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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.

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4 Rulesets compared

Shieldwalls – Dux Bellorum, AMW, OHW and Table Top Battles Rules reviewed

Over quite a few posts I have reported on my use of rulesets to play battles between shieldwalls. In most cases the two opposing forces were mirror images. This meant the mechanisms in the rules might be more transparent and then the rules could be better contrasted in my mind.

Having said all that “one swallow a summer does not make” so everything I write here is caveated – only multiple playing’s will help you like or dislike a ruleset fully in my view.

Here is a reminder of the rulesets tested

To these I added

My consideration of the rules is of course subjective, and my criteria may not be to everybody’s liking. So, my criteria are

  • Reading the rules (understanding/comprehension) – both at the start and when referencing
  • Ease of Play – how the game played
  • Outcomes – the outcomes during the game and overall at the end

AMW

Let’s start with AMW. First I should say that from nowhere these rules have come to represent a modern take on what “I remember” I enjoyed about rules from the 1970’s: Above all simplicity. I used the Dark Age ruleset straight from the book.

The rules take up a couple of pages and are in clear large print and easy to understand. I printed the relevant pages as the paperback is a “tome” and short of breaking the spine it is not easy to “use” in a game.

The rules gave a simple mix of troops and are explained in a chapter on why the troop mix was chosen and what they could and could not do. The Shieldwall concept was well covered.

Saxon Cavalry were permitted, and I think Neil is more on the “they were everywhere in life so why not some on the battlefield”. He restricted their presence and impact.

Selection of the 8-unit force was straight forward. I added some variety in the choice of light troops. I used my 80mm frontage IMPETUS bases showing 1/72 plastics. Each base equates almost to 4 x 15mm scale 40x20mm DBA bases as referenced in the rules. Mine are 60mm deep “for the look” as IMPETUS suggests.

The dice to hit and dice to save has some interest for live opponents although for solo play arguably it simply prolongs the playing time. AMW uses the two-step process to provide the layered differentiation between such a small number of unit types to cover several hundred years of warfare and army types.

It did help to keep the stronger type of unit – nobles in the field longer than the peasants.

The first losses also triggered more (domino effect) as AMW uses morale effects to pile on misery when dice are thrown low.

The battle lines were deliberately aligned and close together as the intention was to show two equally sized shieldwalls simply coming together. And the erosion of the 16 hits or 4 bases in DBA speak resulted in some quick breakthroughs. With no need to put the units in base to base contact visually it did not look quite like two shieldwalls: More like roman maniples!

The use of some cavalry may have speeded up the result although I think the outcome was not in doubt.

The feeling and reality of individual units meant that flank attacks were inevitable, and these were the main mechanism of destruction. And the lines once met were static – which cuts both ways – that’s what happened – short of logging loss of points there is not much game movement.

The cavalry interventions were easy to achieve as there is no restriction on command and control.

Finally, the structure of the ruleset with core rules and some simple extra rules simply cries out for more house rules.

In my battle report I suggested a way to deal with anglo saxon cavalry in battle that might more reflect their power as pursuers and opportunists.

Because of the apparent strength of shieldwalls in AMW I then play tested cavalry against a shieldwall. The result was a defeat for the cavalry army. It showed you need to put the whole force jointly in together as the attrition is such that late comers – in my case the token infantry shieldwall were simply outnumbered and picked off in turn.

Coordination is in the hands of the gamer through movement of units and their proximity. This second game also confirmed that archery is quite potent.

Overall, I felt that AMW is better suited to combined arms battles as opposed to a slogging match. Given the breadth of periods covered by the rules these two battles were enjoyable enough for a further outing at some point.

Dux Bellorum

These rules are more modern in concept with command and control central to their use.

Again, the units were 1/72 plastics on 80mm x 60mm IMPETUS bases. Losses would be recorded use dice and tokens.

The points-based game with stat lines for each unit type were easy to understand yet not so memorable as AMW was to me.

