bad for 50 years of play.

In Field of Battle (FoB) terrain is classed for its impact on the game.

This means the orchard is a Class II line of sight blockage and a Class IV movement restriction.

Unit integrity is the key variable for each unit in the game. It reflects status/morale/strength as a variable.

Combat Capability is defined as a Dn (where n=an even value in the range 4-20) so thats D4,D6,D8,D10,D12,D20.

Opposed rolls is the way results are determined.

Command radius determines the limit of a leaders influence on the battlefield and is a variable (Dn x 10 = command radius in inches)

Initiative is determined by opposed rolls of the two Leaders respective dice. The difference equals the total initiative each side can use in this part of a turn. Turns get complicated but the game does not!

The winner of the opposed roll decides order of play.

you can still buy 2nd edition card decks, I have yet to consider moving to 3rd edition.

The game is card driven and a deck for each side needs to be determined. In this case both sides used the exact same variables so ended up with identical card decks. In most games the playing decks would be asymmetrical.

Piquet is essentially an asymmetrical game. Therefore winning has to be defined to ensure the asymmetry does not simply distort the game one way each time.

The forces all elected to “march” with the Austrian left using the road benefit

On Turn 1 Step 1 the Austrians scored 9 on d10 against Piedmont just 4. This gave the Austrians 5 initiative points as the ACTIVE player.

In the event the Austrians drew 5 cards none of which were for movement. Essentially the army just stood transfixed.

Piedmont (REACTIVE player) now promptly drew some excellent cards for move and melee.

Piedmont have already secured the ridge
Piedmont right wing crash into the Austrians strung out on the road, a now regretted ploy.

The opposed roll dice off in Piquet is usually with different dice as factors peculiar to that melee move the players dice up or down the scale of d4/d6/d8/d10/d12/d20.

The Lancers went from d12 to d12+3 scoring 3 on the dice and adding 3 = 6

The Von Baden Brigade went from d10 down to d6 mitigating some negative factors through a discard of a tactical advantage card drawn in the ill fated Austrian Initiative as the ACTIVE player. Von Baden scored 3 on the dice.

The difference = 3 hits on the Austrians. This equated to 1 unit of integrity which is the value of 1 UI for all arms.

The Piedmont Lancers won the melee going out of command while the Von Baden Brigade lost unit integrity and the army morale lost 1 point. The Bersaglieri were not so fortunate……

Each Army started with an Army Morale Rating of 4 – determined by the make up of the Army x a variable 1xd12. The range being 3 to 50.

The No1 Austrian Field Battery made short work of the impulsive Bersaglieri.

The Bersaglieri threw their defensive dice in the opportunity fire step. A 1 on the die!

The Austrians had their eye in, with a D10 moving to D12+1 and with a die roll of 4 scored 5. So 4 hits on the Bersagleri meant 1 unit of integrity lost plus a spare hit.

The Bersagleri retired 4″.

Piedmont also now saw their Army Morale drop from 4 to 3.

Piedmont still had initiative and the next cards drawn were Artillery Firepower and Infantry Firepower. Firing is permitted at any time a unit is ready to fire, these cards tell you a unit has reloaded. Hence the puffs denote units who have fired and cannot fire again until they get a firepower card from the deck.

It means you don’t know if that unit will be able to fire when charged…………the sort of randomness that many “face to face” gamers quite simply will find too constraining.

For the Solo Wargamer such an approach offsets the lack of the live opponent uncertainty and simply adds to the narrative.

“A” battery Piedmont Field Artillery open fire on the Erzherzog Albrecht Brigade.

“A” battery went up 2 from d10 to d12+1 threw 6 = 7

In response to this fire the Erzherzog Albrecht Brigade threw 4 on their d6. with 3 hits they lost 1 unit of integrity and another army morale point and went out of command.

The first round of initiative ended. And we are still in game turn 1!

The Austrians won the dice off again and gained 5 initiative.

The Austrians drew another 5 cards which included a lot of LULL’s – basically nothing happens.

They did managed some movement cards to get their troops into line.

On the Austrian Left Flank things were heating up

The Piedmont initiative started badly with an Army Morale card which meant testing for the army morale. failing the d12 throw meant all units went out of command (OOC).

