Monthly Archives: August 2018

House rules for Bloody Big Battles

After playing two games with very limited house rule adaptations (after my first with a more ambitious version that I didn’t think worked), I have plucked up courage to produce something more ambitious. After a limited play test I think they work well enough to publish here. I won’t be using them at the club for another couple of months, as I will be travelling, but while production is fresh in mind, I though I’d post something here. In my test I thought they worked surprisingly well. You can download from the Rules page.

First of all: scaling. For the standard scale of 1,000 infantry to a base, cavalry is now 333 to a base (from 1,000) or 12 guns (from 24). For the higher scale (1,500 infantry to a base) that gives 500 cavalry and 18 guns. For 1815 French and Prussians I find that an in between scale works well: 1,250/416/15. I am tempted to take the artillery scale down further, but that’s enough for now. Why? Cavalry takes up a lot more space than infantry (indeed I can only squeeze two cavalry miniatures on to the 25mm square bases, in place of six infantrymen). In the von Reisswitz Kriegsspiel (of 1824), an infantry battalion of 900 men takes up the same frontage as 375 cavalry or 10 artillery pieces. The lower scale gives much more scope to represent the variety of cavalry types, and stops them looking rather pathetically few. The British Union Brigade at Waterloo can now be its own unit of 4 bases, rather than being lumped into with the Household cavalry as a 3 base unit. And with French cavalry divisions having strength of 1,500 to 2,000, these are at the margin as two base units. Likewise artillery took up a lot space, and under BBB it is possible to create unrealistic concentrations of strength with devastating results. It also allows us to represent the different sorts of artillery (horse artillery, heavy guns and howitzers) more easily.

The next problem is that game progress is slow, because base removal only happens in quite extreme circumstances. The most common close combat result is for one side to fall back 3in with neither side taking a loss. This means that battles seem to be much slower than the time rate of one hour per pair of moves suggests. In fact Napoleonic divisions had a habit of disappearing after two or three hours of heavy combat. this wasn’t particularly from casualties, but sheer exhaustion. Muzzle loading black powder weapons made a big noise and packed a nasty recoil, and barrels got hot and clogged. Horses weren’t great on stamina either. If you look at the later stages of Ligny, after about three or four hours of fighting, neither side had many effective fighting units left. The same thing can be said for Waterloo. Under current BBB rules it isn’t hard for Lobau’s outnumbered corps to hold off Bulow’s Prussians for hours; historically they made a rapid retreat after about one hour.

The way I have tackled this is in the close combat table for infantry, where for marginal victories in either direction both sides lose a base. To balance this slightly, for a draw (where under the rules both sides lose a base, and go on to fight another round), neither side loses a base (the attacker falls back). Since infantry units are typically four or six bases, it means that the units will start to disappear rather quickly in heavy fighting. And because both sides lose a base, some of the capriciousness of base losses is removed. This is exactly how combat tended to work: both sides tended to get worn down quickly. Cavalry v. cavalry combats use the old table, as I thought this worked better. Cavalry battles had a tendency to go on for quite a time. Usually one side or other was playing for time, and it was quite easy for skilled commanders to slow things down by holding back reserves and such. Casualties were few. This is something wargames rules tend to miss.

The next point to tackle is cavalry attacking infantry. This should have an asymmetric feel that the BBB system mostly misses. When things went well, cavalry could be absolutely devastating (look at the charge of the Union Brigade, or Kellerman at Marengo). But when infantry was prepared it was often ineffective. To tackle this I have done two things. First is a new combat table for Cavalry attacking infantry, in which the asymmetry is reflected. Like the new infantry table, it is quite bloody. Attacks on infantry did wear down cavalry more than attacks on cavalry. And although infantry casualties tended to be low if discipline was maintained, muskets were still discharged and the stress doubtless took its toll. Still infantry won’t lose any bases if it wins or draws. But if it loses on a -7 result, the unit is gone. Also the infantry doesn’t fall back if it isn’t destroyed.

The second thing was to introduce the square. This doesn’t necessarily mean that the whole unit is in squares – it is more a state of readiness for cavalry attack. Squares move more slowly, are more vulnerable to fire, cannot skirmish and fire less effectively – but they offer better protection against cavalry.This has the advantage of fitting with players’ expectations, and making the game feel more Napoleonic. Also cavalry get an extra bonus if they are attacking disrupted troops – but they can’t attack infantry in difficult terrain.

