wargaming is everything from gaming on the table top with dice, painting figures, reading history, collecting figures, scenery and rules through to geography, politics, art, crafts and imaginative writing……..
The Corinovans are in retreat, “B” division has been destroyed holding the coastal city of Viana and now inland, “A” division is dangerously exposed to isolation by the rampant Gombardian forces.
Remnants of “B” division and elements of “C” division in retreat, continued to try and intercept Gombardian thrusts on “A” division’s eastern flank.
My previous Fauxterre post covered the strategic situation that lead to this action.
The game
Essentially this is an escalating engagement and I simply used the scenario from Neil Thomas’ “An introduction to wargaming”. His World War Two rules reflect his simple yet interesting approach you can find in his more popular books like one hour wargames, C19th Century European warfare or ancient and medieval warfare.
The rulebook offers four scenarios
Encounter
Frontal assault
Surprise assault
Escalating engagement
I opted for an escalating engagement action reflecting the chaos of a rapid advance experienced by both sides.
I took the real world unit lists in the book and came up with two slightly different lists for the Gombardians – plenty of armour like Germans while the Corinovans were more likely to field infantry like the French.
I used my own table for observation – everything had an observation rule to help cause friction that’s required for a solo game.
The scenario set victory conditions based on three shared objectives – the winner having two or all three at the end of the game. I had a count down variable tracker but this had not expired when one side patently had run out of forces.
The three objectives were the
Town
Sawmill
Orchard
Both sides quickly acquired either the sawmill or town.
It remained simply to fight it out for the orchard.
As the table was created first before selecting the scenario it was also the case that the opposing forces diced for arrival points.
Each side had 9 units and deployed 3 units to start but I also applied scenario requirements that all six remaining units arrived on an improving odds dice throw each turn.
Here is some of the key action.
The base cloth can use its grid but today I am using Neil Thomas rules with measured distances Gombardians enter the town The walled orchard – soon to be the centre of attention In the distance an old sawmill nestles beneath the hillThe gombardians venture cautiously through the townThe Gombardians enter the orchardUnknown to them the Corinovans had entered the orchard at the same time in some strength, fighting eruptsThe gombardians already had one of the three objectives- the townMore gombardians pass through the town while the Corinovans have already taken the third objective – the old sawmill. Both sides have to secure the orchard to meet their orders
The action now centres on the walled orchard
The gombardians are beginning to wear down the Corinovans in the orchardThe Corinovans launch an attack past the orchardMore gombardians arriving through the town A defiant single soldier from the first gombardian assault hangs on frustrating the Corinovans The newly arrived gombardians decimate the Corinovans attacking past the orchardThe Corinovans benefit from some excellent barrage though, in turn decimating the gombardians
The battle moves toward a conclusion
The gombardians are now driven back to the town areaA few Corinovans hold the orchard and so have secured the “two objectives” orders. The gombardians have failed and decide to withdraw leaving the town in the possession of the Corinovans.
The Gombardians had arrived with armour which fits the scenario of a fluid front in the campaign situation. But they did not have enough infantry to take on the Corinovans in the congested orchard area.
The army lists therefore helped create an asymmetric game and the armour heavy force on this occasion lost.
My nearly mechanised campaign has a number of objectives.
First I wanted a solo campaign story generator as well as a scenario generator without too much effort.
So I guess a board game if you like, at least in ease of play.
A hex map with counters would seem the obvious solution in fact memoir 44 might have been an obvious choice.
Except I wanted some other things.
The second objective was to create a feel for the period. Reading some books of late – Rick Atkinson’s the day of battle, America in Sicily and Italy 1943/44 reminded me senior generals were often looking at maps with pins on! – no hex in sight and no stacking counters.
So what to do? Well the first problem was that they had printed maps of the battlefield and the whole theatre. Lower rank Americans went on buying sprees in bookshops for maps of Italy and Sicily when the invasion was finally disclosed at the last moment. The military mappers could not provide all an armies requirement either with resource or in fact access to documents.
I was not about to start producing my own imaginary maps (I do fantasy historical) in great detail either.
So while my Fauxterre armies have only very slowly appeared I very quickly got a campaign going but then put it to one side as figure painting, scenery making and other periods took priority.
Recently I have restarted the campaign including reaffirming context and also actually meeting the final objective.
The final objective was to see scenarios and table top games spin out of the campaign story.
