Slightly off track Bangor in Snowdonia or rather Eryri National Park as it is now called is not an obvious destination when you have the mountains, seashore and a host of attractive towns and villages – usually accompanied by a castle – to pick from.
On this occasion this High Street trip included an island hop and a pier!
St Deiniols Cathedral in Bangor City is located on a site of christian activity since 530AD, the current buildings date in part from 1120AD.
The 6th Battalion of the Royal Welch Fusiliers (Caernarvonshire & Angelesey) were originally a volunteer rifle corps raised in 1859 at a time of concern about Britain being invaded. The more I visit the UK coast the more this issue of possible invasion around 1860 pops up.
Flags hang in the Cathedral and there is a window dedicated to the Regiment.The Great War memorial
The Tomb of Owain the Great is also to be found in the Cathedral
The ceiling is very ornate
I chanced upon a militaria shop in a very tidy 1970’s shopping mall, a stones throw from the Cathedral. It was full to the brim and also had a decent range of secondhand books. The owner gave me a good price for the items I bought and was very welcoming.
Currently I am reading about the early railways roughly 1820 – 1870. This book was a very nice find. You can find many railway history books with only a short intro to this early period but then lots of content post 1880. Instead this book stops around that time. So it suited me fine – it is this sort of steam engine in the picture that intrigues me these days. I remember seeing this book as a kid so it was an indulgence to buy it. The images are great but the text is a quirky 1970’s modern style combined with a formal teacher to pupil like text. This book was not something I was looking for but offers lots of ideas around siege activity during the civil wars.Another unexpected purchase. I have many Donald Featherstone books. This one I will read, take some ideas from it but probably then pass it on.The Menai Straits Bangor Pier from the mainlandIn the far distance is sunlit Beaumaris and its massive unfinished castleThe end of the pier gives an excellent view of Snowdonia National Park recently renamed Eryri National ParkOn Anglesey there is a marine conservation centre ………..They specialise in sharks – the small UK ones – but I also rather like the other young fish they breedI did not buy a marine gift but came away with this neat booklet – at 128 pages it packs quite a punch.I dropped in these because Criccieth Castle location is absolutely stunning while you can see Beaumaris is the peak of castle building in the British Isles.
Some High Street visits take you unexpected places!
GEMBA or “go see” should be the rule for the High Street.
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.
I made it to the Other Partizan, so thats three trips to Newark in 2022 (hammerhead, partizan and the other partizan). I missed Fiasco in Leeds last week owing to calendar congestion – real life intervened. Fiasco has been one of my most regular show trips.
Hopefully I will make it to Recon at Pudsey in December.
I find all these shows different and maybe most people give Recon only a nod. It is a really great show – ok so the foot fall will be a lot less – but remember quantity does not always equate to quality.
Recon not only has good carparking on site, its also just 5 minutes from the national rail network – strikes permitting. It has all the facilities you need under one roof with more eateries nearby in town. The show itself is well laid out and has a variety of traders and gamers and a well run bring and buy.
I found another gamer had reported their visit to Fiasco, The Balkan Wargamer. I follow them as they often write interesting book reviews with a good mix of posts about figures and gaming. Well balanced and thought out.
Mixed views and yes the current location is not naturally lit. Mind you I was sunshine dazzled at Partizan.
You win some you lose some!
I plan to return next year.
As a kind of subsitute for missing Fiasco I indulged the High Street buying two wargame magazines in one go! Talk about pushing the boat out – you don’t get change from a tenner anymore.
I reckon magazine prices track a different cost inflation curve to wargames figures anyway and probably always have.
Three national magazines were sold at the WHSmith store – where I bought mine. I took Wargames, Soldiers and Strategy (WSS) plus Wargames Illustrated (WI). Miniature Wargames (MW) was the third option.
I tend to buy WSS and occasionally buy certain themed WI. I rarely buy MW now, I enjoyed Battlegames so did follow it into MW. Even when most of that DNA was gone I found their Table Top Gaming angles of interest. Ultimately MW does not offer me more than either WSS or WI. So thats that I guess.