The next thing is skirmishers. I hesitated on this – as my preferred approach requires some rather intricate rules. Units with skirmish capability have two or three skirmish bases (the same frontage as a normal base, but shallower and with two figures, not six). To use their special capabilities they have to be deployed in front of the unit. Small arms fire is limited to 3in (not the 6in of our previous rules). Skirmishers thus extend the range of fire for infantry, and shield the parent unit. If skirmishers take what would normally be a Disrupted result, there is no disruption but one skirmish base is lost. This means that skirmish attacks will burn out, and take a toll on the resilience of the whole unit. Finally, skirmishers can’t be used against cavalry.

And then artillery. The fire factors had to be taken down to reflect the smaller unit size; also there are slightly different capabilities between Horse, Field and Reserve (i.e.heavy) artillery, and the option of using concentrated howitzers (that’s an indulgence, as I like having howitzer models on the table). Horse artillery gets a movement bonus, so that it can move at cavalry speed if limbered, or move 6in, unlimber and fire at half effect, for example. More radically the “reduced” and “silenced” status is done away with, in about the only place where the rules are simpler than the original. In place of the former they are simply removed (they are smaller units, remember), and in the latter case they are Disrupted. My fellow gamers never liked the “silenced” rule with batteries limbering up and moving off, and it always felt a bit odd to me. The rule must have been there for a reason originally though, so we’ll see if it really works! Another radical departure is that artillery has no close combat capability. If it can’t stop attacker through fire, it is overrun. Also on artillery there are special rules for artillery attaching to an infantry unit and being treated as a joint unit for target and close combat – which reduces vulnerability to attack.

There are quite a few changes, though I have confined them to four pages of text (just).In the play test I thought they worked quite well. As expected, things moved quickly. The French tried a combined infantry and cavalry attack on the Prussians, with two infantry units and one cavalry; the Prussians had one of each (though the infantry had 6 bases to the French 4). At first it went well for the Prussians; its infantry got the better of the French, reducing both units to two bases. But in the process it became disrupted and low on ammo; it hadn’t formed square and the cavalry hit it in the flank. And it threw badly. It was wiped out. In exploitation the cavalry caught a battery in the flank and overran it. The Prussian cavalry then tried to counterattack, but it was held to a draw (both lost a base) and in the second round suffered a -4 and was wiped out. In the next French turn the cavalry then picked off another battery, annihilating the Prussians on that flank. On the other flank, the Prussians attacked but, didn’t press (confining itself to skirmishing), with French cavalry lurking on the flank. One of the infantry units tried to come to its colleague’s aid on the other flank, but too late.

This decisive result owed quite a bit to some good dice by the French at the vital moment. But it proved most unwise for the Prussians to press ahead with un-neutralised cavalry to the flank; it felt not unlike Marengo, though following up to disperse the nemy cavalry was a bonus. I thought the skirmish rules played well too, placing some interesting choices on the player. With players thinking about vulnerability to cavalry, and whether or not to skirmish, the whole game felt much more Napoleonic. It also played briskly. My main doubt now is whether cavalry becomes too dominant.

But so far, so good. Until now I have never really thought that an adapted BBB might do in place of my home grown ones. I’m a bit less sure now!

 

 

1943: British infantry

I am at last tackling the huge painting backlog: for now concentrating on my WW2 1943 project, so that I have enough ready for a tabletop game. I have just finished my first serious batch of British infantry, which means that I am starting to achieve that aim, though I want some recce vehicles, German half-tracks and British carriers to be more serious.

There were 54 figures in the current batch, which go alongside my two 3in mortars and two Vickers machine guns. Nominally these are three infantry sections of 8 men, a dismounted carrier section of 9 men (including 2in mortar and PIAT), an HQ section with officer, radio PIAT and 2in mortar, plus some riflemen, and some spares, including another PIAT and 2in mortar, a radio and a couple more officers.

They are all AB figures. I have fallen in love with these, but they really aren’t right for 1943. They wear the Mk III helmet, instead of the broader-brimmed Mk II. They also wear battledress tunics, when in the Med the men were usually in rolled up shirtsleeves. And, with one exception, the submachineguns are Stens. Although these were in issue in 1943, I haven’t seen them in the 1943 Med pictures; instead the troops are using Tommy guns.  I couldn’t find a satisfactory alternative though, and I liked these figures. Since then I have been pointed in the direction of Eureka’s Pacific Australians. Apart from Owen guns on at least one figure in 10, these look a good fit – though on the pictures of unpainted men the heads look a trifle oversized. I might do a platoon of these later (along with German paras), though not the heavy weapons.