This campaign is all about Gombardia and its invasion of Greater Rugia. The Gombardians launched a series actions to effectively detach the whole south of Rugia from the wretched and ramshackle Rugian Empire.
While an invasion on the western seaboard stalled when their allies the Bosaran Republic failed to overcome the petty kingdom of Burgas and an insurrection in Rasovia failed the Gombardians had better fortunes when they invaded Gheria. The Rugians initially caught out had stopped the western seaboard invasion and suppressed the Rasovian insurrection and eventually halted the Gombardians in Gheria.
Suddenly the Gombardians felt they might lose the initiative and so they lost no time in trying a different approach.
Gombardia had enjoyed massive economic growth while embracing ever more authoritarian rule. The Zendrean oligarchy had focused on expanding Gombardian influence in the inland sea of Emor. Rugia and its long eastern coastline complete with various offshore islands became a tempting target.
Now Gombardia aimed at taking much of the southern Rugian eastern seaboard and there was little international interest in the matter except to sell the warring parties weapons and even troops.
Greater Rugia southern lands
The Gombardians had previously earmarked Dorinova as an invasion objective with another offshore archipelago providing a stepping stone to a mainland assault.
Now the high command were required to renew the abandoned plan albeit with slightly less forces.
In the event Dorinova’s ruling elite showed little enthusiasm for war and surrendered within days of the invasion starting. Resistance continued in pockets but was soon ended.
Too late the Corinovans, who had shifted their forces north to aid an expected Rugian counter attack in Southern Gheria, realised the threat on their southern border.
To make matters worse the Gombardians did not wait for spring before launching the inevitable attack into Corinova.
The Gombardian plan was simply to invade Corinova and then catch the Southern Rugian forces in a pincer against the Gombardians already fighting in north east Gheria.
The invasion commenced on the 1st February 1930 taking advantage of an unusually dry and temperate winter. The Gombardians could expect their forces to move swiftly on good roads heading north for Gheria.
Corinova looking north with the Dorinovan border at the bottom: Despite the surprise the Corinovans managed to shift a number of divisions south before the invasion began. The coast road was held by the B division with A division protecting its western flank.The Gombardians move up to the river milas and the border. The Corinovans felt unable to hold the border river line with B division already retreating to its doom at Viana In the east on the coast the Gombardian 6th corp are about to destroy the Corinovan B division defence at Viana.
“A” division still held station west of “B” division facing unknown forces to their front but yet to appear.
Further west 9th corps were making rapid progress into Corinova while 11th corps made more tentative progress in the foothills of the great southern highlands of Rugia.
With the demise of “B” division at Viana, coastal forces concentrated on Otorpica leaving “A” division hanging. The division retreated slowly northwards luckily without facing meaningful opposition.
That said, mobile Gombardian forces sought to control key junctions as they pushed north.
One such action led to rare encounter in “A” division’s sector at Vila nova Familica.
This will be the subject of the next Fauxterre post part 4.
Meantime “A” division continued its retreat to a position due west from Otorpica on the river Odrou.
The campaign uses simple measurement with a focus on the logistics tail of any fighting forces. The combat resolution is essentially the table from Avalon Hills 1954 “Tactics” board game. These can obtained online.
I used the games design notes also downloaded from the web. These helped me produce a very coarse set of rules.
Naval is currently excluded while air impacts are crude and aimed simply as a disruption result for ground forces.
To help the solo friction required I dice for variable division strengths only when action takes place and also the use of three separate corps for the invasion allowed random allocation of divisions leading to the uneven arrangement to be seen on the maps.
The defenders also have limited multiple choices in reacting to the enemy who are necessarily visible, although really obvious moves are still diced for with very low risk of unlikely alternatives.
The result has given me a rich back story that allows context for standard scenario driven table top games. The net result for this solo wargamer is more meaningful table top actions.
And the real map and pin combination has also worked for me in terms of avoiding the classic hex mapping which was too abstract for me in this case.
The fuzzy logic maps have blown through my hobby time creating some most enjoyable campaigning for Fauxterre 1930.
Problem is I was meant to be prepping for analogue hobbies painting challenge No.16!
So today instead of painting I have been gaming.
