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.
September is a busy month for battle anniversaries in Yorkshire not least in 1066.
On the 20th the Vikings of King Harald defeated the Saxons of Earls Edwin and Morcar at Germany Beck in what is now Fulford. There are not many references to this battle – given that two climatic battles followed, its understandable.
The battle was according to records fought near where the beck joins a sharp turn in the river Ouse.
Crucially the defeated Saxons made good their escape as a rising tide flooded the beck. This meant they could fight another day.
There is a tapestry of the Fulford battle displayed at various locations over the years since it was made in 2012 after ten years effort!
On the 25th September the Saxons under King Harold of England defeated Harald and the Viking host at Stamford Bridge.
It was the end of the Scandinavian Viking threat after hundreds of years of invasion.
A tapestry of the Stamford Bridge battle can be seen in the old railway station at Stamford Bridge.
It was another Viking Scion – the Norsemen who took land in the Carolingian Empire and called it Normandy – who a few generations later then defeated the English in turn at Hastings.
It can be argued that without Fulford and Stamford Bridge there would have been no Hastings and maybe a different war between Harold and William might have played out.
So maybe instead of waiting for yet another Norman invasion (the bayeaux tapestry is en route to the UK) you could visit these other tapestries when they are on show instead or as well as.
People remember William for what followed yet Harold had marched 500 miles with his household troops and won a great victory putting together two separate regional armies before arriving at Hastings: William fought an outstanding adversary.
Back in 2020 I put together some shield wall armies and had some fun trying out various rules.
In the third battle of Oeversee – a Neil Thomas scenario, the same forces were deployed but slightly differently. Would these minor changes have an impact? The Danes were only very slightly forward and the Austrians attacked in multiple columns.
9th Hussars taking hits while the Artillery has an immediate impact on the Bell shako regimentThe 9th Hussars are dispersed by the blue kepi regiment while the artillery continue to dismay the Bell Shako regimentThe Elite Jaeger charged home suffer terrible lossesin the melee they lost more men and brokeThe Danish Artillery deployed on the road with Regular Austrian Battalions green and red/orange taking hitsThree battalions charge home – the Austrians adopted charge home tactics after 1859 war with France.The kepi Regiment are driven backThe Artillery are overrun – things are collapsing for the DanishOnly the rump of the Bell Shako Regiment survivesThe Red Shako Regiment are able to dispatch the red infantry battalion before Austrian the artillery shatter them.The Austrian battalions pursue the Blue Kepi Regiment destroying themNow just the rear Danish line remains – sky blue kepi regiment and the dark blue kepi regimentAlas the Elite Skirmishers have again worked their way round to take take these forces in the rear.The Austrians charge home and sweep away the sky blue kepi regimentNext the Orange Battalion takes on the Dark Blue Kepi RegimentThey are soon dispatched Game over within the time limit – the Austrians have met the objective and no Danes are left on the road. Soon the Imperial Forces will resume their march towards Jutland.
This was a quicker game and the Austrians were not delayed so much as in the previous two games. Crucially the Austrians attacked in force early.
I do think the three games show there is some subtlety in Neil Thomas’ rules and they repay attention to his design thinking which is comprehensive in achieving such brevity in the mechanisms.
My only issue is that for my bases the “4 in column” for a column look wrong so I may well switch to 2×2 although for the small scenarios like this one might need tweaking.
I have slowly started to look at some grid gaming set ups. My starting point has been that they would aid campaigns and to that end allow quicker solo games. I opted for two 3’x2′ boards which could then give me a 4’x3′ table which also figures in Neil Thomas rulesets.
ideas still in play – how to represent rivers and buildings? hills are simply another gridded block shape to suit.
As a bit of a test I used a Neil Thomas scenario from the C19th European Wars book (NT19e) – the Cristinos v Carlists, in my case Piedmont squared up to Austria.
I use 40mm square bases for my 19th century games and I have chosen a 50mm grid – i.e. no perfect fit of base to grid square. And for this test I used essentially formations from Neil Thomas NT19e. The exception being that my square 40×40 basing really distorts the column or line option choice.
