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Mid 19th Century Wargaming wargame rules wargaming

Testing the Rules

How do you compare rulesets? empathy or process – which factors give you a good ruleset?

My recent challenge has been to find a preferred ruleset for mid 19th century European warfare. And that provides the first criterion – what exactly is mid 19th century warfare? Maybe we should be saying post Napoleonic Warfare or Pre Franco Prussian Warfare? Or should we classify with technology – percussion cap, needle gun, sabre, rifling, telegraph, ironclad…..

The thing is that between 1815 and 1865 not a lot seemed to happen. Apparently things regressed as West Point Officers tried to emulate Napoleon in the early years of the Amercian Civil War despite their Mexican war experiences.

1865 to 1915 is the same timespan – would the ACW soldier have recognised the trenches of Europe – well sort of but not the aeroplanes surely.

In fact between 1815 and 1850 warfare was still largely smoothbore in weaponry and equipment and uniforms remained similar. Changes were afoot as more accurate muskets made their mark with percussion caps and more rifling. Uniforms saw frockcoats, trousers and kepis appear.

And between 1850 and 1870 breechloading rifling transformed infantry and artillery capabilities.

Quite a bit going on which means your chosen ruleset is either narrowly period, even campaign, specific or has to be clever and flexible.

My recent simple testing of a series of rulesets has caused me to reflect on what those Criteria for my gaming preferences might be.

I have ended up with 4 areas on interest. First of all I am assuming the choice of ruleset is not limited to an examination of mechanisms.

  • Production
  • Philosophy
  • Game Mechanics
  • Action Mechanisms

Production includes everything about the printed or e delivered publication. So images and print clarity matter as do the range of wargaming aspects covered.

Philosophy I suppose could be called game design and includes period choice, scale and game size as well as chosen outcomes.

Game Mechanics covers things like army lists, pre battle activity, player numbers and figures.

Finally Action Mechanisms are aimed squarely at movement, combat resolution, control and turn structure.

When I had finished my long list of criteria a massive 43 items had been generated. I did consider some rationalisation when I looked and saw a lot of similarities. And then I decided to leave my longlist intact for now.

I used it to score my rulesets and accepted the potential weighting due to duplicated criteria. Otherwise there is no other weighting in terms of importance of one criterion over another. Action mechanisms are not prioritised over Production Values for example.

In each case a criterion gets a single mark.

That mark is relative to my perceived ideal. The scores can be +1, 0, -1. positive values are favorable.

Lets look at Production first:

NT19eBwMSGWF&FFoBTTBPW
Relevant Images00+1+1+1-10
Fair Wear & Tear00+1*-1-1+1+1
Logical clear layout +10+1+1-1+1+1
Plain text0+1+1+1+1+1+1
Lots of Design Thinking+1+1+1+1+1-1+1
Simple Rules+1+100-1+1+1
Scenarios included+10+1+1+1-1+1
Campaigns included000+1+1+1-1
Totals+4+3+6+5+2+2+5
Table 1: Production Criteria
Not all softcover publications fail – Mike Smith Table Top Battles is stapled – crude but effective. Later Fire & Fury editions have gone to hardback meaning rulebook collapse is less likely.

So GW comes out top followed by F&F and PW. Before I list the rulesets in question the scoring is “relative” and not absolute. It is best thought of as indication of preferencing.

In my case these rules have all been through some sort of preselection in my decision to buy them in the first place. So they all score positively. It is how much more I value them against each other that is measured here.

When it comes to historical wargames rulesets today – in a 60 year old industry, we are talking about marginal gains. I think with fantasy/scifi etc. it is still possible to deliver up a “game changer”!

I have used the following abbreviations.

NT19e – Neil Thomas’s European Warfare in the Nineteenth Century – hardback edition published by Pen & Sword Military 2012

BwMS – Battles with Model Soldiers – hardback edition by Donald Featherstone published by David & Charles 1972

GW – Gentlemans War – “e” publication by Howard Whitehouse and Daniel Foley and published by Pulp Action Library 2018

Fire & Fury – 1st Edition in softback by Richard W Hasenauer 1990 published by Fire & Fury (2nd editions under Brigade and Regimental titles available)

Field of Battle – Piquet 1700-1900 by Brent Oman 2nd Edition published by Piquet Inc 2011

Table Top Battles – by Mike & Joyce Smith 1st Edition published by Mike Smith 2007 (2nd Edition 2018 available)

Practical Wargaming – hardback edition by Charles Wesencraft published by Elmfield Press/Shire Publications 1974

Is it fair to compare rulesets which are published decades apart written for vastly different audiences? I believe so. Despite visually apparent differences, there are some common threads in wargames.