You win some you lose some!
Like the Times Illustrated* WI is the king of the image. And I do think if you value the printed word alongside relevant images then WSS is the best of the bunch. Of course they are all up against the behemoth of “online” so have to push large amounts of advertising. Anyone who can reflect on Wargames history knows that magazines were always loaded with adverts – it was and is a frail business model and buyers want that info anyway – even today when all that info is available free, in tons of gigabits. That data mountain is a problem and just maybe one reason why magazines still offer value as a “data consolidator”.
What did I get for my money?
WSS offered up a Dark Age Britain and Arthur theme and profiled the second edition of Dan Mersey’s Lion Rampant. Plus you get a lot of regular features including quite a few opinion pieces.
I thought it might restart some interest in previous adventures (Dux Brittaniarum, Shieldwalls) – I am not sure though.
WI majored on Twisted History which is apparently the new name for fictious historical wargaming or imaginations wargaming even. To cover every genre and time period, perhaps Twisted History might catch on as it has no baggage or rather has not already been claimed.
I quite like the idea of a generic term for taking history and twisting it. – except that is what historians do any way, don’t they? ok many are trying to untwist twisted history. Crikey I am confused now.
One reference point is Richard III (recently even the subject of a film without a single battle scene). Despite the discovery of his body and the dismissal of many myths created by the Tudors (history goes to the victors of course) you can still consume lots of now baseless Tudor tradition.
Ever Twisting Twisted History………maybe it will catch on.
And into the bargain of not attending a show I did some kit bashing and figure mods. These tell you that 19th century gaming is still on my mind.
A lucky buy on the high street………..Irregular Miniatures WW1 Austrians went under the knife…………
*The Post title image is from a Times Illustrated large format publication about the British Royal Family. WI is simply continuing a great tradition of image!
Britain and Russia at war – in the Crimea………….
Here is another .
The transition from Sail to Steam in three images…………
I do have a general idea about an order of postings, yet every now and again I get derailed. The usual suspect here was a wargame show – the other partizan. And that show found me browsing the extensive rulesets on offer at Dave Ryans Caliver Books stand.
I had seen this ruleset before, but moved on many a time. The cover was more Franco Prussian – I had kept avoiding this conflict simply because my interests were 10 – 20 years earlier and there seemed a gulf between these warring times: 1848 to 1870 was a transitional period especially for technology.
“There are you Guns” derives from the “General de Brigade” rules system
This time I looked through a bit more, no, I read the introduction. Somehow the words immediately offered something broader. Never judge a book by its cover they say.
Well the upshot was I parted with some “plastic” notes (I like to take a budget in my pocket – when its its gone, and it kind of adds to the immediacy of a decision) and this ruleset added to my burgeoning ruleset collection – yet again.
A few days later I set about reading the book cover to cover. Not usually my method – I often just get a few figures out and tinker with parts of a ruleset first off.
On this occasion I felt the ruleset could be read as a book. This was because the design philosophy as well as gaming examples are intervweaved amongst the rules chapter by chapeter.
Each chapter is self contained and includes contemporary illustrations and suitable military quotes of the day. It proved a good read.
When I had finished the book I put it to one side and got on with some figure painting. This was after a lay off, the usual “I was painting one day and the next – nothing”. I even had one unit just needing some base foliage adding – but no – production had ceased.
Then I suddenly decided I had to play a test game and yes I had to try for sufficient forces to look at the “divisional” set up. I felt anything smaller might not help me explore the rules sufficiently.
So “Blue on White” was born and I had one division per side comprising 2 brigades of infantry and artillery plus some divisional cavalry. I opted for most of the variables to match on both sides and also headcounts as well.
In effect I took out lots of variables regarding quality. I also discarded all the terrain rules by virtue of fighting the action across a plain.
The Battle of Gatehouse Road: Set on a small rise the road to the Gatehouse described a very low ridge.
The result was a long game where the game was left set up for several days – something I tend not to do. The reason was I felt compelled to find what the result would be by playing out the game.