My technique is settling down. First the figures are undercoated in metal primer, which is white. Tempted though I have been to thin it with water (which is OK for metal, but not plastic) I put it on undiluted. After mounting on “steel” washers (not magnetic, alas) or mount board for the two figures bases, and set in my usual mix of sand and impasto gel, I painted the bases raw umber (not mixed with white this time). Over this I put a base coat of khaki. This was mixed from Raw Sienna, Prussian Blue and Titanium White (all student quality paints).  As usual with my freshly mixed base layers, this took a few coats. Partly this is to adjust the balance between the three pigments, and partly the primer can show through. The layering gives the model “depth” I’m told. The first coat takes longer to apply, but the subsequent ones are quite quick – so this no great hardship. Acrylic paint dries quickly, so this is all in the same session. Even so the base layer was a bit thin in places.

After this I used mainly artists pigments, although borrowing some of the paint used on the base layer, still usable on the stay-wet palette on occasion. This included the standards of Prussian Blue, Raw Sienna and Titanium White, with a bit of Raw Umber (mainly to get the dark greys/blacks by mixing with Prussian Blue), Venetian Red and Silver (to help with the metallic bits). The main mixes were Venetian Red, Raw Sienna, and Prussian Blue (and the ubiquitous white) to get a Service Drab dark brown, so characteristic of British equipment in 1943, when green pigments were in short supply; the same combo in different proportions for the flesh tones, and without the red for the webbing and bags. The helmets were painted variations of khaki and brown, but this wasn’t highly visible under the netting and scrim. I had a bit of a wobble on the scrim, which I at first painted green, before reading that it should be brown or hessian. Some of the green is still there, but never mind.

With the basic painting and detailing done, I applied a layer of Quickshade. I did have a quick look at using diluted ink instead, but I think for figures, as opposed to vehicles, the Quickshade is a better bet, as it works into the hollows nicely. My medium tone Quickshade (aka Strong) has expired; I used Dark on my vehicles but thought this was too strong. Fortunately my Soft Tone was still alive, under quite a thick skin, and I used this. I proved ideal. I am using quite a bit of white in my colour mixes, which makes them paler than you would typically get using ready-mixed hobby paints – so it may not be surprising that the soft tone works. I was tempted to leave things there, as the Quickshade did not leave a strong sheen (I think the gloss must be going into the bit that formed the skin – because my medium tone stuff dried quite matt before it expired). However heavy matt varnish is the look of all my stuff, so I gave it a spray in matt varnish to finish. I’m not entirely sure about this, though modern warfare is a dusty business, and that is the look of the real thing. I might want to pick out some parts in a satin varnish though – flesh and weapons, perhaps.

Before the matt varnish went on, the bases needed flocking. For this I used a Woodland Scenic earth base, with some fine pale green flock mixed in. I felt this needed a bit more variety and texture – though the patches of pale green flock didn’t look quite right on my Germans. So I gave selected figures (all the large bases) patches of fine sand, a brown gainy material, and some pale static grass. I can’t get the latter to stand up properly, so it doesn’t look quite right. All this (except the grass) was sealed in using diluted PVA as the varnish spray isn’t quite strong enough for this.

And that was it. I’m pleased with the overall result, though I’ve spotted a few gaps and errors, as usual. These are wargames standard, and not presentation pieces. I think they look better than my German infantry. I suspect the latter suffer from my attempt to reflect the mixture of kit and colours used by the Germans, which makes them look quite scrappy.

Next up I’m going to do more British vehicles and crews. This will include a carrier section (including passengers), a Dingo, a Loyd carrier for the 6-pdr, and a jeep.

Using BBB for Napoleonic battles

Our all day game with a Napoleonic scenario (not a real historical one…) was a success. We finished a well-balanced game which preserved tension to the last turn of eight. We were becoming fluent in rules, which provided a good, workable game system. What to learn?

The scenario was the same one we tried last time: a miniaturised Koniggratz transposed to 1815, between French and Prussians. The forces were half sized, the table 80% in linear dimensions (64% by area). The game  length was reduced from 9-10 turns to 8. The terrain reflected the original BBB scenario a bit more faithfully than our first game at the club, but was still simplified. Six villages were represented, five in Prussian hands at the start. The French objective was to take five. Four (leaving two in Prussian hands) constituted a draw, which is where we ended up. Neither side was particularly close to winning, but each could have.

The first points to reflect on are scenario design. Following the BBB scenario quite closely clearly worked. The standard BBB scenarios set a number of geographical objectives and a time limit, rather than destroying the opponents’ army. Each player controlled about five infantry and cavalry units and two or three artillery units. It took us a bit over half an hour a turn (about 5 hours in total). I don’t think we’re going to get much quicker. For a club night we’ll need to come down to a single corps each with about 3 units, with a more compact playing area (though ours was just 4ft by 5ft) and all the troops on the table at the start, and a five or six turn limit. Or the balance of the rules needs to change.

