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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
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.

Categories
wargame rules wargaming

Threads and Themes

My wargaming has continued to evolve. In 2021 I played more games than in previous years and created more fictitious eras for my mythical worlds. Fauxterre expanded in surprising ways. And that of course is the point about imagination – its very chaos is the atrraction. Unless of course your livelihood depends on producing it for others.

My imaginative wargaming is simply for pleasure – a distraction, an escape from the real world.

Wargaming on the other hand seeks rules and restrictions. So rulesets for many wargamers are a pleasure (!) in themselves rather than simply a necessity. The exception is I believe competition gaming where the rulesets are a necessity simply to allow the “fight” to be resolved at all and a winner declared.

In the wargaming arena “rules lawyers” are the pantomime baddy except ruining the event rather than adding to it. Perhaps the solution has always been there – make competitions more fun than theory. Less historical particulars and more game means that the lawyers have less to exploit. That said, even such family games as cards, scrabble or monopoly betray the rules manipulators!

From my perspective there seem to be far more rules published for game enjoyment even in a competitive situation. And despite a drive for simplicity the abstractions are often well thought out so the feel of the game historically is still there – a key part of the wargame enjoyment.

This is another blog post that has deviated already. On the subject of threads and themes I have been musing on the subjects of rulesets, games and imaginations.

I do like a set of wargaming rules and as rules writers have tended towards explaining their ideas ,these publications have become more readable. Even if you never play a ruleset, they give you someone elses opinion about a conflict or technology – what was signficiant when it came to the conduct of a campaign or battle.

In 2021 I indulged myself.

  • Piquet Field of Battle 1700-1900 – 2nd edition of this ruleset which likes lots of uncertainty – ideal for soloists and those who enjoy a degree of chaos when it comes to game turn sequence
  • Neil Thomas 19th Century European Wargaming – post napoleonic but very much still horse and musket. Neil Thomas rules work, really work – its that simple.
  • Practical Wargaming by Charlie Wesencraft – another ruleset that is coherent and in fact I have never felt the need to tinker with – well ok a little bit.
  • Neil Thomas Wargaming an Introduction – not my first purchase yet some really useful rules in here.
  • Mike Smith Table Top Battles – my “grid wargames” ruleset – they even gave me an easy way in to some naval wargaming – something I had previously shown no interest in.
  • Battle – Practical Wargaming by Charles Grant. A complete set of simple rules for World War 2. A vintage ruleset they convey a simplicity of gaming I have since only really found in Neil Thomas rules.
  • Peter Pig Poor Bloody Infantry is a grid ruleset but so much more. It is definitely a “game” and does not need adaption for me. I play it straight out of the book.

Donald Featherstone rules don’t appear but had regular run outs. The reason is simply that none of his books were in my view a complete set of rules. They were always full of rules ideas. And that means you get to tinker big time. He gets his own list!

  • Battles with Model Soldiers ever popular for some simple basics
  • Advance wargames for period specific mechanisms
  • Wargame Campaigns – does what it says on the tin lid – ideas for campaigns

Surprisingly Neil Thomas One Hour Wargames had little look in this year. That suggests I have had more time to play each game.

The most satisfying ruleset for 2021 has been Neil Thomas Wargaming 19th Century European Wars. It gave me everything I needed for a new era with his excellent balance of simple play and historical feel. Add to that, excellent scenario generators for both historic battles and those of your imagination, This ruleset has sustained my new interest for most of the year without distraction.

Categories
Mythical Realms wargame rules wargaming

Fauxterre 1816 Part 3 – Rules for the Kloster Arens Encounter

In part 1 of this series of posts I covered the background to the “Twins War” which broke out in Greater Zarland.

In part 2 I gave a narrative account of an encounter between two advance guards of the respective Royal Zarland Army (the defender) and the VinAlban Army (the aggressor).

In this, part 3 I will detail the rules I am using.

Fauxterre is my mythical realm for what I call the Vienna Treaty Wars. The period between the demise of Napoleon and the Russians wresting control from the Ottoman Turks of the Black Sea is about 60 years and offers up a fascinating choice of technology, engagements and of course uniforms.