The rules are not fast play and quick kills were not obvious where forces are very well balanced. At this point I should say that mostly smoothbore ruled the field. The exception was some muzzle loading riflemen. We are talking 1840’s not 1870’s.
I also suspect my use of the smallest size of units made the task of defeating an opponent harder. Although it should follow that units were eliminated quicker – which did not seem to happen.
I might just get a report out discussing the detail because I was pleasantly surprised how much I enjoyed the ruleset mechanisms.
So where do I reckon “there are your guns” (TAYG) comes out against the basket of rules I tested recently?
In short with an overall score of 25 its looking very promising.
“there are your guns” (TAYG 1848) ruleset scores
Criterion
Score
Production
4
Rule Philosophy
8
Game Mechanisms
4
Action Mechanisms
9
Total
25
At 25 this ruleset came in joint second
The best thing about the rules were their feel – having read quite a few books now around the mid 19th century – the rules seemed to reflect well the descriptions/opinions I have encountered. Now one test does not answer every question and crucially I had in effect boxed off 4 brigades against 4 others with some divisional command on top. No flanking and no variability in force quality. No terrain influencers either.
There are your Guns or TAYG1848 – I can never resist an abbreviation
Overall I will be using this ruleset but I am not yet sure how. They feel like they need a sizeable force on the table.
Blue (with a bit of Green) on White – who won? or in this case did the rules win me over?
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.
A Gentlemans War or “Glossy Coats and Tin Bayonets” is a bit different to the previous rules tested. It is much more towards a skirmishing style and is definitely for enjoyment of the game. These rules are aimed at the period 1875 to 1914 so are a bit later than my interest.
The losses are per figure so the units were
12 man infantry brigades
4 man field artillery batteries
6 man light cavalry brigades
I used their 1850-1875 shooting modifications to the rules
Essentially it shortens all the ranges giving you just rifled muskets or smoothbore cannon.
I ran out some new playing cards for this game.
Modern playing cards in a victorian style.
With a normal playing card deck red cards work for one force, black for the other.
numbered cards allow singular activitions
court cards allow brigaded activations ( I did not use these) or singular activations
ace allows double move and cannot be held in the hand
cards in the hand are used as hold cards to be used as above
cycle ends when every unit on one side has activated
first joker end all cycles – with all disorder markers removed
both sides start new cycles
second joker – cycles end plus all held cards are discarded and packs reshuffled for a restart
Marshall Radetzky squares up to the Rebels led by General Durando. On the left is the Austrian line – Hussars, Benedek Line Infantry, No1 Field Artillery with Erzherzog Albrecht Line Infantry in the distance. On the right the Milan Infantry Brigade with A battery field artillery next then the Bersaglieri di Vignola and finally in the distance the 3rd/6th Line Lancers.
The set up was identical to previous tests and the Orchard was inaccessible to all arms, while the road offered some benefit.
The Empire Forces were
left flank – Erzherzog Albrecht Infantry
centre left – No 1 field artillery battery
centre right – Ritter Von Benedek Infantry
right flank – Graf Radetzky Hussars
The Republican Forces were
left flank – Milan Brigade
centre left – “A” battery field artillery
centre right – Bersaglieri di Vignola
right flank – 3rd & 6th Line Lancers (combined)
The action was swift with the rebel lancers charging first……
The 3rd/6th Line Lancers charged the Erzherzog Albrecht Infantry inflicting alittle damage but taking heavy casualities from the Austrian Firing and then in the melee.
As they charge in the Austrian Infantry fire scoring on 5 or 6 on 1d6
Rebel saving throws on a 5 or 6 mean only 2 hits make a mark. Yet this meant 1/3 losses 2 out of 6 men killed so a morale check was required which said the Lancers were “bothered” but continued their charge albeit “lukewarm”.
In the melee the “advantage factors” were with the Austrians meaning the Lancers needed a 6 to hit against 3-6 for the infantry. 6 hits on the cavalry halved meant the remnants of the cavalry ran away (1 cavalryman!) while the infantry were reduced by 1 man to 11.