“A” battery opened up again OOC but had no effect.

No other cards were of use and some more LULL put paid to the Piedmont initiative.

The next initiative die roll saw Piedmont win 8 to 2 giving 6 initiative points to them.

  • Artillery fire caused more damage to Brigade Erzherzog Albrecht
  • another round had no effect though
  • no other cards could be played

The Austrians had a mixed hand and did manage to inflict some more unit integrity loss as well as army morale reduction.

The next dice off saw the Piedmont grab the initiative again with 5 points advantage.

  • firepower was at first ineffective from the Bersaglieri and Milan Brigades
  • Bersaglieri then managed to attack the Austrian artillery again causing 1UI damage along with 1 army morale reduction
  • The Milan brigade then blasted the Piedmont Cavalry Brigade inflicting 1UI loss and a further army morale point deduction.
  • LULL and ARMY MORALE and MANOEUVRE cards followed

The Austrian response was

  • their artillery again damaged the Bersaglieri who lost 1UI and army 1 morale point
  • but then ARMY MORALE came up for the Austrians who had to die role their leadership dice of d10 against a d12 because their Army Morale rating was already reduced to zero.
  • the throw was lost

As a result of losing this throw the Austrians quit the field.

A victory for Piedmont and King Victor Emmanuel.

The faster attrition through loss of army morale eventually worked against the Austrians

In effect this was all one game turn if you say the exhaustion of the deck is a game turn. Both sides had unturned cards.

The Milan Brigade eventually got into action and probably delivered the losses that tipped the balance in favour of Piedmont.

The game did feel different to Fire & Fury however it did play at the same sort of pace. I had played Field of Battle Piquet before which certainly helps as the processes are unusual.

I have some more reports coming, before concluding this rules test series.

Categories
wargame rules wargaming

Rules Test A3: Fire & Fury 1848-1861

This is the third of a series of battles testing the simple aspects of Fire & Fury (1st edition).

As before Marshall Radetzky and his Austrian forces are engaged with the Piedmontese of King Charles Emmanuel.

The commanders are equal rating under the rules and each move initiative is diced for on opposed d10 dice throws.

All the units have the same Brigade effectiveness rating of 4/3/2 Fresh/worn/spent. As the battle rages units decline in effectiveness going from 4 though 3 to 2 rating. This value modifies the opposed d10 dice rolls which are characteristic of the game rules.

The start of the action – the infantry are in attack columns meaning better melee potential sacrificing the firing line. Piedmont in the foreground await the marching Austrian Imperialists.

The Forces are

Austria

  • Left Flank – Brigade Ritter Von Benedek (Green Facings)
  • Centre Left – No1 Battery Field Artillery
  • Centre Right – Brigade Von Baden (Orange Facings)
  • Right Flank – 5th Graf Radeztky & 8th Ferdinand, Herzog von Sachsen-Coburg-Gotha Cavalry Brigade

Piedmont

  • Left Flank – Pinerolo Infantry Brigade
  • Centre Left – “A” Battery Field Artillery
  • Centre Right – Bologna Volunteers Infantry Brigade
  • Right Flank – Piedmont Lancers 3rd & 6th Regiments

The initiative went with the Austrians who as one “well handled” moved forward in one line.

In response some “desultory fire” came from the Piedmontese.

in turn the Piedmontese line move forward “well handled”.

The Piedmontese advance in line
The Austrian line becomes slightly ragged
Modified opposed rolls of d10 are at the heart of Fire & Fury. This is a contrast to more recent tastes for d6 roll to hit and saving throws. Actually there is something about the instant dice off. Especially as it did not feel like my memory of opposed dice rolling under WRG 6th edition where the factors made most throws pointless – accurate maybe but not enjoyable.
The Austrian No1 Battery drops into action and disorders the Bologna Volunteers. To their right The Hussars drive back the Pinerolo Brigade in disorder, while the Austrian Brigade Ritter Von Benedek silence the “A” battery piedmont field artillery. Brigade Von Baden issue a “telling fire” disordering the Lancers.

