The thing about one hour wargames is it’s genuinely “pick up” attraction. If you want to throw dice, move figures and get that war game with a purpose feeling for minimal preparation, then I find it’s a winner.
Yes, the mechanisms are abstract but you have to compromise somewhere and Neil Thomas rules generally offer that blend of compromises I like.
In the first game the Royalists held the hill with some rookie blues and grays in actionThe royalists divide their forces to hold both enemy objectives The royalists include this new blue unitRoyalist artillery hold the town road The royalists are none other than DanesDanish volunteer horse make up the royalist cavalryMore Dane’s this time by HatStrelets Danish Royalist GuardsEverything hung on the defence of the town
Rebel forces enter the fray
A mixed brigade of cavalry The rebels mass their infantry before the town The royalists are caught outThe rebels quickly assault the town The royalists seek to outflank the rebel attackThe rebel cavalry attack the rookie blues royalists
Rebel victory
The rebel attack on the town is overwhelmingThe rebel cavalry destroy the royalist right wing infantry The rebel cavalry move on the second objective – the hillThe royalist defence stiffens around the town The rebel cavalry are destroyed Rebel infantry struggle in the townThe royalist cavalry rush to aid their compatriots in the town but it is too late
So the second battle ends in Royalist defeat. It’s all square and all to play for…..
The royalists needed to escape through the town and up the great road……
Rebels held the river line woods The rebel cavalry brigade – lucky toys and hat miniatures Irregular miniatures garibaldeansMore irregular miniatures garibaldeansStrelets rebel sharpshooters hold the town roadThe royalists pour forwards The royalists choose the remote river crossings on their left wing to make progress The royalists are peppered by the rebel skirmishers The royalists attack the townThe royalist left wing cavalry lead the way The rebels abandon the river line The royalists begin to make progress The rebel cavalry are swept awayThe rebels are fleeing pell mell Some royalists race up the great road The royalist cavalry take a beating getting to close to formed infantry The royalist cavalry break The last few royalist units must make good their escape up the great roadAgain the rebel infantry shoot well The last royalist infantry are driven away
And so victory to the rebels in the action and also the short campaign.
Today of course saw the end of 3 days of fighting at Gettysburg – the great Union victory which along with the capture of Vicksburg saw the war finally turn against the Confederate Southern States.
When I think about it this first half of 2025 has like 2024 been dominated by AHPC – analogue hobbies painting challenge. By contrast I managed only two shows yet one yielded one of the few games I have played.
That was a cowboy shootout using homemade rules…..
It’s was fun – quick and lethalSparse yet effective as were the rules!
Not surprisingly it was Hammerhead at Newark.
Then I had a game of “what a cowboy”. My opponent loved “what a tanker” and reasoned WAC should be as enjoyable. Well that proved not quite the case. We will play again but it has slipped down the list.
Actually there is no list and until today my gaming had been quite limited.
Then I had a spur of the moment, moment no doubt brought on by quite a bit of reading about battles fought.
In this case ACW – I am reading western theatre actions at the moment.
I also have been reading my Colorado purchase – a soft cover book of maps showing the whole ACW war.
In the book are some contemporary maps by a certain Robert Knox Sneeden. He was a Union mapmaker who not only spent time as a confederate prisoner but was also a watercolour artist. Clearly he had a good eye! And by good fortune his maps and diaries have survived.
The last wargames show of the year for me is Recon. It takes place at Pudsey Civic Hall. It used to be run by Wakefield Wargamers but since last year The Pit Gaming Shop have taken over. While it is one of the smaller shows its still a great day out and in the case of the venue you get free parking on site, level access to a well lit two storey event space with civilised toilets (yes I have been to Partizan many times….) and a decent licensed cafe bar on site selling a good hot food range.
The show supported “models for hero’s” who were at the entrance – no queuing as the show is FREE entry. You could make a donation as I did and also Pit Gaming ran a raffle.
Pit gaming had a good range cowboy skirmish material – notably dead mans hand
And if thats not enough a great range of traders and lots of participation games were to be had not to mention some life size sci-fi warriors wandering the aisles.