Fauxterre 1816 is very much Napoleonic in outlook to begin with. By Fauxterre 1878 the components for World War 1 are already in place – especially technology.

My primary ruleset is from Neil Thomas – Wargaming Nineteenth Century Europe 1815-1878 (NT19e). How convenient!

published by Pen and Sword of Barnsley, Yorkshire, England available as an e book and the occasional ebay offering.

I now have many Neil Thomas titles in my wargames library. And this one first arrived as an “e publication”. I was so impressed I tracked down a rarely for sale hard copy version from the USA. I use both. I am a “printed” book collector anyway.

For my Fauxterre campaign I have also used some other rulesets to meet my needs.

They are

  • Charlie Wesencrafts Practical Wargaming
  • A solo wargames association article on campaign unit advancement
  • One Hour Wargames and Wargaming an Introduction by Neil Thomas
  • Table Top Battles – Grid Wargaming by Mike Smith
  • A Gentlemans War (e pub) by Howard Whitehouse
  • Piquet Field of Battle 2nd Edition by Brent Oman

In fact I am keeping the rulesets apart for battles and actions.

Why multiple rulesets?

As a soloist you can please yourself. I actually want the rules for different situations.

  • Table Top Battles on a grid are good for big encounters – one base equals say a battalion
  • One Hour wargames does what it says on the tin! quick turnround
  • A Gentlemans War lends itself to looking at skirmishes in more detail
  • NT19e simply gives you a complete package and coupled with One Hour Wargames, lots of flexibility
  • Piquet – simply because I like the randomness of the rules for a change! and lastly
  • Practical Wargaming by Charlie Wesencraft is another complete package and with some fine mechanisms it gives you a quick and interesting game (in a way Donald Featherstone offerings were not – with Donald Featherstone, I am always spoilt for his fantastic range of choices instead!).
  • Wargaming, an Introduction gives me some perspective on Neil Thomas thinking. It includes rules for Napoleonic and ACW wars which sort of bookend his NT19e ruleset.

Where to start?

I think for campaigns the attrition of forces is as good as any. And together with attrition is their reinforcement, gaining of experience and honours.

I came across these ideas in Donald Featherstones books first.

discovered in a library – it was my second wargames book after Charge!

The ideas have remained popular. Indeed RPG games starting with D&D quite simply were all about gaining experience and levelling up: The difference – it was so personal.

this now retired 1970’s level 3 thief would know all about levelling up in D&D

In 2012 Sam Mustapha published his Maurice ruleset and in there you find a very basic three level unit quality rule aimed at Maurice being a simple multi battle campaign.

  • Elite
  • Trained
  • Conscript

Neil Thomas uses a 3 level scale in his book Wargaming, an Introduction.

In the Napoleonic rules he uses Elite, Average and Levy with ranges 3-6/4-6 and 5-6 respectively. He then slides these to 4-6/5-6 and 6 on D6 dice rolls when he moves to the ACW era. You can see he downgrades “elite” and “average” while levy are also downgraded and become “militia”.

Perhaps in all this is the genesis of a finer grading he uses in Wargaming Nineteenth Century Europe which I have abbreviated to NT19e. Either way Neil sees unit quality as an important ingredient for this post Napoleonic era which also includes the ACW period albeit in Europe. Morale on a D6 rating are

  • Fanatic (2-6)
  • Elite (3-6)
  • Average (4-6)
  • Levy (5-6)
  • Rabble (6)

I used these in the Kloster Arens encounter.

For future battles though I will probably adopt the following approach.

I found it in an old copy of Lone Warrior, TLMorgan wrote “oh what a surprise!” His fragility factors attracted me because they also seem to lean towards the 19th century armies willingness to easily run away and then come back and have another go. In fact Donald Featherstone uses that very idea in chapter 12 of Battles with Model Soldiers to reflect his view of ACW armies.

