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……….

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 – 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.


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.

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.

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.


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.

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 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 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.

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.

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 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.