On the coast the Gombardian 51st division has been thrown against an escarpment which conveniently for the Corinovans popped up on my fuzzy map. The Corinovans are in retreat after the fall of their southern city of Viana and the demise of “B” Division. Now “C” Division has to hold back the Gombardian advance to enable remnants of “B” Division, two other shell divisions and the paraphernalia of the Corinovans southern army to escape north to fight another day.
On the larger scale map the white arrow on red indicates the apparently quiet town caught between opposing flank divisions while on the coast serious action is taking place between “51st” and “C” Divisions
To add another layer of detail for this holding action by “C” division I chose to give Chris Kemp’s “Not Quite Mechanised” ruleset a run out. I bought the rules at Partizan after participating at a couple of shows over a few years – talk about slow burn!
Some cornflake packaging, scissors and pens delivered two divisions
I opted to simply put two roughly equal divisions on a board with the defender on a ridge of hills.
As Chris says – always ensure your attack has a healthy 3:1 advantage.
It was fun for the umpire!
Meanwhile…….
A lone plane flies over a quiet town somewhere in greater Rugia.
Which only leaves me to wish all of you who visit my blog a merry Christmas and happy new year – I hope your 2026 brings you joy.
Here is a small scale map used to show a part of greater Rugia – the red framed white arrow indicates some action being gamed.This larger scale map is used to provide more local detailThe two maps together which represent real geographies and are patently different but for my purposes it matters not – they are near enough.
Welcome to my fuzzy logic mapping !
The small scale map is 1:500,000 and typically I am using these for corps/division actions
While the other map at 1:125,000 is for division/brigade/regiment actions
Of course the scale is extremely nominal under my fuzzy rules.
Fuzzy logic is a legitimate process using the principle that things can be something other than 0 or 1 but still logical.
Ok so you can apply “fuzzy logic” to scales and a popular example online is the “likert” scale which is commonly used in questionnaires where the results are then subsequently analysed. That’s the questions that ask you about satisfaction but give you “least” “mostly” or “neither nor” type options instead of an exact a scale of 1 to 5.
Anyway I was musing about Fauxterre 1930 – my “nearly mechanised” period (I blame a certain Chris for most of this modern stuff that’s invaded my wargaming).
I was dwelling on the location Fauxterre 1930 in my artificial world and how I would map it.
My problem was that unlike earlier periods on my imaginary planet Edrador, Fauxterre started life as a 20th century concept so mapping was naturally more contemporary and my campaigns felt more compelling with real maps being used, instead of the type I make myself for earlier periods which in fact feel better with the inaccuracy and uncertainty for those earlier times – although I have made exceptions: Crikey I have even resorted to hex maps for some.
In the event a couple of things collided to solve the issue. I remembered a very old website where a guy had been cutting up modern maps into pieces and glueing them randomly then giving them a faint wash. At a distance you could believe the resulting collage they made were just like real maps. So he was creating lots of new worlds daily with this method. Yep – crazy normal just like us wargamers.
I don’t remember the “why” but I do remember the impact it had on me – instant artificial map creation – through collage or fuzzy logic. In this case your eyes told you the reworked map pieces were accurate so the “whole” must logically be accurate.
But the thought of trashing old maps left me cold. He was using newly discarded maps and was not bothered about content.
My first foray in this area was when I retired a giant ring bound world atlas. I decided to create a complete map of Edrador. I merrily cut up the atlas and created a brand new map of the lands. I then traced over the coast outlines, mountains and primary rivers before binning the map pieces themselves.
Map chop to create new placesEssence of a new part of Edrador
I actually wrote a history moment into it making my older artificial maps ancient maps discovered by an Edrador mapmaker who I set in the turn of the 17th/18th century. This conveniently allowed me to “retire” some countries and “create” some new ones in their place with no linking history necessary – well as yet.
It was a satisfying exercise.
Mapping Edrador has remained a vague exercise, quite a contrast from my earlier era of accurate mapping for scaled movement campaigns.
And of course some famous authors who promoted such gaming in parallel confessed a different approach!
Fast forward and nowadays you can pick up maps in charity shops – ok the 50p bargain era has gone but for £1 or in my case the other day £1.50 you can have even antique maps.
I had taken to buying some of these maps for certain parts of Europe for my 17/18th century campaigning (another one of the exceptions noted above).
Then I found a map of Iceland and the linguistics being what they are I suddenly thought I could use the map without the place names distracting my imaginative world version of the map. And then I thought if I turn more familiar maps upside down you get the same effect. You zone out the resulting gobbledegook.