Overflowing with ideas but not a package – a great book for the DIY rules player

And again in Neil Thomas’s Wargaming an Introduction, he contrasts Napoleonic rules with ACW era where in the latter you have rallying of quick breaks in the fighting ability of units.

TLMorgan provided the following example in Lone Warrior

  • Green 0-5
  • Seasoned 6-13
  • Veteran 14-16
  • Elite 17-20

The idea is each unit gathers small amounts of experience or attrition and moves on the 0 to 20 scale.

Note TLMorgan describes experience levels whereas Neil Thomas mixes it a bit with measures (average) and types (militia).

TLMorgan provides the means to reflect smaller steps of progress in a campaign compared to say Maurice where each step is the result of a major battle – a case of sequenced battles equating to a campaign. In my case I wanted a campaign where big battles were not guaranteed. In that situation you need a different approach to rewarding experience. Actually much more of a nod to incremental levelling up you get in the original D&D game.

Next TLMorgan also used a similar technique I came across in Charlie Wesencrafts Practical Wargaming. This is where a unit can have its incremental grading for the campaign but on the day of battle can have a different one! This is excellent for narrative creation – prevents the best always being at their best and delivers that campaign grist soloists need.

Again from the original D&D – a super swordsman adventurer having a hangover from too much beer the night before and not being able to wield his sword the next morning…….

another retired 1970’s D&D hero – ral partha Elf – my painting and photography does not do justice to this sculpture.

Prior to each battle TLMorgan threw a 1D6 for each unit with a 1 meaning the unit was demoted one of their grades for that battle only. Similarly a 6 gained the unit a temporary promotion. Your narrative takes care of the reason.

Another Charlie Wesencraft idea I like is the weather board – ok Donald Featherstone gives you plenty on weather effects as do so many others. I have simply found the Practical Wargaming version enduring and simple in its impact.

You have a scale of 2 to 12, with 6 weather effects and each battle turn you move up or down on a dice throw (range -1,0 or +1) having thrown a 2d6 to get you a starting point.

Kloster Arens Encounter

I used my narrative map to generate some relationships to flesh out the core story about succession. It is here in an earlier Fauxterre post:

https://wordpress.com/post/thewargamingerratic.home.blog/2539

These relationships have driven the conflicts and belligerants including who might be supporting whom.

Having created the conflicted situation I simply used the NT19e minigame scenario generator for the advance guard forces and the main scenario generator for the main bodies.

To get some unit qualities I simply threw a single d12 for each unit against the following table

  • Fanatic on a 1
  • Elite on a 2 or 3
  • Average on 4 to 8
  • Levy on 9 to 11
  • Rabble on a 12

Zarland Royal Army Advance Guard (Commander is General Sumpf)

  • 4th Benkendorf Infantry Regiment – Average
  • 12th Maulhadt Infantry Regiment – Levy
  • 13th Nurtberg Infantry Regiment – Levy
  • 6th Dirkheim Artillery – Average
  • 5th Gellenstein Cavalry – Average

No skimishers in this NT19e selection

VinAlban Army Advance Guard (Commander is General Stute)

  • 11th Fusiliers – Levy
  • 12th Fusiliers – Rabble
  • 13th Fusiliers – Levy
  • 1st Artillery – Average
  • 2nd Artillery – Levy

no cavalry or skirmishers in this NT19e selection of pretty poor troops.

Both commands could control up to 6 units using NT19e optional leadership rules.

So you can see that immediately NT19e gives you asymmetrical or rather different but balanced forces. The use of a unit grading/quality then further alters the result.

Finally I have seen the reference to “zero player” wargaming. This is where the soloist takes neither side but in effect is the third person umpire you get in normal two player games that do have an umpire.

I suppose I play “zero player games”.

To help this dimension I add another layer of deviation or loss of control.

Written Orders

Long out of popularity with two player gamers, written orders are a convenient way to control a game for the soloist. First memorising one sides plans is hard enough, memorising two sides is near impossible and you live in the moment reacting to everything that has just gone before: objectivity and impartiality go out the window.

Written orders gives you a delayed reaction and contributes to the fog of war.