I could not resist a slight difference between the forces with one side having mounted skirmish troops equating to a 1-point advantage – 31 v 32 points. Near enough.

The ineffective skirmishers and straightforward meeting of the two-battle lines using the leadership influence made this all feel realistic to my mind.

As in DBA pushbacks showed visually where units were losing the fight. The battle line was still retained as the movement was small.

Distribution of the leadership points can make or break units, although centrally controlled by the gamer I felt this reflected the fact that a line would comprise areas of strong men and areas of weaker maybe reluctant fighters.

The dice head-to-head felt more interesting than the hit versus saving throw of AMW. In a face-to-face game this might also make the exchanges more exciting.

Again, flanking forces including cavalry provided local advantage as the game moved into its later stages.

Dan Mersey talks about the swirl of battle and this was true although the battle line was still discernible late in the game.

Both armies approached their own demise and it was just a few points either way so although the king’s men lost it could easily have been the rebels.

This felt like two battle lines slogging it out and even though there was some “flanking” it was not significant. The forces to a units front mainly did the damage first.

Table Top Battles

The previous two games used “measure and move” rules. Table Top Battles was “gridded” removing any need to get the tape measure out. I have used gridded wargames before with Peter Pigs WW2 rules being memorable.

While many people will know and have played either AMW or Dux Bellorum I reckon TTB by Mike and Joyce Smith will be new to most people.

Published by Partizan Press the ruleset has a feel of looking backwards in the same manner as AMW. The grid though makes for a different feel altogether.

For two shieldwalls the square grid was perfect.

The rules are covered in a couple of sides of A4. Initiative is gained each turn so you can get the effect of a “push” by one side as they win the aggression dice throws successively.

And that aggression is simply a +1 on all dice throws. Getting the initiative also means losses are inflicted before the opposition replies – extending the benefit of being the aggressor.

TTB starts with some simple rules and like AMW adds a few mechanisms to layer the differentiation. The difference is more about advantage in play rather than troop type.

I used the less brutal rules option of push back rather than straight destruction. I don’t think this affected the outcome too much. And it was more appropriate for the slogging match here.

Again, the differences in forces were out on the flanks with one unit of light cavalry in play.

The head to head style of resolving conflicts felt like Dux Bellorum and flowed well. Combat can be grouped so you can really speed up results of several units being joined up for a particular combat round.

While firing is alternate and affected by the aggression advantage, combat is simultaneous. This seems to work ok.

The mass combat meant that push back saw a whole line move back – a bit mechanical – less attractive than Dux Bellorum. In the later stages the erosion of flank units meant push backs became messier and trickier for some units – no room to retreat leads to destruction. And with grids there is a bit of space management to be done and in the right order – shepherd your resources – quite board gamey or chess like. This will not be pleasing to some.

In close combat the mounted and foot skirmishers die easily – I like that.

Finally, the king’s men turned a flank, and this crumpled the rebel line although none had the ignominy of being pushed off the table edge itself. I had not considered that when choosing a very small battlefield of just 2 foot 6 inches deep.

The king’s men were about to really destroy their enemy when the 12th move was completed, and the game ended. A day is 12 moves in TTB. Victory was based on various criteria including base loss. The Kings men won on this measure alone.

TTB comes in a slim 42 page black and white softback A4 booklet. It’s 2-page battle rules are really aimed at supporting campaigns and scenarios. The design is oriented in that direction.

Overall, this was a quick game and the lack of measuring not missed at all. The bulk combats removed some subtlety. The rules are so simple like AMW that house rules can fix most objections.

Overall, I liked this set of rules and with some tinkering they might become popular with me.

One Hour Wargames

With just 12 bases (six a side) on the table this game should be quick.

One-hour wargames built on the reputation of AMW for a reliable set of basic quick play rules. Here the pursuit was an even simpler ruleset that gave a game in under an hour. The rules are really scenario based. I set up scenario 1 – the straight encounter of two equal armies. I ignored the force generator to retain two matched shieldwalls.