The Austrian Hussars had achieved a breakthough and promptly fell upon the Piedmont “A” battery field artillery.

The attack “faltered” miraculously for Piedmont, as it looked like their whole line was about to collapse under the first assault. (hussars rolled modified = 4 against artillery unmodified max die throw of 10).

everywhere the Piedmontese managed to rally. But “lively” and “telling” fire from the Austrians continued to cause problems.
The Piedmontese “A” field battery hold their own.
Finally Brigade Ritter Von Benedek chase off the Piedmontese Artillery while Brigade Von Baden move on the Bologna Volunteers and “drive” them back with loss. The resulting breakthrough took the infantry into the Lancers who were “swept” from the field
Effectively the Austrians have the advantage and as evening falls the Piedmontese retire

It was all over so quickly – one swift attack by the Austrians and the Piedmontese turned tail! The Empire is restored, the rebels suppressed and folk can return to drinking coffee and smoking in the cafes of Lombardy…….

Victory Points are usually won by destroying enemy units. The emphasis is not on objectives. Not surprising as a 1990’s era ruleset rarely made objectives the focus. Not so today where often it is the dominant aspect of working out the winner.

Here Austria accrued 7 victory points versus 2 for the Piedmontese.

Just to be clear – no arrangement was made in these battles – the die rolls were as you see them. I suspect it was such as the hapless artillerymen holding off rabid hussars that caused so much ire when these rules were first published.

The rules contain outcomes with descriptions that feed a narrative easily. Telling fire or desultory? you know which one is having an impact.

The Fire and Fury rules (FaF1ed) use scales to help the gamer play Gettysburg on the table top! So the Brigade is the key unit size. Battalions and Regiments don’t figure. This actually also narratively worked for me, which I had not expected.

All in all three very enjoyable games.

Before I conclude my thoughts on FaF1ed, I will run some more rulesets out for a canter.

Categories
wargame rules wargaming

Rules Test A2: Fire & Fury 1848-1861

King Victor Emmanuel gathered some more troops and returned to the battlefield, this time his infantry were supported by some cavalry.

Austria (furthest away) versus Piedmont(nearest) in Game A2

The forces were

Piedmont

  • left flank – Pinerolo Brigade
  • centre – Bologna Volunteers
  • right flank – 3rd & 6th Line Cavalry (Lancers) Brigade

Austrians

  • left flank – Brigade IR59 Von Baden (orange facings)
  • centre – Brigade IR28 Graf Latour (green facings)
  • right flank – 5th & 8th Hussars Brigade (5th Carl Albert, Konig von Sardinien with 8th Ferdinand, Herzog von Sachsen-Coburg-Gotha)

I used Fire & Fury Rules 1st Edition with no amendments. Again each unit had identical Brigade effectiveness 4/3/2 fresh/worn/spent ratings.

Initiative was diced for with unmodified d10 opposing rolls.

Again Charles Emmanuel and Marshall Radetzky faced each other. As it happens the 5th Hussars were already being renamed Marshall Radetzky given Piedmont had turned its back on the Empire.

The Marshall won the initiative no doubt buoyed by success in the previous engagement.

However both infantry units were “tardy” in moving to contact while the Hussars galloped ahead.

The Piedmont Lancers advanced with the Bologna Volunteers
The Austrian Hussars galloped headlong towards a somewhat hesitant PInerolo Infantry Brigade
However it was the Piedmont Lancers who made first contact being “well handled” charging into the Brigade Von Baden
The Lancers had the worst of it with their “attack checked” and being forced to retreat (in this case the variable dice came up with just 2″ – inches). Being disordered and very close to the enemy brigade things looked bad for the Lancers.
The Bologna Volunteers took the worst of a long range fire fight becoming disordered – but they rallied with “elan” while The Piedmont Lancers managed to rally but simply to “hold position”
While the lancers were holding, the austrian Hussars had also been a bit too keen and the Pinerolo Brigade has forced them back in disorder. The Hussars also rallied with “elan” and charged the piedmontese infantry. In the centre the Brigade Graf Latour charged the Bologna Volunteers.