On to Philosophy

NT19eBwMSGWF&FFoBTTBPW
Period – technology emphasis+1+1+100-1+1
abstraction in scaling+10+10+1+1-1
no figure/base removal+10-10+1+1-1
cavalry ineffective+1+1+1+1+10+1
irritant skirmishers+10+10+1+1+1
vunerable yet destructive artillery+1+1+1+1+10+1
column and line infantry formations+1+1+1+1+1-1+1
attack defense objectives+1+1+1+1+10+1
morale dominant+1+1-1+1+10+1
battle narrative00+1000-1
Totals9665814
Table 2: Design Philosophy

So NT19e along with FoB seem to have edged it on philosophy for me. I should say that by having a lot of scores to make, it may reduce my own unintentional bias (of course on the other hand wargames magazines are all about bias – “Buy me” bias).

Fire & Fury was very busy but brisk………..

Talking about bias – my requirement concerns European Warfare so I am effectively biased against other “continents” warfare considerations that are different.

Ok next up is Game Mechanics:

NT19eBwMSGWF&FFoBTTBPW
option to solo game0+10+1+1+1-1
measure not grid distance+1+1+1+1+1-1+1
army selection/lists available+10+1+1+10-1
pre battle actions available+1+1+1-1+1-1-1
game time required (<2hrs)+1+10-1-1+1+1
units per side (6-12)+1+1+1-1-1+1+1
unit ratings (varied)+1+1+1+1+10+1
table size (5’x4′)+1+1+1-1-1+1+1
concealment/ambush/surprise+1+1+1-1-10-1
chance (situations/ cards etc.)0+1+10+100
figures per basic unit (12-20)+1+1+1+1+1+1-1
support functions (engrs/ sappers) rules00+100+1-1
Totals91010034-1
Table 3: Game Mechanics

Earlier I asked is it fair to compare rulesets from different decades? Now the question might be should you compare battle rulesets with skirmish rulesets or measured games versus grid games. The answer is of course. Just be consistent in the criteria used for the scoring and try to avoid criteria that directly preference one solution. In my case grids games are not a requirement so do score badly on the requirement for a measured game that I chose to include – some personal bias there.

Battles with Model Soldiers and Gentlemans War seem preferable when it comes to Game Mechanics.

Battles with Model Soldiers gets you into action rapidly and is brutal……
In Battles with Model Soldiers units were cast to the four winds in the first rounds of action

Finally we turn to Action Mechanisms:

NT19eBwMSGWF&FFoBTTBPW
alternate moves with opportunity+1+1+1+1+1+1+1
initiative+1+1+1+1+1+1+1
simple manoeuvre rules+1+100+1+1+1
measure ranges+1-10+1+1+1+1
move and fire in a move+10+1-1+1-1+1
road movement restricted+100-1+1-1-1
simple interpenetration+1+1+1+1+1+1+1
saving throws+1+1+1-1-1-1-1
leadership/pips/orders0+1-1+1+1+1+1
written orders0+1-1-1-1-1+1
cards for actions00+10+10-1
turn structure is fluid00+10+100
simple combat resolution 0-1-1+1-1+10
simple firing resolution0-1-1+1-1+10
8433645
Table 4: Action Mechanisms

Neil Thomas 19th century European rules come out preferred for Action Mechanisms along with Field of Battle.

Neil Thomas rules provide an excellent mix of production, design, game mechanics and action mechanisms making them hard to beat for all round use in mid nineteenth century gaming

In summary we have table 5

NT19eBwMSGWF&FFoBTTBPW
Production4365225
Design Philosophy9665814
Game Mechanics91010034-1
Action Mechanisms8433645
Totals30232513191113
Table 5: Summary

So there you go Neil Thomas rules are to be preferred in meeting my perceived gaming requirements. But……

I really like the liveliness of Fire & Fury while sometimes the grid games using Table Top Battles are just so easy and convenient. And then Gentlemans War offers a sense of detail which drives narrative – an essential requriement for the solo wargamer I would suggest.