Hopefully The Pit Gaming Shop will host this enjoyable, relaxed and friendly wargames show again in 2025.
No apologies for pens – this was a to be played game not a demo.
This year I managed to take part in two medieval games at the lance and longbow stand. They were very enjoyable with veterans and beginners playing a modified version of Lion Rampant.
The game was designed for a balanced play and it delivered with both battles being close run affairs. It is always a challenge to design a scenario that gives enough opportunity without a walkover by one side. “Show” games are peculiar with the dynamics of unfamiliar players, unfamiliar rules and the distractions of other games, demos and traders. So they need to be interesting.
In this case the heavy mounted knights (attackers) looked like they would steam roller the bow and bill (defenders) albeit behind stakes. However in the first game just as the defenders looked to collapse the knights leader fell to his death and the attackers lost their will to press home the attack.
In the second battle the defenders were again overrun but no lucky leader death seemed forthcoming when the battle ended – so a sort of draw maybe:Exciting to the end though.
At the end of the day I had plenty of enjoyment from these games.
In fact I neglected to take many photos around the show.
Yarkshire gamer brought 1867 Italy – garibaldi trying to knock over the papal state despite French resistance You can never have enough red shirts!
There were plenty of traders but at the moment I am on a clear the iron mountain and plastic pit push. Of course impulse buys override such plans and I indulged at blotz.
28mm (but in 20mm) Bronze Age fortress starter pack made up there and then with a nice discount-thanks blotz
To be fair I had previously gazed at their Bronze Age fortress yet held off. Now though I have some converged plans which mean the fortress bit the dust or rather my wallet did!
Corrugated cardboard was the trigger material for my solution
Just like John at just add varnish I have joined the season of scenery community challenge and started with an Italian theme.
This piece is still unfinished but has made it from idea to concept in only about five years – so that’s about four and half years procrastination plus various false starts in materials and a bit of design. And finally some tv viewing and Dave Stone’s scenery season challenge.
Eventually the material choice helped drive the form
Grid gaming by Mike Smith is a great rule set and early on in my Italian independence wars project I thought a couple of hilltop towns would be ideal for the grid.
Then the procrastination started – which materials and what style?
I use a 50mm grid with 40mm based units all square. The toy soldier abstract had resulted in these block buildings a couple of years ago.
Initially I was absolutely into the idea of wood and it would be modular and come apart. Then when I started to think about details wood felt wrong. The framing of the town was to be the city walls and slim, this was leading to fret saw country and simplicity of the idea was waning.
A long delay ensued.
Style wise I was looking for the abstract and Joe morschauser scenery pictures – more grid games – drew me towards something that could still accommodate units as a garrison.
I came up with the cruciform of two bisecting streets with four quarters to the town – in Mike smiths grid game the towns are 3×3 grids
In the end watching the giro this year suddenly prompted a “just do it moment” and as it happened cardboard kept coming into my head as a possible material and multiple postal deliveries reminded me of this free material.
But it needed to have some structure. What to do?
Then I remembered the flat scenery that are found in paper boys armies booklets. These have interconnecting cutouts that give strength to the arrangement.
These interconnecting card pieces now became walls and the corrugations gave me another idea.
Plus other things on this long journey fell into place.
The whole idea of abstracted block buildings came in part from kids toys like this one – just add imagination….In another direction this flat pack helped the idea that 3d solids is not the only way to create a 3d effect.
Maybe I could use these simple cut outs approach?
I did and I quickly developed some solutions to get the elevations I wanted to see.
The buildings had been done a few years ago during the wood era.
I added the church in card with a removable front. The tower is a work in progress.The corrugations prompted cypress trees again in corrugated cardboard and cocktail sticks In the end even the wall overlaps suggest buttressing
Well that’s it and it remains a work in progress but I think I have found my modular abstract Italian hill town.
I was back at Recon in Pudsey for what is the year end show for me.