The problem with the rules is that there is a lot of slugging to no great effect. In our whole game the Prussians lost 7 bases out of 47, and the French 10 from the same number.  Only two units lost two bases. Mostly fire resulted in opponents being disrupted, and assaults in one side falling back 3 inches without a base loss. This is consistent with earlier outings. But how to make it crunchier? My first thought was that our experience was because weaponry was deadlier in the later conflicts that the rules were designed for. Except that our  fire factors have already been beefed up, based on suggestions in a magazine article (though these were more or less the only suggestions adopted). Perhaps it’s bad luck. Only two of our many assaults had a difference of 4+, which is a decisive victory, and there were only two draws, which wear units down quickly. Or maybe it reflects inexperience with the rules. The problem is to make combat deadlier without making it more capricious – which would mean one side suffering serious losses compared to the other from an ordinary bad run of dice. The only way I can think of doing this is fiddling with the assault table to that more combats resulted in the loss of a base by both sides. That’s playing with fire, but I don’t think that Napoleonic divisions were able to survive more than two or three hours of hard infantry to infantry combat, if you take exhaustion and ammunition depletion into account.

The next issue is Napoleonic feel. As I wrote last time, this boils down to cavalry, skirmishers and artillery. In this game we used cavalry to capture and recapture villages from infantry. The clashes between infantry and cavalry really don’t feel right. But this is an area that went badly when I last tried to tinker with it. One method might be to adopt the idea of “squares”, making infantry more vulnerable when not so formed, but less mobile when in square. Infantry also needs to be able to push away cavalry holding ground, when appropriate. But would it just be extra complexity for a slower game? Also cavalry should be more limited in difficult terrain. Funnily enough though I think the rules as they stand work fine for cavalry v. cavalry combat – better than most rule systems in fact.

Then there are skirmishers. We effectively accommodate this with a 6in musket range. I want to use skirmish bases. In principle this is easy. All musketry would be limited to 3in range. Skirmish bases would have a fire factor of 2, but no use against cavalry.  I have crafted an elegant draft rule on this, but my fear is that it just makes things fiddlier, and that players won’t bother with it. An alternative would be to incorporate a version of the main rules on skirmishers (with a skirmish base being part of the main unit formation), and link this to the extra weapon range.

And so to artillery. Artillery, rightly, has a big impact on the game. But each unit acts like a grand battery, while being much more flexible than was realistic, especially in evading threats. Two or more units ganging up can be very formidable. Each one is meant to represent 24 guns. One way of trying to handle this is reduce both the unit size and firepower (and also the provision for units to fire at reduced rate). The close range fire factor might be rounded down as well. We could just do this for horse artillery and give it extra mobility. In some ways this would not change things that much – given that each artillery unit would need a movement throw to move, and that artillery would take up more space (I may enlarge the bases), this could help.

The issue with artillery goes  deeper than this, though. Artillery and adjacent infantry units are treated as separate units. On more than one occasion infantry would retreat, leaving batteries isolated. In this game the isolated artillery showed a remarkable ability to survive.  It didn’t look right, even if it was possible to rationalise it.  In fact artillery had two distinct uses: one was close support to divisions, and the other was forming grand batteries at corps or army level. The rules don’t do a particularity good job of reflecting the former, while they make the latter the manoeuvrability of single batteries. It doesn’t scale up so well from the original Fire and Fury. One idea is to allow artillery to be attached to infantry units, allowing them to fight as joint units. When not doing so, artillery would suffer an automatic walkover when assaulted, though they may still stop an assault in the fire phase (unless defending works, maybe). This approach would work better with the smaller artillery units.

Finally on potential rules revisions I am thinking of a different treatment for built-up areas. This is to treat building models as obstacles, rather removing them when the villages or towns are occupied. The models have to be quite small (though the 6mm I use are fine), and in larger areas you have to have streets wide enough to take bases. This is a bit more complicated, but the internal layout of built up areas did matter.

How do the rules look historically? The French outfought the Prussians: numerical equality left them with a clear upper hand. This was mainly achieved through rating the French as Veteran (with a small number of elite units counted as Aggressive) and the Prussians Trained or Raw. But the Prussians but up a pretty good fight. This feels like the right balance for Ligny and Waterloo – though how to bring the British into this is an interesting question. (I suspect many British units have to be rated Aggressive or Devastating Volleys as well as veteran; many French may be rated as Fragile). The main problem historically is that things are taking too long if one move is meant to represent one hour.

Which leaves me with a dilemma. Is BBB broken enough to fix? If you start fiddling with settled rules systems you quickly run into unintended consequences. Or you make them more complicated to no great purpose. I hesitate.