I did not do figure removal but either way the Lancers are in full retreat. The Beraglieri are arriving to engage the Austrian artillery in the foregroundMeanwhile an exchange between the Von Benedek Infantry and the Piedmont Artillery resulted in the artillery being “disconcerted” so they ran away. In return the Milan Brigade fired on the Von Benedek Infantry
The Bersaglieri attempted to rush the Austrian artillery but became “bothered” and had to retreat. while a fierce firefight took place between the Von Benedek Infantry and the Milan Brigade.
Eventually the Von Benedek Infantry became “disconcerted” – morale test on 50% losses, and ran away.
Von Benedek infantry flee after firefight with the Milan BrigadeThe Austrian left flank is relatively unscathedIn the distance the General Durando returns having failed to rally the piedmont artillery while in the foreground the Austrian Hussars have lost almost all their men to the Milan Brigade firing and then repelling their chargeThere is still possibilities of action on the Austrian left flank. Again the Austrian Artillery “bother” the Bersaglieri who run away again only to be rallied by General DurandoFinally the Hussars are destroyed by the Milan Brigade – in this game I used dice to show accumulated damage for a change!The Milan Brigade now move against the Austrian left flank, getting favorable cards they fire on the Austrian Artillery who are “disconcerteed” and fall back.
With just one infantryman left in the Erzherzog Albrecht Infantry the game is up for the Austrians as the Milan Brigade still numbers 10 men and the Bersaglieri have 8 although they keep running away!
So General Radeztky decides to quit the field. General Durando celebrates a great victory largely down to his Milan Infantry brigade which destroyed the Hussars, routed the Von Benedek Infantry and drove off the Austrian Artillery almost single handedly.
Every now and then I get a bee in the bonnet and have to paint a figure or unit not in the plan.
In this case my sizeable paint queue from last summer has reduced, yet there are still units now 12 months on the table, and counting.
So of course it’s madness to start a new set of figures. Undeterred I have managed to get these six completed in a day with the help of high temperatures drying the paint rapidly.
This is my take on the fusiliers of Brigata Fanteria 1852, reflecting the Duke of Parma’s decision to go Prussian in his reorganisation of the army after the Austrians victory of 1849 at Novara.
My current preoccupation is mid nineteenth century warfare. You can’t travel far without meeting the resurgent French Empire. Here is my offering on french artillery around the time of the Franco Austrian War of 1859. Being a few years before the American Civil War it can be argued that conflict obscures the war which inflated French self belief and probably contributed to their Prussian undoing by 1870.
I opted for individual basing plus I went with my pale grasses again.This second shot shows some back figures in focus including two riflemen complete with blanket rollsThe men all carry moustaches – whiskers were a trademark of the period. Here are the 14 figures which allows me four per gun plus the two riflemen.The figures are from the Strelets Russo Turkish War of 1877 range. They have some great animation as long as you like the chunky style.
This is one of a series of ruletests for mid 19th century warfare. Neil Thomas published a book specifically looking at the wars between 1815 and 1877. With a European focus these should be the go to ruleset for my Italian Wars of Unification which either run from 1815 to 1870 or 1848 and 1861 depending on your preferences.
The usual set up has been followed. But this time the Austrians have made way for the French. The Piedmontese have been displaced by the Italian Nationalists of the Roman Republic. It is 1849 somewhere near Rome……..
The Battle of Symmetry Ridge
The French led by General Charles Oudinot (looking suspicously like Napoleon) were deployed looking to exploit the road on their left flank. None other than Garibaldi himself was leading the Republican Army you can see at the top of the picture.
French Forces
Left Flank – 36th Regiment of the Line – Infantry Brigade
Left Flank – 13th Battery 3rd Field Artillery Regiment
Centre Right – 66th Regiment of the Line – Infantry Brigade
Right Flank – Some Austrian Hussars (I decided the French Expedition was short handed in 1849)
The French left flank benefited from road movement
Neil Thomas 19th century European Warfare rules (NT19e) are based on 1d6 dice throws to hit with saving throws for both firing and melee. Generally you don’t save on melee hits though. That means close combat can be very damaging.