Field of Battle uses the house theme of the card driven randomised turn structure of Piquet. I like it a lot but you need to invest your concentration in that ruleset even with the simpler FoB version. Like GW it offers narrative benefits.

My least liked set was actually BwMS even though Donald Featherstone has been the mainstay of my house rules over the years. This is because much of what he wrote was about design philosphy rather than pushing a particular ruleset. You could say nearly all his books were design handbooks for wargames rules writers.

So which ruleset will I go with?

At the moment it must surely be Neil Thomas.

Whatever ruleset you use – happy wargaming.

Categories
Mid 19th Century Wargaming wargame rules wargaming

Ruletest E: A Gentlemans War 1848-1861

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 foreground
Meanwhile 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 Brigade
The Austrian left flank is relatively unscathed
In 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 charge
There 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 Durando
Finally 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.

Yes this is Ruletest E so where is Ruletest D?

It will be along in due course.

Categories
Mid 19th Century Wargaming miniatures painting wargaming

The Painting Table Queue Jumper

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.

Next up should be some more rule tests.

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Mid 19th Century Wargaming miniatures painting wargaming

The Painting Pedestal: 22e 1859 french artillery

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 rolls
The 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.
Categories
garibaldi wargaming Mid 19th Century Wargaming Vienna Treaty Wars wargame rules wargaming

Ruletest C: Neil Thomas & the Roman Republic 1849

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.

Categories
wargame rules wargaming

Rules Test A3: Fire & Fury 1848-1861

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 line
The Austrian line becomes slightly ragged
Modified 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 field
Effectively 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.

Categories
wargame rules wargaming

Rules Test A1: Fire & Fury 1848-1861

This rules test used the 1990 1st Edition ruleset called Fire & Fury. No rule amendments were applied except to deal with the minimal number of units on the board.

My starting point was actually Donald Featherstones Battles with Model Soldiers and his three battle scenarios to show rules in action.

  • ruletest A – just infantry
  • ruletest B – infantry plus cavalry
  • ruletest C – infantry plus cavalry plus artillery

So first up is the all infantry affair. Having never used these rules before it was an easy way into them.

The table set up is shown below in the first photo with two brigades per side each of 4 bases.

Piedmont Forces led by none other than King Victor Emmanuel comprised

  • The righthand Brigade comprised the Bologna Volunteers in red banded kepis
  • The lefthand Brigade comprised the Brigade Pinerolo

The Austrians were amazingly led by Marshal Radetzky (brought out of retirement yet again)

  • The righthand Brigade comprised IR28 Green facings: Graf Latour
  • The lefthand Brigade comprised IR59 Orange facings: Leopold, Grossherzog von Baden

Uniforms are anything but, as my figure painting interests have ranged from 1848 to 1870! So 1848 uniforms will jostle with those of 1859 or even 1866/70. It was a period of much change in weapons and warfare which in turn influenced what soldiers wore.

The Brigade Effectiveness table is your starting point.

I gave all units a 4/3/2 rating = Fresh/Worn/Spent. This factor which declines during the battle modifies the basic die rolls for manoeuvring and combat. You can see this is a key way to show uneven forces from actual battles.

King Victor Emmanuel marched confidently towards the Austrian Line. Marshall Radetzky was confident these Piedmontese would be driven from the field.
The Generals are not attached. Attaching Leaders to brigades confers benefits to events.
Both forces changed formation (requiring a D10 + modifiers against a manoeuvre table of results). They adopted field column formation.
Each turn starts with an initiative test – the winning General has the advantage of moving first as the ruleset is a IgoUgo turn based game. The rules are actually set up for refighting Gettysburg so each scenario defines the order of play. My solution was to assume both Leaders to have equal effectiveness through opposed rolling an unmodified D10 each.
Both forces were very close now and the next initiative would give significant advantage. So far the Piedmontese rolled high…….
The Piedmontese rolled high again opted to move and fire as well as changing from field column into line. The Austrians got their fire in first (opportunity fire) but this was “desultory”. I like the terms used to describe outcomes. The Austrian brigade leaders were not used to measure firing effects.
Desultory fire all round and generally a lack of manoeuvre……….
until the Austrian Brigade Von Baden disordered their Bologna Volunteer opponents
on Move 3 the Austrians now managed to get into line and charged the Piedmontese. The Pinerolo Brigade managed to disorder the charging Austrian Brigade Graf Latour whose own fire was desultory before their charge was a success.
The Pinerolo Brigade were driven back with significant losses (this is always a randomised value so can lead to interesting follow ups)
Meanwhile the Austrian Brigade Von Baden were outstanding with their “elan”, charging home. The Bologna Volunteers were swept from the field, one base skedaddled (ran away), one stand was captured and the rest retreated a full move in disorder

This last event was I guess, what a lot of complaint was about when the rules first landed. Evenly matched forces could play out a massive swing on the “opposed rolls”. The Austrians rolled 7 up and 4 up to get the Bolognese “swept from the field” and “driven back”.