And so right now my approach for more modern Edrador is to go with printed maps used upside down.
And then the other fudge is to ignore scales of the maps except in the general sense of type.
That means I might have a large scale map of a region and then use a smaller scale map to represent an area of the larger scale map. But here is the abstraction – the large scale map might be part of America while the small scale element might be European!
I know it sounds crazy but my campaigning is very abstract so differences are just ignored: it’s another fuzzy logic step. And this is all solo so I don’t need to convince another human to go with the “conceit”.
Fuzzy Logic nicely describes this fudging. The win for me is little investment in mapping for areas only used to fight over and maybe only once as well – all economic and political aspects being off map tabulations or using some other simple mapping technique.
My RLHO (real life human opponent) and I managed to get together for a game and being time constrained opted for what a tanker.
No the cat was not my opponent-it just stomped off once it realised there was nothing worth chewing.
In the end we managed three games.
The board was a small table which speeded things up.
And then I insisted on bringing my early war/useless tanks while my opponent opted for late war kit.
Having teased him about always deploying German kit because it games so well, he deployed Russians in the first two games.
The opposition consisted of a t34/85 and a SU100? Well that’s what he paid for.
My points tally was a bit lower for my three tanks – I paid for a honey, mk1 Churchill and an M3 Grant so I upped the Churchill to a later mark to get equal points.
Of course “what a tanker” is a giant dice throwing game and I brought my loaded dice – heh heh.
He couldn’t find his buildings and I had just brought one for the hell of it.
Out of the blue a road down the centre of the board suddenly became a canal.
Just maybe I could isolate one of his tanks for two against one opportunity…..
Oh yes no problem except my loaded dice tend to fire ones or the wrong command dice combos and definitely not multiple fives and sixes.
The M3 Grant survived a few turns and then died in one dice bombing quickly followed by the Churchill.
Meanwhile the honey lasted a few rounds before again a dice bomb killed it off.
Definition of insanity is doing the same thing over and over but expecting a different outcome……
The canal became a road and the Churchill deployed to dominate it. It was the same set up with two powerful Russian tanks versus three allied tanks albeit the Churchill was a later mark again.
It made no difference the Russian dice bombs returned yet this time the Russian dicing bombed – especially the saving throws! and I finally did manage to do damage. So much so he ran out of tanks so to speak.
Quantity has a certain quality after all.
Victory to the allies
I had picked the first scenery set up so my RLHO swapped to “capture the hill” and out rolled some late war German armour.
An M18 was added to the allied pile. It made no difference though.
My honey tried to soften up the jagdtiger Later the jagdtiger having shrugged off the honey took out my Churchill on the hillThe Elefant killed the M3 Grant while the jagdtiger took out the M18 – classy camouflage on the part of the jagdtiger
The allied tanks had all stuck around for at least a few turns before German dice bombs struck quickly and efficiently.
I remember many years ago going to Fiasco Wargames show and it being held in the museum.
I seem to remember it was packed. So while it’s a great venue if the space available is cramped then it kind of backfires.
That said the usual venue in the dock hall is quite dark with black drapes even with a full lighting set up. The high ceiling height means the light quality at table level is poor compared to say Partizans agricultural shed.
Ok so let’s get the loot out of the way – Yep zilch purchases 😱. Well ok not quite…..
Cash buy £2, which is just as well because I forgot to bring a wad of cash…..
Yep no cash on me and of course I saw plenty at the bring and buy………lots of frustration.
It then got to 15:30 (that’s another story for lower down) and I finally spent some money….
More to follow on this…
The show was “packed to the rafters” – I arrived late (for me) at 11:00. Then took an age to find a parking spot, literally there was no room left and certainly no one to tell you if there was some less obvious spaces.
The usual set up and lots of regularsNo figure for me – clearly there were more than 500 at the show more like 5000 – I jest.
I got in and immediately found some obvious bring and buy purchases in the new awning area at the main entrance but then realised I had no cash so moved on. I did a full circuit twice before some refreshment.
I would say noise levels were vibrant to say the least.
Here is my selection of pics, clearly not necessarily the best – whatever that means – but things that caught my eye.
