Category Archives: Games & rules

Seven Days to the River Rhine: a cleaned up Iron Cross

Last night at the club we played our first game of Seven Days to the River Rhine (7DTTRR). This is a new version of Iron Cross designed for the Cold War in the 1980s, which I (and gaming colleague Terry) also bought at Salute. Though the game is designed with 15mm miniatures in mind, we used our usual 6mm models, but kept the distances unchanged.

In our scenario we had a Soviet attack with T72s and infantry support on a hamlet held by British with Challenger I tanks. The Soviets had a 2:1 superiority in tanks, but less for infantry, but a concealed approach. We didn’t play helicopters in this introductory game.

So how did the rules play? The rules managed to be both very close to IC and a big improvement. Some of the changes related to technology (missiles and helicopters for example), but mostly they are just cleaner. IC is a tangle of different rules for different types of weapon, mostly confusingly relegated to an appendix and kept out of the Quick Reference sheet. Now the categories are simplified and to-hit and damage throws simply presented in a table. The armour penetration rules are simplified (making them deadlier though), and all short-range effects come in at 12 inch range (rather than 6, 8 or 12). The rules on moving and firing have been cleaned up, so that the moving target deduction now applies just to reaction firing.

A further innovation is the use of cards to bring in such factors as off table artillery, electronic warfare, air strikes and so on in a random way. This is quite like the Battlegroup system, though that doesn’t use cards.

How about our game? We had one big issue. The Challenger’s frontal armour was pretty much invulnerable to any of the weapons that the Soviets had at their disposal. The side armour was hard enough. And there was no penetration benefit for short range (though it was easier to hit). It didn’t help that we didn’t play the rules quite correctly, in that hits by the Russians with most weapons would still have inflicted single morale marker, which would have reduced the effectiveness of the British forces. But it was clear that the soviets weren’t going to win, so we ended slightly early, putting it down to experience.

But the rules generally worked well, in spite of missing a few things (in addition to the single MMs for all hits theoretically capable of penetrating) we ignored the minimum range for ATGWs, and the restrictions for armour in the presence of infantry. The use of 6mm models with full distances worked fine. The rule writers do not admit to a distance scale, but if 12 inches is about 100m, as I suspect, then the ground and model scales are close to equal – a big bonus when buildings are part of the set-up, as they so often are.

The small tweaks to IC have ended up with a greatly improved set of rules. My plan now is to ditch my IC house rules, and adapt 7DTTRR to WW2. How to deal with the cards side of things will take a bit of thought, but mostly it looks straightforward.

Altar of Freedom: Shiloh again

View across table towards Pittsburgh Landing: about Move 3
I different angle, with Pittsburgh Landing off-picture to left

My usual club partners were intrigued enough about the Altar of Freedom rules to give the Shiloh game another go: this time as an all day game. The verdict remains mixed.

We used Terry’s 15mm figures again, put together on ad-hoc bases, about 8cm by 4cm in size. We played these using the standard distances for 6mm figures, where the the bases are usually 6cm by 3cm: which was no real problem. We were able to take a bit more trouble with terrain. I put together a felt cloth with masking tape painted in gouache tempera for roads and rivers (with a bit of gloss impast gel for the water), and felt patches for the forests. We didn’t have access to supplies of tree models, though. The small streams and hills were ignored as of not being of major significance for this rules system. I even bought a 1/600 model of the USS Tyler at Salute and painted it up, which came out rather nicely. So the table looked much nicer, though hardly exhibition standard.

We played the same teams of two a side as the original – I was part of the Confederate team with Terry, and Bernie and Pete taking on the Union. We started at about 10.30 am and finished after 6pm after 9 moves of the 11, with an adjudicated Union victory. The Confederates made better progress than in our first game. Our right, played by Terry, got quite close to the objective of the Pittsburg Landing, but they were flagging and the Union line was holding. My left tied down three Union divisions and steadily pushed them back, but did we put too much effort on that side? The Union strategy was to steadily retire and hold a coherent line. Only when their right had very little further ground to give did the fighting get really up to pitched battle level, and the Confederates were looking the more battered, although consistently being able to push forwards.