Garibaldeans march in my attack column option – I reserve a single base wide column of 4 bases for marching only. Firing lines are 4 bases side by side and don’t advance or retreat, but can wheel.I have Artillery men both on one large base and also individually as shown hereAbstraction – these Neapolitan Riflemen in a built up area may still simply be on a block of a different colour or with buildings/features!I quite like Neil Thomas unit conditions – Fire and Fury and other rulesets in mid 19th century warfare also seem to opt for this type gradationI did not find the grid a problem and it did the job of of having a tape measure on the board at all times everywhere. Also manoeuvring is hard work once you move to multi based units. NT19e allows turning (spinning)on the unit centre (abstraction again) so fits nicely with a grid approach.The undersizing of base to grid feels right for me.Neil Thomas rules do not feature command bases but other rules I like do – so I plan to use single grid base for lowest discrete command with next up having two grids covered and the top man having three of even four bases covered. The bigger the command base the further back from the action is better for them – having no attack or defence values if contacted.Bare bones – right now it feels like I am heading in the right direction.
Having played out Neil Thomas’s minigame scenario I was left wondering if the unlikely Danish victory was just that.
In the first battle with this scenario the Austrians attacked straight up the road that was to be cleared yet they simply ran out of time.
This second battle was again run exactly as per the basic scenario suggestion by Neil Thomas.
same board size
same terrain
same units
units deployed at the start in the same way as the first battle except as below
At least the Danish Artillery put in an appearance.
The Austrian units arrived at the same point on the road but moved differently.
The Hussars charged up the road as before……..
The Hussars take a critical 4 hits from musketry and fail the required morale test – losing 2 bases at a stroke while the Austrian Artillery can’t seem to get the range right.The Danish Artillery push up the roadThe Elite Jaegar Infantry square up to the Danish Infantry (1866 style on the left and 1850 on the right!) Or Irregular Metals versus Hat Plastics – both are welcome in 20-25mm scaleThe 1866 dark blue caps drew their first melee with the Elite Jaegar (forcing their retreat) so had to advance in column to regain position in their own turn, meanwhile the artillery deploy. The 1850 Sky Blue caps decide to advance having suffered little damage from the austrian artilleryMove 5 and the 1866 Dark Blue caps have been driven off while a devastating artillery barrage has all but destroyed the 1850 sky blue caps. The Danish artillery made little impression on the remaining Elite Jaegar. Things are going wrong for the Danish With low morale to start with the Danish artillery fleeThe 1848 Danish Redcoats square up to the next assault by the Austrian Infantry. The Austrian Artillery fire blanks again but the 1850 Sky blue caps can only watch the austrian infantry charge past – they cannot attack unless they have more bases than the defender whereas the Austrians in this scenario get to attack anything anytime for the loss of their firing line capability. In the bottom right the Austrian skirmishers have sneaked round through the wood.Move 7 and the Austrians have been pummelled. Both Austrian Infantry columns have been shot away by the Danish defenders. The Austrian Artillery are still firing blanks while the Austrian Skirmishers are getting some hits on the Danish rear. Another assault and the 1848 Red coats have gone while the last danish infantry unit is taking hits from the skirmishers on their flankFinally the Austrian artillery are getting going – they blast away the last danish infantry alongside the skirmishers and remaining Austrain Infantry unit.Move 10 arrives and the Austrians have achieved their objective – time for some Radetsky Marching music………
A close run to the end but this time the expected outcome.
The Skirmishers had more effect by circling the eastern flank of the Danish. The dice throwing favoured the Austrians at critical moments – triggering morale collapse amongst the danish. As the danes were mainly levy this was to be expected and again its was more a case of their saving morale throws that meant the action went to 9 of the 10 permitted moves.
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:
NT19e
BwMS
GW
F&F
FoB
TTB
PW
Relevant Images
0
0
+1
+1
+1
-1
0
Fair Wear & Tear
0
0
+1*
-1
-1
+1
+1
Logical clear layout
+1
0
+1
+1
-1
+1
+1
Plain text
0
+1
+1
+1
+1
+1
+1
Lots of Design Thinking
+1
+1
+1
+1
+1
-1
+1
Simple Rules
+1
+1
0
0
-1
+1
+1
Scenarios included
+1
0
+1
+1
+1
-1
+1
Campaigns included
0
0
0
+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
NT19e
BwMS
GW
F&F
FoB
TTB
PW
Period – technology emphasis
+1
+1
+1
0
0
-1
+1
abstraction in scaling
+1
0
+1
0
+1
+1
-1
no figure/base removal
+1
0
-1
0
+1
+1
-1
cavalry ineffective
+1
+1
+1
+1
+1
0
+1
irritant skirmishers
+1
0
+1
0
+1
+1
+1
vunerable yet destructive artillery
+1
+1
+1
+1
+1
0
+1
column and line infantry formations
+1
+1
+1
+1
+1
-1
+1
attack defense objectives
+1
+1
+1
+1
+1
0
+1
morale dominant
+1
+1
-1
+1
+1
0
+1
battle narrative
0
0
+1
0
0
0
-1
Totals
9
6
6
5
8
1
4
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:
NT19e
BwMS
GW
F&F
FoB
TTB
PW
option to solo game
0
+1
0
+1
+1
+1
-1
measure not grid distance
+1
+1
+1
+1
+1
-1
+1
army selection/lists available
+1
0
+1
+1
+1
0
-1
pre battle actions available
+1
+1
+1
-1
+1
-1
-1
game time required (<2hrs)
+1
+1
0
-1
-1
+1
+1
units per side (6-12)
+1
+1
+1
-1
-1
+1
+1
unit ratings (varied)
+1
+1
+1
+1
+1
0
+1
table size (5’x4′)
+1
+1
+1
-1
-1
+1
+1
concealment/ambush/surprise
+1
+1
+1
-1
-1
0
-1
chance (situations/ cards etc.)