First a massive hats off to the Pit Gaming Shop who stepped in after last years event proved to be the last that Wakefield Gamers were able to host. https://thepitgamingshop.co.uk/
I like Recon – it is a good regional show and has that blend of traders, games to see, games to play and a bring and buy. The venue – Pudsey Civic Hall is equipped for such events so you get a nice bar and seating area and plenty of space to circulate.
Wintry but bright and sunny – the civic hall has good lighting unlike Fiasco venue in Leeds
I was late arriving this year and then played a game straight away, then discovered the bring and buy had been huge but also plundered very very quickly.
The Ottoman Turks defend a hill against impetuous Crusaders
I played two games at the Lance and Longbow Society participation table. First up I took the Crusader Centre for a Nicopolis 1396 era encounter. I quickly advanced and was promptly decimated by the defending turks led by Bob.
The crusader centre looked suitably heavy
In the second game I took a flank of the turkish army and got badly beaten up by the crusaders led by Andy.
Second game flank force – mainly bow although they did okSecond games ends abruptly when the Porte is killed! on first contact! The dreaded dice throw check for leaders in melees…….
Rules were home adapted Lion Rampant and they are fun to play.
The first floor this year contained the very much enlarged bring and buy plus a HOTT competition.
In the main hall were the traders and games. Pit Gaming were located on the large stage – but I failed to snap their offering!
1941 – Mussolini launches his Greek adventure
Attack on Height 518 from the 1941 Italian invasion of Greece caught my eye. Ironically they were using Rapid Fire Rules which I had recently started to look at – I had got a free copy of the “reloaded” booklet somewhere last year and became interested in the original ruleset. Then I passed up a secondhand copy at battleground https://wordpress.com/post/thewargamingerratic.home.blog/7155
Anyway the guy hosting gave me a lot of his time to chat about the game which I appreciated, and is one of the benefits of a demonstration game – although this was actually a game being fought by him and two other gamers. So hats off to him.
tankettes are a feature of early war combat as well as towed artillery/anti tank guns. scale was 1/72.
Hill 518 was a few metres lower after this battle simply because the Italians deluged the location with so much bombardment – neatly illustrated in the game by the shellholes and destroyed trees
Immaculate model aircraft – 1/72 does give you unlimited airpower of course
Blotz is a trader, they had some very interesting buildings on show. I liked their offerings.
Actual Size Miniatures had some interesting boats and just in the distance an impressive range of 28mm mid 19th century guns
This Sci Fi dropship I also liked along with a nicely detailed RPG gaming set up for a control centre building
Another Sci Fi game attracted me. This time the precise and colourful hexes drew you in.
What a pirate also looked engaging.
What a tanker in 15mm? was on offer
In 15mm? again were two Napoleonic games by Central London Wargames Club.
Undaunted – another grid game looked intriguing
Blucher Rules in 6mm was being fought on stage!
Archduke John and eugene peruse their options from the erie ………
All in all I had a very enjoyable day.
Once again thanks to Pit Gaming, I hope Recon is back in 2024.
Stockton on Tees and nearby Thornaby played host to a very friendly and inviting show I had never previously attended.
Located in a Sports Hall on the University site I was a bit late arriving so only just got a parking space in the adjacent carpark, although in fact there is plenty of parking around the site generally. The Railway Station at Thornaby is 800 yards away plus there are bus services to be had according to the well detailed Pendraken Show website. It even has pictures of the road junctions you will encounter on the way in.
And I have not even talked about the event itself!
I found the venue bright (something I struggle with at the Fiasco black hole in Leeds). There was less catering than many shows but enough – coffee/tea and snacks plus an outdoor food wagon. With a big shopping centre nearby you were not going to starve.
But it was the wargaming we had all come for in terms of food for the brain.
This is not a big show in the sense of a Salute or a Newark. However it has some particular aspects which make it a rich experience. Quite a few reenactors, living history groups were dotted across the show – I guess the point here being a lot more than you might normally see.
Then there were two talks in a dedicated room – one about the spanish civil war and one about anglo-scottish border warfare. I failed to get to either simply because there was so much I wanted to see elsewhere in the show.