So what of the rules? We were disappointed that the game did not play more quickly, as we had been led to believe from the blurb and one or two of the rules, though we were getting quicker by the end. The command phase, where the Priority Points are allocated, can be a bit tricky, and if two of you are playing as a team takes a little time. There are quite a few units to move around, and the turn system, which flips from one side to the other, can slow things down. BBB, the nearest rules set we have in scope, is faster, with fewer units, each side moving all its units together, and not allocation of PPs to manage. Overall we seemed to take about 45 minutes per move. The first moves took about 30 minutes, and our last moves were even quicker – so clearly there was some kind of an issue in the moves after lunch!

We were getting the hang of the PP system, which is the most innovative part of the game. It is a clever evolution of the “PIP” system first made popular with the WRG’s DMB game, forcing players to choose which units to move and which to leave. As with our first game, the Confederates suffered with many more limitations on hows its PPs oculd be used – which was realistic enough. This pushed them into a broad front strategy, and nothing very clever was possible. It was very hard for the two corps which comprised two divisions to be able to move both their divisions in the same turn, and one of the two single division corps had a very limited PP ration. Another problem for them was that it was very hard for them to control the “turn clock”, which was therefore controlled by the Union side for all except the first and last move. That allowed them to run it down quickly, also limiting the Confederate options. However, by focusing on moving just three or four divisions in a single PP round, by giving them all three or all four PPs each, the Confederates could still get a lot done before the move closed (with four divisions on three points each that was definitely risky – so it was mostly three divisions on four). But this leads to one of the other criticisms of the game system. A lot of effort needs to put into crafting your bids – which is a bit of a distraction from the tabletop and does not closely mimic any real process of battle management.

The movement and combat rules are very stripped down and simple. This is a bit abstract and generic, but that is a justifiable design decision given the focus on the command side. Though I’m no expert on the American Civil War, I think it actually captures the flavour of the rather loose ebb and flow of the era quite well. The main problem is that the rule book is too stripped down for my taste, and leaves too much unsaid, with only a short FAQ to help out, and no official online forum. So lots of details have to be worked out if players are unfamiliar with the rules, which clearly slowed us down. When can artillery interrupt advances to close combat? Can you shoot through narrow strips of woodland? If a unit starts on the edge of a wood, can it move at the full open-ground rate? And so on. Many rule writers (Iron Cross another case in point) deliberately keep the rule book short and loose, since adding extra detail makes the rules harder to read, and opens things out to rule-lawyers, as well as contradictions if you don’t do it quite right. I get that, but I don’t think these rules (or Iron Cross) get the balance right. We were able to settle down to a modus operandi, though I don’t think we got everything right. There’s only one thing I really don’t like and that is the total flexibility over movement and direction changes. Actually this works fine most of the time, but if a lone cavalry unit faces an isolated unit in the open, including another cavalry unit, it can almost always charge it in the flank (and without that unit being allowed to evade, as I found out afterwards). Also if a cavalry unit got into the rear, it is very easy for it to pick off generals even if they are in contact with their units. I can’t make too much of this. There aren’t many cavalry units (in this game one for Union, two for the Confederates), and moving them around requires command resources for their parent division. And historically they did harass rear areas. Flank attacks are easy in the rules by design – this is to liven up close combat, and in this context (i.e. the ACW) that’s fair enough. If I was modifying the rules, I think I would go down the BBB route of limiting direction changes during movement, but not as severely.

So what is the verdict on Altar of Freedom? I have criticised the command system, but it has a huge virtue in being a hook to hang command characteristics of different armies on. The system invests a lot in giving different generals different characters, not only in PP allocations, but on how they may use them. These characters were in fact too much for us: none of us remembered the re-throws which different generals were entitled to. But for Shiloh it allowed the game to simulate the different command strengths and weakness of the two armies, which added a lot to the game. This would be very difficult in BBB. However this works less well in a multiplayer context. It is quite important that the different allocations from across the army are coordinated. Because of the turn clock it helps for the army to use as few different bid numbers as possible – unless you are deliberately playing for time and need to run down the clock. However this is problem with all variations of the PIP system of game management.