The rules in about one side of A4 are very simple. 15 points of value represents the “abstraction” of everything unique about a unit. Random losses tell their story – those losing least – obviously were the strong units!

The skirmishers were ineffectual and fought their own flanking battle.

The alternating slugging match by the shieldwall saw the two lines stand toe to toe with no movement, just points erosion to indicate the fluctuation of battle.

Eventually most of the units reached breaking point and some rapidly departed. However, the first to go were from the side that eventually won so it was not the case that once you gained a local advantage this would give overall success.

In this battle we started with only six units, so I allowed it to run to the last unit standing.

As a result, later on the flanking successes of each right hand meant the whole battle line swirled 90 degrees. And then it happened again. A visual demonstration of Daniel Mersey’s “swirling” battle description perhaps. After all there would be no dressing of lines with the leaders all to the front pushing at enemy weakness.

Overall these rules did feel similar to AMW and felt generic. They seemed to give the same outcome as AMW without the saving throw step. Sacrificing differences, or “layering” if you like, for speed of the game is one of those compromises faced by all rule’s writers and gamers. It is what you want out of a game that matters.  

Table of Ruleset Criteria

RulesetReading the rulesEase of PlayOutcomes
AMWStraight forwardStraight forwardAll logical yet Lacked feeling for the period
Dux BellorumI often reread the small print! And a bit wordy at timesOnce memorised easy to playLogical and a good feel for shieldwalls
One Hour WargamesShort and simpleStraight forwardLogical and yet lacked feeling for the period
Table Top BattlesstraightforwardStraight forward or so I thought*A whole battle line eventually got turned twice while the shieldwall fight itself felt ok.

*I made mistakes in all these games but more of them in the TTB – simple errors forgetting to do something here and there. I took more care with Dux Bellorum.

Overall score – brutally simple – rank 1 to 4 (4 is highest) direct preferencing with no ties and no weighting!

RulesetReading the rulesEase of PlayOutcomesTOTAL
AMW3126
Dux Bellorum1247
One Hour Wargames4419
Table Top Battles2338

Surprisingly I am saying OHW is the best for two straight shieldwalls. That probably is true though, diverse forces with more movement would probably show up the limitations of OHW even against its stable mate AMW.

If you ignore the rules reading as being less relevant after many games, it’s a tie between Dux Bellorum and Table Top Battles.

And in the final analysis I have to say that it is Dux Bellorum that gets my vote as the most “shieldwall feeling” rule set.

The others all betray their origin as generic rule sets while Dux Bellorum shows its depth of consideration by the author for a very specific period.

So next time I put up a shieldwall or two for a battle it will be Dux Bellorum unless I am in a real hurry. Then I will have 2 or 3 worthy substitutes.

Finally, some aspects of each ruleset that might be important.

AMW

Pros – well thought out design that gives you a simple yet good range of armies with sufficient variation and interest. The core rules plus some supplementary ones do work

Cons – no command and control explicitly and if you don’t like saving throws then this is not for you.

Dux Bellorum

Pros – command and control plus the head to head fighting. Also, the ability to put pressure into the game yet not everywhere all the time. Detailed for the period of Arthur so no need to compromise on design

Cons – somehow the rules are simple yet don’t read so well or indeed stick in my mind. I was constantly referencing the book which then suffered for its small print and layout with some key parts at the foot of a page and easily missed in the heat of battle. This is a minor point as after 10 games most of the rules will be memorable.

One Hour Wargames

Pros – it is such a simple concept and with the random forces selector and scenario choices is a gem. Speed of play!

Cons – it is generic

Table Top Battles

Pros – I had a brief spell with Kallistra, Strategos and then Peter Pig. Grid gaming has generally passed me by though. I like TTB and they feel like a set I could tweak or tamper with. And I think that gridded wargames may come back into favour.

Cons – sliding towards a board game with figures. We are at the far end of wargames abstraction. Your required to do a lot of imagining.

Happy wargaming

Norber