I write two moves ahead which further removes my immediate control. I think it still retains a degree of accuracy when units fail to always react to situations immediately. Very unrealistic situations are simply handled, with dicing for a series of revised actions to modify that one issue.

And if one general is particularly poor they may have to write three ahead – personally intervening more often, if they can, to get things changed more quickly. In contrast a very superior general may be allowed to write only one move order ahead reflecting their greater awareness to situations and independence of their officers.

Neil Thomas is not a great lover of explicit command rules believing in the wargamers ability to mess up, being enough friction in itself! Yet I think in his heart he is writing mainly for two player face to face games and his unaltered rules work really well there.

In summary I use a set of rules with their options and then add in the scene setter + unit quality (if missing) + written orders + weather.

Categories
Vienna Treaty Wars wargame rules wargaming

Fictional Battle Favorite?

https://tradgardland.blogspot.com/2021/05/favourite-fictional-fight.html?showComment=1621973038476#c1196243312562452816

The Duchy of Tradgardland Blog by Tradgardmastare always throws up interesting posts.

A recent one asked about your favorite battle from the wargamers fictional world. It struck a chord.

The Franco Prussian War centenary was in 1970/71, so during Donald Featherstones publishing boom it was very topical and popular. As a youngster who only knew about the ACW, WW2 and Napoleon it was a period that was just far too obscure. And there were no plastic figures to hand.

Donald Featherstones Advanced Wargames was the first book I got from a library although it was swiftly followed by Charge! Or how to play wargames, by Lawford & Young. That library gave me a lifelong hobby.

I eventually bought this favorite many years after a public library version got me hooked on wargames

It was a few years before I actually bought a book on wargames or rather received one as a present.

Advance Wargames is not a logical place to start wargaming. It did contain all the parts for a set of wargames rules. It was just that they were all dotted around and mixed up!

So it is not surprising that the chapter 14 about Games with more than Two players got me started solo campaigning!

Here are the vital words that I kept coming back to.

The whole issue of a small advance guard worked for me as I had no armies as such. I had a some ACW infantry, artillery and cavalry. They stood in for the French and Prussians who I had little interest in. When I obtained my first Airfix Napoleonics this battle idea was a regular one to feature.

Donald Featherstone always made me want to imagine a world around the game. And his writing I found very engaging.

The scenario sees some light infantry, light cavalry and horse guns contacting a larger enemy. And the scenario included generals with differing capabilities and couriers. Finally the scenario set similar objectives but with differing forces. So Asymmetrical Wargaming was a starting point for me.

I mentioned Charge! – the Battle of Sittangbad is of course another Asymmetrical situation. I quickly adopted that one as another favorite scenario.

And when I started my latest project – venturing beyond 1725 for the first time in decades – it was a scenario I used again. This time it was the post napoleonic era – 1815 to 1848ish.

And I used Charlie Wesencrafts Practical Wargaming – one book I did buy and still possess.

here is the link to that battle refought in 2021.

https://wordpress.com/post/thewargamingerratic.home.blog/1892

Categories
1/72 scale figures 20/25/28mm figures metal miniatures wargame rules wargaming

Riding into a new Wargaming Era (an imaginations game)

The hill of Moulet-Arles at the Gap of Moulet-Arles

Yep crease lines show up in pictures – at least I know the centre line of the battlefield though.

This battlefield is a take on a few where a road junction provides the focus of the action as forces collide due to poor scouting. I quickly drew a map looking to create a bottleneck to be fought over.

On this scrap of paper Moulet-Arles appears from nowhere. Maybe it will just as quickly be forgotten?

Narrative

Savelonia has been wracked by insurrection and revolution. Nothing new here as the region has been fraught with instability. Sabaudia and Savelonia occupy the western lands of the Empire which had seen better days.

Yet the Emperor Raymond has seen his fortunes improve in recent times and feels compelled to show some strength in the region.

Meanwhile King Nikola of Sabaudia sees opportunities to expand his kingdom and influence.