Will we keep playing it? The time it took us was a bit discouraging. But we may well speed up, so I wouldn’t rule it out. If we do, I want to write down a number of game conventions to cover the vague bits in movement and combat, so that we are all agreed in advance. We were probably a bit too loose in this game – which tends to happen when you are making this sort of thing up in the heat of a game. One thing is for sure, though: playing AoF has added to my appreciation of game design!

The Peter Pig model of USS Tyler. The rear flagstaff MIA

Altar of Freedom ACW rules

First an apology to my email followers. The email system broke down due to a technical issue, which is now fixed. So my most recent post a couple of weeks ago on our latest game of BBB didn’t go out on email.

For the last two weeks we have been trying the Altar of Freedom American Civil War rules. This started from a suggestion made as a comment to this blog, as the rules combine a very interesting command and movement system with simple movement and combat mechanics.

Last week we tried a scenario I devised based on the first day of Gettysburg. My fellow players liked the mechanics, by and large, but the game didn’t work that well. Partly that was to do with the way the game was set up. Our brigade units were made up of pairs of bases of 15mm figures that were put together on the night, using folded paper labels. These would not stand on the club’s sculpted hills. Also as an encounter battle there was a lot of manoeuvring and very little combat, as the Union side decided to pull off a withdrawal rather than try to defend the Seminary area.

Given the this failure, this week we tried the Shiloh scenario from the rule book, described as “small” for 2-3 players (we had 5…). It is of a similar size, but this time there were no hills, and the units were pre-based and labelled. We still only got through about five moves, and only in the last was there a major combat. The Confederates found it slow going amid the forests, and the Union side once again pulled back to defend a more cohesive defensive position.

The main point of interest in AoF is the command and bidding system. Each side gets a number of priority points (PPs) based on their leaders. These are allocated to divisions, to controlling the “turn clock” or to end of turn adjustments. Controlling the turn clock gives you the initiative and some control over how long the turn lasts. Each turn is effectively divided up into a number of moves depending on the number of PPs allocated to divisions. So, for example, all those with PPs of five would move first, then any with four, and so on. Their may be as few as two moves in a turn, or as many (theoretically, in the Shiloh scenario) as 12; more likely three or four. So if you allocate just one or two PPs to a division, it is quite likely that the turn ends before you reach it. This is all very interesting; players need to consider their bidding strategies very carefully – and there is also a lot of scope to vary different command structures for different armies. One of AoF’s design principles is to focus on these differences in command rather than different troop or weapon types. In the Shiloh game, the Union side is one combined army under Grant who has a single block of 20 PPs to allocate as the player chooses; the Confederates have 22 points but split between an army general and four corps commanders, each of which had further restrictions from leadership characteristics. That, and given the more passive Union stance in the earlier phases of the battle, meant that it was easy for the Union side to control the turn clock, and the Confederates soon gave up trying.

The movement and combat systems are, on the other hand, very simple. That caused some grumbles amongst players who expected some rules to work in ways that they didn’t – in particular that firing and close combat were alternatives, when players expect a fire first and close combat later system (such as in the Fire and Fury/Bloody Big Battles system). But it is one of the things that makes the rules playable, once you are over how they work and stop arguing that such-and-such looks wrong.

The verdict? Too early to tell. The command system is intriguing, but a bit gamey. Allocating your PPs and the various strategies needed to outwit your opponents in the bidding do not correspond closely to anything in actual warfare. It was quite slow going to build up forces for the attack. The combat did not play out to be quick and decisive, as billed. A lot of this is learning curve. Perhaps the Confederates needed to push forwards with a smaller number of divisions, and bring the rest up later once the path had been cleared. Because of the way the PPs were distributed between the corps commanders, it wasn’t so easy to refuse one flank and concentrate on the other. And the combat could be more decisive once we’ve worked out how to play to best advantage.

Another problem is that the representation of the battlefield was not very accurate, as we had to set it up quickly using whatever terrain pieces the club had. Perhaps there were more ways through without having to plough through forest… though the forest was very much a feature of the historical battle.