The Sponsor is Pendraken and entry was not only free, you also got entry into a prize draw – some 20 odd prizes being offered.
So what about the show – traders, games etc.?
In that respect you would be right to say it has the same sort of mix as many other shows.
Here are some selected photos
The Schlieswig Holstein War (the first one!) Demonstration caught my eye and I will post again about that encounter.This RPG horror in Venice had some impressive paper buildingsThe theme of paper was to the fore with these “flats” – a massive Spanish Succession WargamePaper Buildings plus some humour all made for an engaging demonstrationNaval interests were also to the fore with this galley action being hard to missAnd this medieval naval battle was equally vibrant and a participation game into the bargain of which there were I guess 50% at the showNo daylight but a well lit arena and the viewing area allowed people to easily sit out for a while The usual traders plus some local and regional companies were present. Irregular Miniatures have a stand which itself is veteran class yet I still love to examine figures in the flesh like these 20mm metals which have character. Sorry despite the infinite ranges of newly printed 3D they seem to be too accurate for my liking when compared to say Irregular’s metal sculptures.Irregular do lots of basic ranges in lots of scales complete with guns and wagons. Late on I found this participation game I had missed several timesI have only ever dipped a toe in the 6mm water below 15mm scale but these League of Augsburg 10mm figures were quite enticingThe show was celebrating 10 years in its various formsNeedless to say no564 did not win any prizes
All in all a very enjoyable day out (that was prize enough) and a show that will be on my list for 2024.
Next week if all goes ok I plan to go to Recon 2023.
I did not go to Battleground with a shopping list and as it happens none of my usual interests drew my wallet out. However I did pick this book up at the bring and buy – yep I don’t do desert war in any scale!
Colonel Ansaldi was fretting – having gained so much from the raid on Austrian storehouses he was worried that none of his scouts had been able to stay in touch with the Imperial troops known to be in the area. What he would give for a decent squadron of guides…….
Meanwhile not far away Colonel Albrecht considered the recent reports, nearby Austrian Hussars were watering their mounts. They had ridden hard to report finding the raiders. Now we shall obtain some satisfaction from those Sardinians thought the Colonel……..
Colonel Ansaldi cursed as the nearby hill was clearly occupied by troops – and they were not friendly – Austrians! To arms, to arms, went up the shout.
Looking South the Austrians were well placed on the hillThe Scenario 25 straight from One Hour WargamesThe random force generator gave Blue (Sardinians) only infantry while Red (Austrians) gained some Cavalry to support their infantry
The Sardinian force consisted of 3 infantry units and 1 skirmisher unit. The Skirmisher unit headed for the Austrians on the hill
The Scenario Set up required one unit of Austrians on the table before the Sardinians arrived from the south west heading north. The Zone 1 was the required deployment area for the one Austrian unit, in this case some skirmishers (note I used 4 bases per unit for both line and skirmisher foot troops)
Already a brisk firefight had broken out between the two sides.
There was no time time to lose and anyway there was only one direction the Sardinians could take and that was straight past those Austrians on the hill.
Despite orders there was hesitancy on the part of the Sardinians who still traded fire with the lone Austrian unit. Now other forces appeared – infantry and cavalry!
Cavalry and Infantry appeared from the north on the main road the Sardinians had avoided. (the rules included random arrival of reinforcements)Things are not looking good for the Sardinians
Panic breaks out in the Sardinian ranks. I used the solo rules chance table which offered confusion, ammunition shortages, demoralisation, initiative, rallying and enemy panic.
the skirmisher firefight was prolongedsome good luck (chance) means the Sardinians move swiftly past the hill.The Austrian Hussars close in on the Milan GuardIt looks like the Sardinians are moving clear.
The Sardinians continue to push on with their escape.
The Hussars clash with the Milan GuardIt all hinges on whether the Hussars can hold up the escaping Sardinians
The Austrians continue to press with a further charge by the Austrian cavalry despite them being demoralised.