The provisional government of Savelonia had already appealed to King Nikola for assistance so it was easy to frame his response as coming to the assistance of downtrodden peoples still living under the hard boot of the Imperialists.

The Emperor ordered his forces to mobilise.

General Gutenstein marched south and west through the Crownlands of Pommardia and through some minor duchies before reaching the borderlands of Savelonia. It is a pity his majesty had not thought to build his very new fangled railways where the army needed to march, the General thought, as his forces struggled through the mud under grey and darkening skies.

He had sent ahead General Hartmann a promising young officer. General Hartmann had 2 battalions of riflemen along with 2 squadrons of light cavalry plus 2 horse guns.

His orders were to seize the road junctions around Moulet-Arles. Local guides informed him the area was known as the “Gap of Moulet-Arles” owing to a dense forest to the west and some high ground to the east. three roads came together at Moulet-Arles and just one road led south west into the Savelonian heartlands. Hartmann noted that his maps did not show these features as significant. He pushed his men on as the grey clouds dispersed a little.

To the South West General Forlan cursed the weather, the people, the roads and the Kings Logistics Corps or rather lack of one.

His forces had been late leaving their concentration points and then the revolutionaries in Savelonia had been creating havoc. At least he had corralled the rebellion to just the three major cities in the Grand Duchy. This had given the Provisional Government some order. It was little time in which to prepare for the inevitable response by the Empire.

Now he had word of Imperial forces gathering to the north east. He had sent General Ducrot forward to secure what looked like a key road junction at Moulet-Arles.

General Ducrot was your average time served officer of the Empire who had opted to make his later career with the kingdom and frankly this explosion of activity late in the year had not been to General Ducrots’ liking with his plans to enjoy the spa towns of the Drabzan Mountains now put on hold.

And the weather was turning bad it would seem.

General Ducrot considered his orders again. Take the two road junctions of Moulet-Arles driving off any enemy. His battalion of Chasseurs were key and were supported by 2 squadrons of light cavalry and 2 battalions of line infantry. His one horse gun left him vunerable but from what he had heard the Imperialists were only “demonstrating” – a bit of sabre rattling.

As he came within sight of Moulet-Arles the rain seemed to intensify, it certainly darkened despite it being late morning already.

Ducrot’s chasseurs deploy north of Moulet-Arles towards Petit Moulet-Arles. HIs light cavalry push west by the Forez en Moulet and to the west his other squadron climb the hill. The first line infantry battalion arrives in the village. Job done!
Ducrot carelessly reconnoitres beyond his forces as an Empire cavalry force rides towards Petit Moulet-Arles
With the Sabaudian forces almost all in position the Imperialists find their use of the road congested
The light cavalry under their respective Generals face up to each other
First blood goes to the Imperialists as the Sabaudian Light Cavalry have the worst of it
Heavy Rain slows all activity and the heat has gone out of the battle – literally

Heavy rain now sweeps across the battlefield and movement all but ceases. Both armies main forces are coming up but with the light fading fast General Hartmann concludes that his day is done. Leaving a battalion of riflemen in Petit Moulet-Arles he withdraws a little way away and seeks new orders.

Later that evening the Imperialists retire leaving General Ducrot and the Sabaudian forces to enjoy the dubious delights of Moulet-Arles on a very wet and sodden ground.

The Wargame

The narrative was built largely from the wargame outcomes with only the naming, origin of the war etc. being necessary additions.

Setting up the game

With my latest wargames fad being post Napoleonic warfare I just had to get some games in.

So there was a degree of improvisation necessary.

Currently I am painting armies for the 1850’s and with none complete that could not be my starting point. Help was at hand through Charles Wesencraft’s Practical Wargaming (WPW). While I was looking at his Franco Prussian rules I realised they were a build on his Napoleonic rules in the same book. Added to that I had some Napoleonic Figures ready to use and the decision was made.

This was a Faux Napoleonic game. Thank you Renaissannce Troll!

The idea for this game was the Franco Prussian scenario set out in chapter 14 of section 6 entitled “how many generals?”. And the book was Donald Featherstones Advanced Wargames (DFAW).