In the Wars of Italian Unification forces often melted away before renewing an attack with more vigour.

So maybe these rules might bear further examination

Narrative

On this occasion King Victor Emmanuel decided to lick his wounds and retired from the field damaged but not yet defeated. He would return to the fray……….

Categories
wargame rules wargaming

Fuoco e Furia or Feuer und Wit, battles in the Po Valley?

I have been searching for rules that offer that “something” – that dimension that enhances gaming a certain era. You could call it flavour because most rulesets are basically the same – dice throwing, card turning, measurement, maths, probability and movement around a table sized gaming space.

And of course we all like different flavours.

The Po valley in Northern Italy has seen great armies and leaders pass through, throughout the centuries. Mid 19th century warfare as an era is probably seen by most as a backwater – certainly when it comes to Italy. I guess the wars that get remembered are the Franco Prussian War and of course the American Civil War. These wars it could be argued, framed the next 100 years of global history and perhaps still do.

Back in the Po Valley it was the case of an old empire in retreat.

It was also the time that got us from Napoleon to Kaiser, musket to rifle if you like. Smoothbore and Rifled guns operated side by side.

Battles in the Po Valley in the mid 19th century were short and hurried affairs. But some incurred great loss of life that was noticed. Notable for their apparent lack of professionalism – something about no scouting, lots of surprises and a distinct lack of strategy. The accounts – many contemporary bear out the first two criticisms.

The great strategist Napoleon fought in the Po Valley at the end of the 18th century and his battles were very much confined by the geography. I think his Napoleonic Grand Strategy is more about what went on in the whole of Europe. His wars should been seen in that context. So I would argue Radeztky in 1848 was no less able than Napoleon in achieving his strategic victory in the Po Valley. The difference is that Austria was not fighting a pan european war. But it was fighting battles in the Po Valley.

The issue of poor scouting and too much surprise actually makes for more interesting wargames and throws up opportunities to make a game more interesting. It perhaps beckons to the more erratic ruleset?

For many the war across the Atlantic in the United States is not to be compared – different continents with different outlooks, society and geography.

And yet to my untutored eye while the ACW might have had a grand strategic aspect (western and eastern theatres?), it also seems to have had some campaigns driven by geography limiting the options available to a General. Perhaps there were similarities between these apparently very different wars fought on separate continents?

Even so I had set my mind against looking at the American Civil War as a rules source for my mid 19th century European interests: A case of less is more – something wargamers are often not very good at – me included.

But……

The very nature of limited professional armies, volunteer forces, often with ineffective leadership and disorganisation plus similar technology means that the wars in the Po Valley, seemed quite complimentary to those of the Amercian Civil Wars (ACW).

A bit of a ramble to explain how belatedly, I have considered using ACW rules for my Wars of the Italian Unification (WotIU) battles. In particular Fire and Fury.

http://www.comune.torino.it/canaleturismo/risorgimento/webapp/battaglie/index.html

The Wiki Commons licensed image shown here is to be found in an excellent Wikipedia page about the Italian Unification Wars. The image shows a classic hill top town – in this case being attacked by the Sardinians (Piedmontese) while defended by Austrians.

Categories
Mid 19th Century Wargaming wargame rules wargaming

Ruletest D: Battles with Model Soldiers – The Battle of Orchard Hill

This game was thrown in firstly because Battles with Model Soldiers was the source of my original ruleset test scenarios for Fire & Fury.

Battles with Model Soldiers is really a 200 page design/ideas book with rules dotted throughout.

The rules I used are explained briefly at the end of this post. A key aspect is alternate moves with losses incurred before any responses. Initiative (who goes first in each turn) therefore matters.