So far it looks as if we’ll appropriate the game as a club regular, once we’ve learned how to speed up, and represent the often rather complex terrain – based on actual battles. I’m less sure that I’ll be copying the mechanics for my Napoleonic venture. But the rules are a lesson in good game design.

BBB: the new system is settling in

The game at the start

Last night I played another game at the club with my Napoleonic Prussian and French armies using my version of Bloody Big Battles. This was a totally made up scenario with two corps on each side. Two were about to be locked into a contest for a stream and bridge. Two more started some distance away and had to choose what would be the most effective way to support their colleagues. We had four players.

My fellow gamers are getting used to the system, and doing more themselves without me needing to help them. This is gratifying. They also quite like the system: even better. We got through about five turns, as last time. The game probably needed another turn to come to a decisive conclusion. However, the French were weakening and had used up their reserves, while a fresh Prussian Brigade had appeared in their rear. They were the weaker side and perhaps I should have given them a bit more – cavalry perhaps. The scenario worked well. The gaps between the corps at the start meant that the players had to make some quite difficult choices about closing gaps and leaving flanks open.

Different aspects of the rules were tested this time. Partly due to the way I set things up and nudged them (I was games master for most of the game), skirmishers were used much more than last time. They did what they were supposed to, shielding the main bodies from disorder and taking the early strain in fire duels, but I don’t think the players find that their use comes naturally. It isn’t clear to them when they should deploy skirmishers and when the shouldn’t. The skirmish bases are also a bit messy when not deployed. I think the system needs a redesign of some sort, but I’m not yet clear on what.

We also played the rule on supporting artillery quite a bit – and that largely worked as intended. There was no cavalry versus infantry combat though, and no use of the square formation. The cavalry on both sides cancelled each other out.

I am continuing to leave the system unchanged for now. I need to get a better idea of how to take skirmishing forward before making a move; I need a system which makes choices as to their deployment more natural. My thoughts on tweaks of other rules from last time mainly stand. The most radical thought I have had since is to create an idea of “hits” to reflect losses. 3 hits mean a base removal. Perhaps 1 hit happens whenever there is a disorder result from fire or assault combat. This would allow cumulative casualties to be reflected better, and is an alternative to the idea of “double disorder”, as disordered units can take hits. It would also help for cavalry vs. cavalry combat, where there is a lot of back and forward without any cumulative effect.

A less radical idea is to reinstate the rule in main BBB that skirmishers are the first base to be removed. This helps tidy things up if nothing else.

Back to Iron Cross

Last night we did another Iron Cross game at the club, using the latest adaptation of my house rules. It was pretty much a repeat of the previous scenario, which we played way back in October, before my travels, Christmas and flu intervened. We had four players and I games-mastered.

This was version 1.1 of my house rules. These are actually slightly shorter than V1.0 we used last time, as I reverted to the original rules for buildings and the indirect fire rules were a bit simpler too. They still tipped into 8 pages though.

The game, using mainly my figures and vehicles for 1943 Italy, moved a bit faster, though we only completed three turns. The Germans tried to move too many of their forces forward at once, which did not leave them with enough command points to do the fighting, or to penetrate deeper into the British territory. Their tanks got badly mauled (three knocked out, two badly damaged out of six tanks), even before the British tank reinforcements arrived, while they only managed to knock out one M10 in return. The infantry cleared the wood next to hamlet that was the objective, without much loss (and destroying one of the British infantry sections), but hadn’t really got stuck into the main British position.

How did the adapted rules fare? Only the mortar fire rules got a serious test: they turned out to be a bit too effective, but that was mainly because as games master I was a bit too generous with “speculative” firing at unseen targets. On reflection I think all fire must be directed at seen targets, with maybe an exception for game objectives. Smoke would be the exception. There were a couple of attempts at close combat, and I think the “super-activation” idea works better than my previous two-step one.

A couple of the issues that I mentioned last time raised their heads. The firing rules are a faff and not very intuitive. By now the players should be getting the hang of it and able to resolve things with a quick reference sheet. The other is that cover doesn’t seem to offer infantry and support groups all that much protection. Both are core Iron Cross rules, which I’m loth to fiddle with. But the grey cells are working on it.