In the opposed rolls using modified d10’s the results were

  • Graf Latour scored 6 against the Bologna Volunteers scoring 12, the minus 6 forced the Austrians to retreat 8″
  • The Austrian Hussars scored 9 while the Pinerolo Brigade could manage just 4, the Piedmontese Infantry were driven back
Here the Piedmontese left wing is collapsing while the Austrians are forced back in the centre and on their left.
Move 4 Piedmont win the initiative but trying to rally, the Pinerolo Brigade “break”, the Bologna Volunteers “hold” while the Lancers manage a “tardy” charge, The Austrian Von Baden brigade disorder the Lancers but fail to stop the charge.

In the melee there is nothing between the Lancers and Von Baden so a “desparate struggle” begins.

As the melee continues (desparate struggles play out extra rounds before the next move) the Lancers get the upper hand (“7 plus” result being difference in the opposed rolls) and the Von Baden brigade is swept from the field.
While the Von Baden Brigade quit the field in the centre a charge by the Graf Latour Brigade only just fails and the two centre brigades are left facing each other.
Which trumphant cavalry will swing matters in the centre?
The Austrian Hussars ignore the infantry melee and make for their natural enemy – the Piedmont Lancers
In the centre although driven back the Graf Latour Brigade fail to break the Bologna Volunteers
While the Pinerolo and Lancer Brigades rally with “elan” the Bologna Volunteers are only just holding on “wavering”. Desultory Fire all round means melee’s resume.

The Lancers charged home against the Austrian Hussars. The Hussars “checked” the Lancers charge forcing them back.

Move 6 and the Austrians have the initiative with the Graf Latour Brigade “well handled” and charging the Bologna Volunteers while the Hussars charged home again in a “tardy” way against the Lancers of Piedmont.

The Bologna Volunteers held and the “attack faltered” for the Austrian infantry who lost many men.

The Hussars drove back the Lancers inflicting heavy casualties, and they achieved a “breakthrough”. Yet it was hollow and the Lancers were able to retreat intact.

With the Pinerolo Brigade somewhat recovered and the Bologna Volunteers still in control of the centre the Austrian Brigade Latour retreated – covered by the Hussars

As evening draws in the Austrians quit the field. No victory celebrations for the Marshal tonight.

Categories
wargame rules wargaming

Rules Test A1: Fire & Fury 1848-1861

This rules test used the 1990 1st Edition ruleset called Fire & Fury. No rule amendments were applied except to deal with the minimal number of units on the board.

My starting point was actually Donald Featherstones Battles with Model Soldiers and his three battle scenarios to show rules in action.

  • ruletest A – just infantry
  • ruletest B – infantry plus cavalry
  • ruletest C – infantry plus cavalry plus artillery

So first up is the all infantry affair. Having never used these rules before it was an easy way into them.

The table set up is shown below in the first photo with two brigades per side each of 4 bases.

Piedmont Forces led by none other than King Victor Emmanuel comprised

  • The righthand Brigade comprised the Bologna Volunteers in red banded kepis
  • The lefthand Brigade comprised the Brigade Pinerolo

The Austrians were amazingly led by Marshal Radetzky (brought out of retirement yet again)

  • The righthand Brigade comprised IR28 Green facings: Graf Latour
  • The lefthand Brigade comprised IR59 Orange facings: Leopold, Grossherzog von Baden

Uniforms are anything but, as my figure painting interests have ranged from 1848 to 1870! So 1848 uniforms will jostle with those of 1859 or even 1866/70. It was a period of much change in weapons and warfare which in turn influenced what soldiers wore.

The Brigade Effectiveness table is your starting point.

I gave all units a 4/3/2 rating = Fresh/Worn/Spent. This factor which declines during the battle modifies the basic die rolls for manoeuvring and combat. You can see this is a key way to show uneven forces from actual battles.