Donald Featherstones book provides basic rules for American Civil War actions. he shows the mechanics through three stepped up siutations

  • infantry only
  • infantry plus cavalry
  • infantry, cavalry and artillery

In this game I used the last stepped up situation of infantry, cavalry and artillery.

Narrative – Near Rome in 1849

In this confused affair a wargaming Napoleon faces off against Garibaldi – I suppose the nearest real conflict would be 1849 at Rome where Garibaldi gave the French a shock defeat.

The forces were

Roman Republic (Garibaldi) on the left

  • Red Dragoon Volunteers in foreground left
  • White Legion Volunteers
  • Roman Artillery (in liberated Austrian uniforms!)
  • Milan Sharpshooters in distance

The French were led by General Oudinot looking a bit like the great Napoleon himself.

  • 33rd Line Regiment right foreground
  • Austrian Artillery on loan
  • 66th Line Regiment in distance
  • French Cuirassiers

In terms of “ground” the battle was fought on a low ridge (no effect on movement) crossed by a rough track (no benefit) and the fenced orchard (inaccessible to all forces).

The rings denote remaining strength – red = 4 artillerymen/5 figures, yellow = 10 figures, blue = 20 figures with green showing 15 figures in value.

What you see is almost what you get – counting actual figures equals strength. I don’t do figure removal normally – using rings and dice to show remaining strength. So 8 cavalrymen on show were actually 10 in value. I also did some selected base removal in this game (for visual effect) just to confuse matters!

The action was brisk!

This game is a bit short on images – it was quick – almost done in 3 moves really……

Move 1

Both forces deployed and marched forward to drive the other from the ridge otherwise known as Orchard Hill.

Move 2 – Oudinot won the initiative

  • the 33rd Line fired on the Red Dragoon Volunteers inflicting 3 casualties at medium range
  • The Austrian artillery opened up on the White Legion Volunteers missing them completely
  • the 66th Line fired on the Roman Artillery and the artillerymen promptly ran away (die throw = 6 hits versus 4 figures in strength)
  • The 10 French Cuirassiers charged the 20 Milan Sharpshooters.
    • Basically a melee is headcount times 1 point for an infantryman or 2 points for a cavalryman.
    • So this fight was on equal points. 1 d6 is rolled per 5 points – 4 dice each. Cavalry get +1 on each dice throw (2 to 7 range possible) for charging.
    • Cuirassiers scored 17 versus Sharpshooters 20.
    • The points tally HALVED equals the damage. So 17 points halved and fractions rounded down meant 8 points of damage to the Sharpshooters. Thats 8 figures lost from the 20 that started the fight.
    • Meanwhile the 20 points of damage halved was 10 and divided by 2 points per cavalryman gave 5 cavalry killed.
    • The survivors represent their basic morale – 10 points of Cuirassiers x 1d6 throw of 5 = 50 while the Sharpshooters at 12 points x 1d6 throw of 6 = 72.
    • The Sharpshooters won while the Cuirassiers retreated with 50% losses. (bit of Roman gloss there…..)

Garibaldi responded

  • The Milan Sharpshooters hit the 66th Line with 4 hits
  • The White Legion hit the Austrian Artillery for six literally – destroying them
  • The Red Dragoon Volunteers charged the 33rd Line
    • 7 remaining Dragoons x 2 pts versus 20 infantry x 1 pt meant 14 points versus 20 points or 4 v 3 dice (round up half or better fractions – 14 points becomes 15 points = 3 dice)
    • Cavalry get +1 for charging. The Dragoons inflicted 16 points damage halved = 8 infantrymen killed
    • The 33rd Line threw 12 in all = 6 Cavalry points damage or 3 actual dragoons killed
    • Now the Dragoons had already lost 3 casualties to firing so were now down to 4 dragoons
    • 4 cavalry x 4 die roll versus 12 infantry x 2 die roll was 16 v 24 or a victory for the 33rd Line
    • The Cavalry retreated

Move 3 Garibaldi won the initiative to move first

  • The Milan Sharpshooters fired on the 66th Line scoring 1 hit
  • The White Legion fired on the 33rd Line scoring 8 hits – destroying the 33rd

Oudinot in Move 3 sent his 66th Line against the Sharpshooters. In the melee the 66th won reducing the Sharpshooters to just 4 men who retired.

The game is almost over!