As always click to get the bigger picture
Crazy giant RISK game 😁Intriguing RPGAction ACWI have that book but alas not the figures Small table but intense activity Surprised it had not happened before Prewar France was more bonkers than Britain My memorable demo of the day
So I also got preoccupied with planes again…
Some more table envy
Impressive tanksImpressive tanksAtmosphere but get that tiger outa my way!I like bodkins demo’sRolling fields Fun burrowsAnd badgers 😁Loaded tables are not my bag but I have always liked the figure range Something a bit different Nice figuresSome nice inter war action A winter scene The town makes the difference for me
A few more…..
Some serious facesAnother biplane Looks innocuous on first lookStill innocuous Wait their a bit odd Aaaargh it’s the MartiansScary camera shake 🤣A glut of Martians?A horde of steam tanks Sparking into life maybe 🤔 Ship ahoy A full consignment of stirrers sits idle. Obviously few modellers at the show this year!
Ok that was a bit tongue in cheek, so now for the highlight – a game. In the afternoon I played Chris’s not quite mechanised Crete 1941. My guide was from Boston but I forgot his name: Sorry. Anyway he explained the game basics and led me through a few rounds which saw my Australian forces drive the Germans back.
My mission was to boot the Germans out of Khania and I did!Close up of the actionRules guide on a board – easy to see
The rules are a neat combination of grid but given a wargaming look with 15mm figures densely occupying the hexes. The variable scales used for buildings, tanks, ships and aircraft tell you this is an abstract however the look is really good and the detailed vehicles especially are not regimented in style or painting, so you get a gritty result.
The rules are quick to pick up and give you the headaches of logistics, resources, ammo, positioning, energy for attack and indeed tenacity of defence.
Needless to say I enjoyed playing the game which is why I found myself shopping at 1530. And now I have a copy of Chris’s rules but no forces, I face yet another wargamers dilemma: Do I start another project 😱
Thanks for the chats Chris and a great scenario to play in.
All in all a great day for me at the Other Partizan.
Simply to find such a rare beast in a bricks and mortar setting made me buy it. I mean I had no interest in anything beyond my recently set limit of 1870 (up from 1735 due to discovering the wargame delights of 1848).
I bought it, I read it, I was energised! Suddenly I had this idea to start a small side project with limited objectives.
Buy from real shops – bricks and mortar
Use the book idea
Limit the forces to those in the book
Use Fauxterre
Fauxterre has become my catch all imaginations world for gaming ahistorical forces and situations. Although it is really fantasy that term implies dragons and otherworldly ideas. So Fauxterre 1930 was born – one of several realms……
In this case instead of Red v Black I would have Ochre (Vossakia v Azorians) Brown. Ok so the Vossakians look a lot like Russians and the Azorians have more the a passing resemblance to early war US troops.
Charles Grant used readily available models and figures in 1/72 and 1/87 and also used hannomags for both sides.
The theme with ahistorical imaginations gaming is you can mix it up.
Despite deciding to follow the book process I did not want the book period of late WW2. Instead I wanted prewar – biplanes, poor tank development and hardly any blitzkreig etc. ok so monoplanes and tank modernisation would figure alongside motorised units. In other words a bit of everything.
And then I created two projects after rushing to buy the figures in my local shop which I liked. Yes the plastic soldier company Russians were suitable for 1930’s use and so were the US soldiers (1942 m1 helmets though) but for some reason I had a split personality moment and opted for them to be later prewar!! While some other shop bought figures became early prewar: This was solely due to wanting some Adrian helmets in the period. Of course in TORCH 1942 you get Adrian helmets up against M1’s but that’s yet another story.
Confused? Yep the problem with making it up is being consistent with your invention……….no chance!
Back to Fauxterre 1930. I quickly got plain infantry for both sides painted then read about the PSC US support troops scale problems – this typical dip in the project track simply derailed the whole thing!
It’s just one of those things. Since then the project has acquired a lot more equipment (all in the paint queue) and other figures (all in the paint queue) and even some aircraft – yet more distraction.
Finally though, I have managed to heave some figures over the line.
Back to the Russians again, I do like the sculpts (except the flat guy who seems to be reaching between two walls…..)
Anyway first up we get some machine gunners
Then we have some mortars light and medium?
Then we get a couple of anti tank rifles
And finally a couple of 37mm anti tank guns.
In the foreground gun said squeezed sculpt is almost facing camera – ok he looks alright after all……..just real shoulder ache.
Not sure when the next completion might appear though. Either way these chaps will join the infantry who have already had some escapades