King Victor Emmanuel marched confidently towards the Austrian Line. Marshall Radetzky was confident these Piedmontese would be driven from the field.
The Generals are not attached. Attaching Leaders to brigades confers benefits to events.
Both forces changed formation (requiring a D10 + modifiers against a manoeuvre table of results). They adopted field column formation.
Each turn starts with an initiative test – the winning General has the advantage of moving first as the ruleset is a IgoUgo turn based game. The rules are actually set up for refighting Gettysburg so each scenario defines the order of play. My solution was to assume both Leaders to have equal effectiveness through opposed rolling an unmodified D10 each.
Both forces were very close now and the next initiative would give significant advantage. So far the Piedmontese rolled high…….
The Piedmontese rolled high again opted to move and fire as well as changing from field column into line. The Austrians got their fire in first (opportunity fire) but this was “desultory”. I like the terms used to describe outcomes. The Austrian brigade leaders were not used to measure firing effects.
Desultory fire all round and generally a lack of manoeuvre……….
until the Austrian Brigade Von Baden disordered their Bologna Volunteer opponents
on Move 3 the Austrians now managed to get into line and charged the Piedmontese. The Pinerolo Brigade managed to disorder the charging Austrian Brigade Graf Latour whose own fire was desultory before their charge was a success.
The Pinerolo Brigade were driven back with significant losses (this is always a randomised value so can lead to interesting follow ups)
Meanwhile the Austrian Brigade Von Baden were outstanding with their “elan”, charging home. The Bologna Volunteers were swept from the field, one base skedaddled (ran away), one stand was captured and the rest retreated a full move in disorder

This last event was I guess, what a lot of complaint was about when the rules first landed. Evenly matched forces could play out a massive swing on the “opposed rolls”. The Austrians rolled 7 up and 4 up to get the Bolognese “swept from the field” and “driven back”.

In the Wars of Italian Unification forces often melted away before renewing an attack with more vigour.

So maybe these rules might bear further examination

Narrative

On this occasion King Victor Emmanuel decided to lick his wounds and retired from the field damaged but not yet defeated. He would return to the fray……….

Categories
Vienna Treaty Wars wargame rules wargaming

Prelude to Wargames Rules tested II*

Which rules are best for mid 19th century warfare. Of course it helps to know which continent your on because apparently the North America Civil Wars were nothing like those happening in Europe…..

My current preoccupations are with the Italian Wars of Unification that, depending on your viewpoint, ran from 1820-1871 or 1848-1870 or even just 1859-1861!

Whichever timeline you choose the events threw up numerous conflicts across the Italian peninsula.

My previous rules shortlist included

  • Neil Thomas 19th Century European Wars – reviewed here previously
  • Table Top Battles by Mike Smith – reviewed here previously and here
  • Gentlemans War by Howard Whitehouse
  • Practical Wargaming by Charles Wesencraft
  • Piquet by Brent Oman
  • These last three were considered here and here for my Kloster Arens Encounter

I guess I had settled on the Neil Thomas set with Mike Smith’s Table Top Battles offering a solution for larger battles generated by my mythical campaigns.

The thing is I had not actually tested Piquet for this period so that was still an unknown. And so was A Gentlemans War for that matter.

And then at Hammerhead 2022 I played Fire and Fury. It reminded me that this ruleset had caught my eye the odd decade ago (!) only to fade away.

I enjoyed the participation game and to cut a long story short, tracked down a 1990 1st Edition courtesy of Dave Ryan at Caliver Books. It included some photocopy extracts of post publication comments which suggested a lot of improvements! There were a lot of complaints at the time it would seem. Nice touch from Dave Ryan to include these contemporary articles with this ruleset.

With so much negative noise why bother with them though? Well they have continued to be published. And it seems they have been morphed into other era’s. My Hammerhead participation game was for the Renaissance: Perhaps this endurance shows the core mechanics work for lots of gamers.

I thought, just maybe an ACW (American Civil War) ruleset might suit my 19th century European wars in Italy after all.

The Italian Wars of Unification fit between the Crimean Wars and the Franco Prussian War while they also bracket the American Civil Wars.

Next up will be some simple tests of Fire & Fury to start with.

*In 2020 I was all Anglo Saxon and shieldwalls and tested a few rulesets to see which might work for me.

https://commons.wikimedia.org/wiki/File:Battaglia_di_Curtatone_e_Montanara.jpg

This image is to be found in an excellent Wikipedia page about the Italian Wars of Unification.