Move 4 Oudinot moved first

  • The 66th fired at the Sharpshooters but missed
  • The Blue Cuirassiers now returned to the fray

Move 4 Garibaldi

  • The Red Dragoons also returned to the fray
  • The White Legion now closed on the 66th Line
  • The Milan Sharpshooters scored 2 casualties on the 66th Line reducing them to just 10 men.
Move 4 the french right is now under attack – the french left having been destroyed
Move 5 the French Curiassiers charge in as the infantry trade fire

Move 5 Oudinot took the initiative

  • The French Cuirassiers made one last valiant charge into the Milan Sharpshooters.
    • The Sharpshooters killed 1 Cuirassier in turn receiving 3 casualties
    • The Cuirassiers won the melee driving off the Sharpshooters
  • The 66th Line fired on the approaching White Legion scoring 6 casualties (I allowed liberal firing arcs!)

Move 5 Garibaldi

  • The White Legion fired on the 66th Line inflicting 5 casualties in return
Move 5 the French Cuirassiers chase off the Milan Sharpshooters

Move 6 Garibaldi won the initiative

  • The White Legion fired on the 66th scoring 4 more casualities

Move 6 Oudinot attacks in desparation

  • The 66th Line and Cuirassiers charge home against the White Legion.
    • The White legion suffered 2 casualties
    • In return they inflicted 4 infantry casualties with 1 cuirassier loss
Move 6 The last knockings
Move 6 – the 66th Line break leaving the Cuirassiers alone to hold off the White Legion and the Red Dragoons

Oudinot knows the games up and in Move 7 his Cavalry retire covering the rest of his routing forces.

General Garibaldi triumphs capturing the ridge.

Rules used in the Battle of Orchard Hill

Donald Featherstone distributed his many periods (10) rules within the 200 pages of text. The basic rules presented were for horse and musket and his three stepped up situations used an American Civil War example.

My Summary of Rules from Battles with Model Soldiers

  1. 8 moves = 1 dayof daylight and 4 moves = nighttime
  2. Alternate Moves – I opted for “initiative” going to one side for whole move, fire and melee process.
  3. guns picked target after moving is complete
  4. Infantry Firepower
    1. 1d6 per 5 men with muskets/rifles
    2. modify -1 (0″-6″ short range) 1d6 = hit = casualities of 0 to 5
    3. modify -2 (6″-12″ medium range) 1d6 = hit = casualties of 0 to 4
    4. modify -3 (12″-24″ long range) 1d6 = hit casualties of 0 to 3
    5. -1 per dice for hard cover
    6. half casualties for cavalry
  5. Artillery
    1. hit on a 6 @ 18″-36″ then 1d6 = casualties
    2. hit on 5,6 @ 9″-18″ then 1d6 = casualties
    3. hit on 4,5,6 @ 0″-9″ then 1d6 – casualties
    4. half casualties for hard cover
    5. halve casualties for cavalry
  6. Melee
    1. INF v INF = 1pt v 1pt
    2. INF v CAV = 1pt v 2pt
    3. 1d6 per 5 pts fighting
    4. +1 per dice for charging cavalry
    5. +1 per dice attacking rear
    6. half result to get effect in points
    7. half effect for cavalry (they=2pts)
    8. survivors in points x 1d6
    9. compare result – highest is melee winner, loser retreats one full move
  7. Movement
    1. Infantry 12″
    2. Cavalry 18″
    3. Guns 18″ -3″ limber and unlimber
    4. Guns select target in their turn
    5. No firing if moved
    6. Gun target selection is not movement
  8. Morale
    1. Loss of Cin C (not used)
    2. 1d6 is thrown per unit
      1. =1 unit flees the field
      2. =2 retire from the field in good order – will defend itself
      3. =3 surrender
      4. =4 fall back 1 move and rallies
      5. =5/6 carries on

A simple set of rules although for some the melee points technique might feel complicated.

Categories
miniatures painting wargaming

Snapshot

John at just add varnish posted his Waterloo 1815 Austrian artillery from the 1850’s. And as it happens I was gaming with very same figures.

Plastic soldier review certainly did not like the officers samurai sword!

So the game report will be a while coming and in the meantime here is a quick snap. My Austrians are in brown as per the box art.

The battle of orchard hill will feature more Austrian forces
In the distance the 1860 bersaglieri di Vignola have run away after finding our Austrian gunners a bit too sharp at even long range – radeztky would have been delighted