But the biggest problem is that we are all in the early stages of mastering how to play the game. Holding reserves, retiring to regroup, passing the initiative are all plays that should be made more. The command rules (for example with one re-throw per turn) need to be brought in. I only discovered how useful the fall back rule is at the end of the game (I took over the German armour, which desperately needed to regroup). I should be trying to push all this onto my fellow gamers – but the truth is that I’m on a learning curve myself. But generally they seem happier with this game than with Rapid Fire, so there is plenty of scope to keep going. I need a new scenario though. This one is now stale.

Meanwhile I’m very tempted to devise a WW2 system based on the Fire and Fury move system (used in BBB). I have taken this on in a little rule-writing project – but this for a battalion level game, and one that doesn’t pretend that platoons are individuals. That’s very different from Iron Cross, which is an unashamed company game, where at least the tanks are scaled 1:1 – though not a true skirmish game like Chain of Command.

Another BBB Napoleonics game

After a six week trip to Australia, followed by Christmas and flu, I’ve had rather a long break from gaming and modelling/painting. Now I’m starting to work my way back in. Last night I ran another Napoleonic game at the club, using my heavily adapted BBB rules.

For a scenario I dusted off an old one I had from Grand Armée days, called Three Roads. It is actually a disguised ACW scenario, reset to 1815, though alas I don’t know what the original battle was. In the GA version Napoleon’s I and II Corps attack the Anglo-Netherlands forces based near Hal under Prince Frederick to the right of Wellington’s main army. In my version it is the French III and IV Corps (reinforced by a couple of brigades of infantry) who pounce on the Prussian III Korps. Only after I put the scenario on the table did I realise that the OB was strikingly similar to the battle of Wavre, on the opposite flank of Waterloo, where the French had less infantry and more cavalry. The French have a big advantage in quality and quantity, but their force is split across three lines of advance, and they are time-limited. We played this scenario a couple of times back in the day, and it produced an intriguing game, asymmetric games often do.

We got about 5 turns played (though one flank only completed 4 turns, it was clear where that was heading). This is probably right for the length of the scenario – the GA and BBB timescales are hard to compare. Though by then the Prussian were close to collapse (but with reinforcements coming) , they were holding one of the two bridges that were the battle’s objectives securely (being the Prussian escape route), though the other was close to falling. If darkness fell the Prussian would be able to get out, and the French had taken some pretty heavy losses. A draw. With a little tweaking this works OK for an evening game. We had two players each side, with me as games master.

My companions are getting the hang of BBB, and things are moving much faster than before, which is gratifying (we got through 5 moves last time, but with smaller forces). One feature of play that threw me a bit was that both French players threw their infantry into combat in march column. I don’t think we played this quite right. I think this was a mistake on their part, but they didn’t think they had time to deploy into proper combat formation, and on the French left they wanted to take advantage of a bridge. I wonder if it is too slow to redeploy from march – but then reorganising your forces could be a slow business.

My rule modifications worked OK. Artillery proved very influential: it help the Prussians a lot, as those march columns made good targets. Both sides had more artillery than in previous games with these new rules (which double up the number of bases), as I was doing an artillery-lite Peninsula scenario before – this time I used historical ratios. This anyway answered the previous issue with artillery not being effective enough – it’s a matter of quantity. Artillery can be devastating with good dice (11 or 12) but it is often ineffective. I don’t really like this balance, but it’s core BBB. The replacement of “out of ammo” with “disrupted” is simpler but clearly less harsh, as artillery tends to bounce back from disrupted quickly – though if it happens on Offensive fire, it will affect Defensive capability. Another point is that artillery is quite vulnerable to an exploitation attack, where they can’t fire defensively. This could be realistic, but I’m not comfortable with it.

Others of my new rules didn’t have much impact. There wasn’t much infantry v infantry assault combat. Those French march columns tended to get stopped before they could get involved. The skirmisher rules weren’t really used at all. The players were too impatient, and I don’t think they’ve internalised this new feature yet. Whether this new feature is worth the bother remains in the balance. Nor did we have any artillery in direct support of infantry units – though the Prussians should have done this, and I could have guided them into doing so. So I can’t say that my rules have properly proved themselves yet. I need to give them more time. Squares were used a bit – and I did allow all-round firing, though it was ineffective.