Morale tests are a simple 1d6 throw against a quality rating – a roll of 4-6 being required by all the “average” units fighting. For this test all units had this common rating.
The 66th Regt formed in column of march while the Austrian Hussars formed up in the only formation they were permitted – in two ranks. Because I use deep bases the formations used by Neil Thomas show as very elongated. This has no real affect on the game mechanics although visually it is probably a bit jarring. Note I also have some 50mm base width units alongside 40mm base width units. Ho Hum…….The Orchard on the ridge: (inaccessible under my rules and an “obstruction” under NT19e firing rules) effectively divides the battlefield.Garibaldi leads his soon to be famous red and blue shirts!The Parma National Guard Lancers provide the right flank of the Republican Army joining the Blue shirts
Alternate movement was in operation and as with previous tests all units and leaders were the same quality/common value.
Opposed 1xd6 rolls determined who moved first each turn. This rule is I think is essential for this ruleset. It did have an impact and altered the game. This “initiative” roll has become a common theme in rulesets.
1xd6 roll determined command effect for that turn. This rule is optional and in the test did have a material impact.
roll on 1xd6=5,6 – allows 4 units to activate
roll on 1xd6=2,3,4 – allows 3 units to activate
roll on 1xd6=1 – allows 2 units to activate
The scene is set.
Garibaldi has his red shirts on the left, blue shirts on the right. The Duchy of Parma 1848 Provisional Government has sent some Lancers to defend the newly declared Roman Republic. Garibaldi’s artillery are dressed in Austrian uniforms but are italian troops who have strayed from the Imperial Armies………Garibaldi won the first turn and commanded 4 units forward, General Oudinot could only manage 1 unit in his turn.On move 2 both sides could activate 4 units while on move 3 General Oudinot moved first and fired his artillery on the blue shirts column scoring 1 hit.
In NT19e each unit comprises 4 bases (artillery have 1 base) and each base can absorb 4 hits. So after 16 hits on Infantry or Cavalry or 4 on Artillery the unit ceases to exist.
Taking hits has added risk in that for every base lost a morale test is required and if failed a further base is lost. Artillery can only lose firing hits as they get automatically eliminated if they lose a melee.
On move 4 Garibaldi could only move 1 unit and the French artillery failed to hit the Blue shirts. Oudinot got back to back initiative scores on moves 4 and 5 moving his forces with vigour……………On move 5 the Austrian Cavalry destroyed the republican gun while the French artillery did yet more damage to the Blue shirts. However the republican artillery had in its turn severely damaged the Austrian Cavalry whose morale failed (extra base lost). To add to their problems the red shirts fired on the Hussars leaving few to return alongside the 66th Infantry Regt.The Austrian Hussars are decimated while the republican artillery has been silenced. On the French left things look ominous as their flank is turned.
On move 6 Garibaldi had the advantage, but little happened except…………in move 6 & 7 the Blue shirts destroyed the french artillery while the 66th Infantry Regt began to attack the red shirts. The Parma Lancers were decimated by the firepower of the 33rd Infantry Regt.
It looks like the republican strike on the French left has failed………The decisive moment as the red and blue shirts aided by the remnants of the Parma Lancers attack both the 33rd and 66th Infantry Regts.On move 8 the Parma Lancers are destroyed by the 33rd Infantry Regt. Heavy losses on both sides in the infantry melees follow………Move 9 fire exchanges between the Infantry units cause more casualties. The 66th Line practically cease to exist while the Republican right flank has been severely mauled. The republican blue shirts paid a price for not getting into a firing line. On move 10 Garibaldi attacks taking more fire damage but decimating the 33rd Infantry Regt and causing the morale to collapse for the 66th infantry Regt
It is a characteristic of Neil Thomas rules that units are visibly destroyed yet even at the end still have some effect.
Move 11 Oudinot has remnants of the 33rd left while Garibaldi still has elements of both his blue and red shirt brigades
General Oudinot quits the field.
Garibaldi has triumphed for now – but he could ill afford such heavy losses in this victory.
Neil Thomas provides victory conditions within his scenarios. His book offers a separate set of game rules as well as numerous scenarios to use them in.