The scenario written for multiple players sees two forces collide having sent out advanced gauards. The question is who can feed in their main elements and rear gaurds most effectively.

Also objectives are defined by the ongoing campaign – so you don’t play fast and loose “one game” tactics.

The Imperial Forces were

Advanced Guard led by General Hartman (+1) with Staff Officer Kroos (0)

  • 2 Battalions of Jagers (M2, M2)
  • 2 Squadrons of Light Cavalry (M2, M2)
  • 2 Horse guns (M2, M2)

Main Body led by General Gutenstein (+1)

  • 1 Battalion of the Imperial Guardsmen
  • 2 Squadrons of Heavy Cavalry
  • 7 Battalions of Line Infantry
  • 2 Field guns

Rearguard

Not specified

These forces had become broken up and were all heading on different roads which converged at Moulet-Arles.

In the “WPW” rules staff officers provide some variation and control when playing face to face opponents giving each staff officer a temporary +1 on die rolls with the unit they are with. I tweaked this by making staff officers themselves variable to introduce some more friction for solo play. And Generals were included to account for any decisions they made.

  • General/Staff Officer 6 on a D6 = +2
  • General/Staff Officer 4 or 5 on a D6 = +1
  • General/Staff Officer 1,2 or 3 on a D6 = 0

So the Imperial forces were well blessed with leaders

Turning to the Sabaudians we had

The Adavanced Guard led by General Ducrot (0) with staff officer Hautois (+1)

  • 1 Battalion of Chasseurs (M3)
  • 2 Squadrons of Light Cavalry (M2, M2)
  • 2 Battalions of Line Infantry (M2, M1)
  • 1 Horse Gun (M1)

The Main body led by General Forlan (0)

  • 2 Battalions of Guard Infantry
  • 5 Battalions of Line Infantry
  • 2 Squadrons of Heavy Cavalry
  • 3 Field guns

The M and number value for each advanced guard unit denotes their morale classification on the day. WPW assumes that top notch units can underperform and raw units out perform themselves on any one day. This helps with Campaigns or the sort of narrative gaming I do. Not much use to the “lists” gamers though – far too confusing.

So M3 denotes a unit in top form, M2 average condition and M1 – well you need to roll your dice high when testing morale!

I diced for all the units in the main bodies – when they would arrive and by which road (3 options for the Imperial forces!)

In the event the game ended swiftly because of some timing decisions and the weather.

Now there has always been something different to me about Charles Wesencrafts’ rules. Maybe it is because back then my wargames rules were from basically one author – Donald Featherstone: Gavin Lyall, Terry Wise and Charles Grant all passed me by for example.

Anyway WPW gives you a package – nothing outrageous – it is a complete package and everything has its place. With Donald Featherstone I always felt I could emphasise rule aspects sacrificing others with little thought to the overall game. With WPW I basically take them as presented and play them. Yes I do tweak a bit because solo play requires that extra friction in the absence of another human player.

Well the weather started off wet and just got wetter. I had also randomly found the action started part way through the day. So instead of say the example 12 move battle duration shown in the book I reduced it to no more than 6 moves. And once the rain had set in with the Sabaudians in possession of the crossroads it just seemed logical that the Imperial forces would withdraw and consider their options.

So that ended my first post Napoleonic wargame. And was it a damp squib? if you play only the individual games then absolutely. If on the other other hand you play for campaigns and narratives it was good and in fact immediately suggests other courses of action.

Will the Imperialists now exploit the fact that the Sabaudians have concentrated on the road junction. Maybe they will attack from a new direction. Or maybe mask this position and attack elsewhere to draw the Sabaudians from the crossroads altogether. Maybe the crossroads are now no longer important to the Imperialists.

Finally I will cover a few other points about WPC.

Firstly I used written orders – well simple pictograms and crucially I wrote them at least one move ahead. This immediately adds more friction for the solo game as well as making the staff officer element of the rules even more pertinent.