The Sardinian firing slackens off – Colonel Ansaldi sends a runner to find out what is going on. (chance intervenes)
Suddenly there are Austrians everywhereMore Austrians troops arrive on the Main Road from the South. Aiming for the road was now a problem for the SardiniansMore chance favours the Austrians whose Infantry march rapidly up the road while the Cavalry catch the Sardinian SkirmishersThings are looking bleak for Colonel Ansaldi as the Milan Guard break before the Hussars repeated attacks
But finally the Austrian cavalry also retreat as things are just too hot. Meanwhile the Austrian fire is good and effective and they continue to press the Sardinians.
The Hussars break while the Austrian Infantry close in on the remaining two Sardinian unitsThe Sardinians must exit the road northwards with two units to secure victory. Despite the Piedmontese Infantry driving off the Hussars, the Sardinian Skirmishers fail to reach the safety of the woods before being crushed by the Austrian Cavalry
Now on the point of victory the Austrians seem confused. Yet with a final effort they corner the Sardinians.
The Piedmont Infantry leave the field while the second Milan Guard unit is decimated by the pursuing Austrians.Its all over as Blue force Sardinians fail in their mission to exit two units northwards on the main road.
Colonel Albrecht curses his cavalry – they are blown and clearly fit for nothing as some of the Sardinians are still making good their escape. He calls for some scouts.
Later Colonel Ansaldi manages to regroup his shattered forces and with poor pursuit from the Austrians is able to restart his march back to Sardinian lines by a new route. Later many more of his dispersed men come in.
The solo rules regarding random confusion, demoralisation, panic and ammunition shortage added that “unknown/unexpected” element to the game that a real opponent usually brings. The interventions were not gigantic but did chip away at each forces potential.
Early on the Sardinians were stalled, then gained initiative before the Austrians finally gained lots of initiative to enable them to hem in the Sardinians even with a hesitation at the end.
Next up the Sardinians, having continued their march, encounter more Austrian forces intent on preventing their escape.
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.
Table Top Battles – the Naval Rules, have been occupying my time recently. NavalTTB are a very simple set of rules using a grid based set up. They are part of a compendium of rules featuring fantasy, air, siege and land based warfare.
Having played the basic rules I could not help but tinker with them.
The Extras
First up, I used a 50mm grid and not a 100mm grid permitting greater granularity in manoeuvre.
a 50 mm grid gave each 100mm square a centreline to sail on. In turn all “lines” became sailable with some rules tinkering. The spaces cease to be occupied directly.
Second I took the single broadside characteristic value of 3 and changed this to three possible values – 3,2,1. I also allowed three steps in the degradation of a broadside after being hit. So a ship might start with a 3 then go down to 2 and finally 1. Note the numbers 1,2,3 are the actual values added to the die roll for a broadside scoring a hit.
The Blue Squadron’s ill fated Chippewa has lost all sail, while all its broadsides (3 per side) and its one of its close action firepower (2xCr=Crew) remain intact
I also permitted some ships to have say a 2 or 1 rating for their broadside from the start reflecting a weaker armanent. And then I still allowed those ships three hits absorption before that broadside would fall silent. So this might be 2,1,1 or 2,2,1 or even 1,1,1.
I left the score tables, crew attack and command values unaltered.
Finally I altered the sailing manoeuvre value. Essentially a hit on a sailing capability each time reduces the speed (movement per 100mm square) by 1. I applied some options, as in a large ship could have say a maximum of 2 while a small ship had a value of 4. In either case degradation of manoeuvre gave more granularity. So a faster ship might have “S” values of 4 then 3 then 2 and then nothing while a slower ship might have “S” values of 2,1,1, before being unable to move.
One final change I made was to sail ships on the “line” of the grid and not in the space. A ship turns on its centre and cannot overlap another ship when it does so. The standard rule of no ramming was retained.
This was a result of my using a 50mm grid.
The unintended outcome of this movement change was for ships to become stuck alongside each other. That felt ok though.
The Battle of Tinckermann – Fauxterre 1816
The Red Kingdom had found out that the Blue Kingdom was attacking some of its provinces and making an amphibious attack. The Red Kingdom dispatched a strong squadron of ships to disperse the enemy fleet.