0
+1
+1
0
+1
0
0
figures per basic unit (12-20)
+1
+1
+1
+1
+1
+1
-1
support functions (engrs/ sappers) rules
0
0
+1
0
0
+1
-1
Totals
9
10
10
0
3
4
-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:
NT19e
BwMS
GW
F&F
FoB
TTB
PW
alternate moves with opportunity
+1
+1
+1
+1
+1
+1
+1
initiative
+1
+1
+1
+1
+1
+1
+1
simple manoeuvre rules
+1
+1
0
0
+1
+1
+1
measure ranges
+1
-1
0
+1
+1
+1
+1
move and fire in a move
+1
0
+1
-1
+1
-1
+1
road movement restricted
+1
0
0
-1
+1
-1
-1
simple interpenetration
+1
+1
+1
+1
+1
+1
+1
saving throws
+1
+1
+1
-1
-1
-1
-1
leadership/pips/orders
0
+1
-1
+1
+1
+1
+1
written orders
0
+1
-1
-1
-1
-1
+1
cards for actions
0
0
+1
0
+1
0
-1
turn structure is fluid
0
0
+1
0
+1
0
0
simple combat resolution
0
-1
-1
+1
-1
+1
0
simple firing resolution
0
-1
-1
+1
-1
+1
0
8
4
3
3
6
4
5
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
NT19e
BwMS
GW
F&F
FoB
TTB
PW
Production
4
3
6
5
2
2
5
Design Philosophy
9
6
6
5
8
1
4
Game Mechanics
9
10
10
0
3
4
-1
Action Mechanisms
8
4
3
3
6
4
5
Totals
30
23
25
13
19
11
13
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.
Gabriele Esposito has written a fine Osprey about the Italian Wars of Unification. In fact he has two: Part 1 covering Sardinia/Piedmont plus the two Sicilies while part 2 covers Papal States, Minor States and Volunteers.
They are Men-at-Arms series Nos 512 ansd 520.
This quartet of Ospreys are excellent resources for Italian Wars of Unification.
This particular unit is based for my preferred rulesets by Neil Thomas and Piquet Field of Battle.
With only 12 figures for a battalion they may not be to some people’s liking. Equally they are 1/72 and plastic so 28mm metal fans will have no joy here.
I am quite taken with MAA 520 because it is not just the colour plates that offer so much opportunity and variety. Often in the past Ospreys offered little on uniforms beyond the text for the plates – much of the other text dwelling on potted histories and organisation. These MAA’s offer lots of uniform detail. The black and white plates are very relevant (not always the case in Ospreys), well chosen and in the case of volunteers lots of choice.
I have discovered that there was an English battalion of volunteers in the Sicily campaign of 1860 during the Second War of Unification. It was followed by an English Legion which saw no action. They were all part of the Brigade or Brigata named Dunne after its English Commander.
Plate H1 showing an english volunteer of Brigata Dunne also figures on the front cover of MAA 520.
I used Strelets 1877 Russians in summer dress as they offered the nearest thing to this figure in my view. You might say – well there are plenty of ACW figures that would fill the gap. Well I did look and somehow none looked the part when compared with Strelets 1877 Russians.
Plastic Solder Review complained about the missing bayonets which applies here as well.
I can live with that – 1/72 plastics is often about compromise. I am pleased with the result. In this case Guiseppe Ravas’ illustration made the job easy.