This is the third of a series of battles testing the simple aspects of Fire & Fury (1st edition).
As before Marshall Radetzky and his Austrian forces are engaged with the Piedmontese of King Charles Emmanuel.
The commanders are equal rating under the rules and each move initiative is diced for on opposed d10 dice throws.
All the units have the same Brigade effectiveness rating of 4/3/2 Fresh/worn/spent. As the battle rages units decline in effectiveness going from 4 though 3 to 2 rating. This value modifies the opposed d10 dice rolls which are characteristic of the game rules.
The start of the action – the infantry are in attack columns meaning better melee potential sacrificing the firing line. Piedmont in the foreground await the marching Austrian Imperialists.
The Forces are
Austria
Left Flank – Brigade Ritter Von Benedek (Green Facings)
Centre Left – No1 Battery Field Artillery
Centre Right – Brigade Von Baden (Orange Facings)
Right Flank – 5th Graf Radeztky & 8th Ferdinand, Herzog von Sachsen-Coburg-Gotha Cavalry Brigade
Piedmont
Left Flank – Pinerolo Infantry Brigade
Centre Left – “A” Battery Field Artillery
Centre Right – Bologna Volunteers Infantry Brigade
Right Flank – Piedmont Lancers 3rd & 6th Regiments
The initiative went with the Austrians who as one “well handled” moved forward in one line.
In response some “desultory fire” came from the Piedmontese.
in turn the Piedmontese line move forward “well handled”.
The Piedmontese advance in lineThe Austrian line becomes slightly raggedModified opposed rolls of d10 are at the heart of Fire & Fury. This is a contrast to more recent tastes for d6 roll to hit and saving throws. Actually there is something about the instant dice off. Especially as it did not feel like my memory of opposed dice rolling under WRG 6th edition where the factors made most throws pointless – accurate maybe but not enjoyable.The Austrian No1 Battery drops into action and disorders the Bologna Volunteers. To their right The Hussars drive back the Pinerolo Brigade in disorder, while the Austrian Brigade Ritter Von Benedek silence the “A” battery piedmont field artillery. Brigade Von Baden issue a “telling fire” disordering the Lancers.
The Austrian Hussars had achieved a breakthough and promptly fell upon the Piedmont “A” battery field artillery.
The attack “faltered” miraculously for Piedmont, as it looked like their whole line was about to collapse under the first assault. (hussars rolled modified = 4 against artillery unmodified max die throw of 10).
everywhere the Piedmontese managed to rally. But “lively” and “telling” fire from the Austrians continued to cause problems.The Piedmontese “A” field battery hold their own.Finally Brigade Ritter Von Benedek chase off the Piedmontese Artillery while Brigade Von Baden move on the Bologna Volunteers and “drive” them back with loss. The resulting breakthrough took the infantry into the Lancers who were “swept” from the fieldEffectively the Austrians have the advantage and as evening falls the Piedmontese retire
It was all over so quickly – one swift attack by the Austrians and the Piedmontese turned tail! The Empire is restored, the rebels suppressed and folk can return to drinking coffee and smoking in the cafes of Lombardy…….
Victory Points are usually won by destroying enemy units. The emphasis is not on objectives. Not surprising as a 1990’s era ruleset rarely made objectives the focus. Not so today where often it is the dominant aspect of working out the winner.
Here Austria accrued 7 victory points versus 2 for the Piedmontese.
Just to be clear – no arrangement was made in these battles – the die rolls were as you see them. I suspect it was such as the hapless artillerymen holding off rabid hussars that caused so much ire when these rules were first published.
The rules contain outcomes with descriptions that feed a narrative easily. Telling fire or desultory? you know which one is having an impact.
The Fire and Fury rules (FaF1ed) use scales to help the gamer play Gettysburg on the table top! So the Brigade is the key unit size. Battalions and Regiments don’t figure. This actually also narratively worked for me, which I had not expected.
All in all three very enjoyable games.
Before I conclude my thoughts on FaF1ed, I will run some more rulesets out for a canter.