The Blue Kingdom, well informed about the Red Kingdom actions sent a squadron to intercept the enemy squadron.
The Red Squadron
The Fortuna – a 3 decker 3 masted ship of the line
The Estedio – a 3 decker 3 masted ship of the line
The Meshuda – a 3 decker 3 masted ship of the line
The Zugarte – a 2 decker 3 masted FAST ship of the line
The Blue Squadron
The Chippewa – a 3 decker 3 masted ship of the line
The Allegheny – a 3 decker 3 masted ship of the line
The Abellino – a 2 decker 3 masted FAST ship of the line
The Firefly – 1 decker 3 masted FAST Frigate
The Lyra – a 1 decker 3 masted FAST Frigate
The Blue Squadron attacked the Red Squadron in two lines while the Red Squadron attempted to keep a single line and sail between both enemy lines attacking them at the same time.
Early on the Chippewa lost all sail control and drifted out of the battle. This in theory evened up the battle between 4 ships on each side. Then the Fortuna became caught between the Allegheny and the Abellino.
The Allegheny and Fortuna are in the positions that framed the rest of the action while Chippewa in top right drifts out of the action. The blue/red dice indicate a ship has acted in the turn.
Then the Zugarte, Estedio and Meshuda isolated the Allegheny although the Firefly gave aid.
Firefly attempts to aid the Allegheny
At this point in the battle both the Allegheny and Fortuna were stopped and the other ships manoeuvred to support or exploit the situation.
The final action saw the Red Zugarte and Estedio take on the fast Blue Frigates Lyra and Abellino. Lyra and Estedio had their sail control destroyed.
Lyra (blue) and Estedio (red) are stopped with no sailing power left – they have orange dice on them
At this point the Red Squadron broke off the action and the Meshuda escorted the Zugarte (now with no armanent left) away.
Actually the 12th game move finished. The standard rules are a 12 move game.
Outcomes
At the conclusion of the action the Red Squadron was driven off having to abandon both Fortuna and Estedio – both ships suffering so much damage to their masts that they could no longer manoeuvre.
Firefly and Abellino make sure the Red Squadron make plenty of sail.
The Zugarte had lost all its broadside and crew fighting power. It could still make sail and was escorted away by the Meshuda, which still had both fire and manoeuvre capability remaining.
The Blue Squadron despite driving off the Red Squadron had suffered badly.
The Allegheny had lost all sailing ability although it still had some broadside capability. The Lyra likewise could defend itself but needed repairs before it could make sail again. Early in the action the Chippewa had suffered complete loss of its sailing ability and as the action moved away it sustained hardly any damage keeping all its broadsides intact.
The Firefly retained sailing and fighting ability as did the Abellino – these two vessels were to be seen driving off the Red Squadrons Meshuda and unarmed Zugarte.
And so ended the Battle of Tinckermann with the Blue Kingdom free to continue its land attack on the Red Kingdoms provinces.
A mark 1 ship card – to make them reuseable I inked them in.A mark 2 ship card! – more improvements required methinks
Afterthoughts
The difference between a win and a possible draw occurred in the last move of the game between slightly unequal forces. I will test this a bit more. It does mean the game hangs in the balance. And for the soloist it is not easy to see who is winning where – always a bonus.
If I was inclined a permanent sea table along with 3D models would drastically improve the visual aspect of this game. Indeed I do have some models from wizkids 2005 pirate game. Somehow I preferred the 2D test set up.
So this has proven a surprising distraction from my land battles. I tend to use TTB for land battles when the action does not lend itself to using Neil Thomas One Hour Wargames or 19th Century European Warfare Rules.
I like to think if Neil Thomas wrote some naval rules then NavalTTB would not be far off the mark.
Not content with adding Table Top Battles to the test mix I have now decided to test my shieldwalls under the very quick ruleset written by Neil Thomas. “One Hour Wargames” (OHW or 1HW) does what it says – gives you a game in under an hour.
So my next posting will cover what happened when Earl Mathedoi caught up with Thegn Pyrlig.