The rules were for their time, in my view, very good in approaching control and morale. The text at 180 odd pages is quite heavy when the basic rules can be condensed into just a few. This is especially so when you consider the rules cover 6 key periods (ancients, medieval, pike and shot, Eigtheenth Century, Napoleonic, ACW/Franco Prussian). Add to that three variations – two large scale game options and a skirimish option.

The point is the whole book is also the design philosophy into the bargain with explanation alongside the relevant part of the rules.

The rules are therefore stripped of unnecessary features yet have the right blend of “kept rules” so you get a good feel for the game.

The figure removal technique in the game, with what was then an unusual multi figure basing approach, is easily replaced with a value solution such as promoted by the Neil Thomas AMW or OHW rulesets. This allows the figures to stay on the table and as Charles Wesencraft says himself it is not obvious which units are degraded until they do something. Here his morale rules take care of that – so be prepared to move units to the rear rather than just remove them. And it follows rallying can still play a part with those staff officers effectively representing the efforts of all the leaders of the army at whatever rank attempting to keep men in the line.

You can still buy these rules here being part of the John Curry Wargaming Project.

Categories
Book Reviews Continental Wars Mid 19th Century Wargaming Military History new additions Solo Wargamers Association wargaming

The Domino effect

Sometimes things come together in the most unexpected way.

No sooner had I read the SWA (Solo Wargamers Article) by Brian Cameron than I stumbled across the Renaissance Troll and his post about Napoleonic imaginations and painting a couple of foot soldiers with those early flashy metal helmets boasting giant “bog brush” combs!

In my last post I mentioned I had rediscovered Donald Featherstones’ Advanced Wargames Section 6 Chapter 14 Franco Prussian scenario.

And I recalled that the first time I found this book I only had Airfix Napoleonics remotely usable. And they were duly rolled out to fight the battles. Interestingly I did have Airfix ACW armies – and I probably used them as well except I never used ACW for “imaginations” warfare.

I also never had it in my head that “imaginations” worked with Napoleonics that well either. For one thing then I was consumed by the actual history – no need for imaginations gaming in that period.

my “Imaginations” gaming came from “Charge or how to play Wargames”.

The last chapter 10 – Tailpiece gives some very sensible advice on avoiding multiple period wargaming – pure madness apparently (oh dear).

It also recommends creating “Mythical Powers” (D&D in 1967!) and their armies so as to avoid arguments about uniform accuracy.

So my “imaginations” gaming has been of the tricorne variety.

Zvezda Peter the Great Russians and Swedes in the background

Back to Renaissance Troll who posted that neat little post about “a new miniatures project”. Yes those 4 simple words can either send a shiver down the spine of you average wargamer or create a frision of excitment that must be assuaged.

Yep its both – the anglo saxons have yielded to the inevitable. They now shiver in some dark corner of my wargaming tardis (yes its that bad here – I had to get some more storage options beyond 3D).

And now in the bright uplands there appear some Napoleonics……

Warrior Metals originally based for Charlie Wesencrafts Practical Wargaming now rebased for Maurice.

Well yes and no.

“Yes” I did get my game using some 1970’s retro rules (post to follow) using a few Napoleonics and “No!”

my painting table now has Strelets Union infantry on it with some

absolutely ghastly other figures on the worktable – boy do they need work.

oh dear oh dear oh dear……………..

Postscript

Renaissance Troll mentioned they were reading David Chandler. I have kept just two books on Napoleonics.

I can recommend the following books if you can track them down.

A Military History and Atlas of the Napoleonic Wars published by AMS Press Inc. It was originally published in 1964 having been compiled for the Department of Military Art and Engineering, The United States Military Academy, West Point, N.Y.

Given I have always liked maps this book or rather atlas is an absolute cracker.

The second has an introduction in my copy by David Chandler. It is an adaption by Anne S K Brown of Henry Lachouques’ “Napoleon et la Garde Imperiale”. It is entitled “The Anatomy of Glory”. It is full of glory and is both gripping and draining. The later years of 1812 to 1814 are just relentless.

Enjoy you “imaginations” gaming whatever form it takes!