I am resisting the temptation to fiddle with them some more. But here are some things to think about:

  • I could make formation changes like limbering and unlimbering is for artillery: a two out of three idea. So changing formation doesn’t stop you from making a full move, but you do lose the ability to Offensive Fire. This would have the benefit of aligning the infantry and cavalry rules with artillery. Formation change could be extended to more general “reorganisation”. Though what about a a dash across a bridge in March Column to quickly change to Depth or Line before the enemy can counterattack?
  • Squares could behave a bit more like tactical squares – in which case they would need to be based on the Depth formation. Or perhaps squares in depth get a no flank benefit to infantry attacks also.
  • Artillery might be a little less vulnerable, especially to exploitation attack. Perhaps it gets an extra round of defensive fire.
  • Artillery bases in the same corps could combine to form temporary units for the purposes of movement throws and assault combat.
  • What happens when a unit that is disrupted suffers a second disruption result? At the moment nothing. Perhaps have a “Shaken” status, which takes 1 point of movement throw, and perhaps increased combat effects (no advance into a ZOC maybe, but no modification to firing and assault modifiers).

Apart from this some wider problems with the BBB system are becoming apparent. I have already mentioned the issue with artillery being alternatively devastating and ineffective. The activation system is a strength and a weakness. One throw deals with command friction and morale. This is very good in situations like the multiplayer setups I get on club nights. For example it was no trouble to split the Prussians between two players in this game. But it can be very disruptive. The Prussian regular unit got stuck for at least two turns, as did one of the French units. This sort of thing happens in real battles, of course, but it gets in the way of player agency. Other systems get players to concentrate command resources so that disruption is less likely to happen to areas of high priority. Perhaps this could be moderated with a bigger effect for a CinC – allowing a re-throw of a Movement Throw perhaps?

Still with my gaming companions getting used to the system, and with my modifications getting most of what I wanted, I’m holding back on developing my own system for now. I have an 80% draft for a prototype, but I already know that it is over-engineered.

Meanwhile the success of Three Roads means I should look at a scenario based on Wavre.

Postscript

Another thought on a possible rule amendment: the cavalry opportunity charge. Before defensive fire cavalry can charge enemy units within 6in that have shown vulnerability by changing formation. They require a movement throw as usual, and in any subsequent combat there is an advantage. This actually fits in with something one of the players said in our game – but it would fit well with more flexible rules on formation changes suggested above. This could be allowed for infantry too, instead of Defensive fire. Inf act it could be brought into the same phase.

Iron Cross: an outing for my adapted rules

We tried out my rather extensive house rules for Iron Cross, the WW2 system, last night at the club. It was an attack defence games, using the game’s hidden deployment rules. It was also an outing for quite a few of my 1943 20mm figures and vehicles, since the person with  Normandy ones I had planned to use was ill. Verdict: my gaming friends like the system, but my adaptations need more work.

In my scenario the British were defending a two building farm with an infantry platoon, supported by a mortar, a Vickers machine gun and a six pounder. A separate command was in the rear to offer support, consisting of an M10 and Sherman at first, plus a further three Shermans on Turn 3. The Germans were attacking with two weak infantry platoons (3 sections each) with a pair of mortars, and two tank platoons, one of Panzer IIIs and one of Panzer IVs. I had originally planned to use two Panthers in place of the Panzer IIIs, and for one of the German platoons to be mounted in halftracks, and for the British to have 2 M10s and one Firefly along with two Shermans. But without Bernie’s stuff I had to make substitutes. I did have Tigers available for the Germans, but I thought that would unbalance things a bit, even with just one, without any very strong antitank guns on the other side.

We didn’t get very far, declaring a draw most of the way through the third turn out of what was supposed to be seven. The German armour had fared badly: they lost two Pz IVs and one Pz III as the British opened up on them from concealed positions. Their infantry were slow to get stuck in, but once they did they were making steady progress. All the British armour was still in play, but could it rescue the beleaguered infantry in time?

The first point was that we were slow. according to the rule booklet we should have had time for that size of scenario, as we had four players. I think there was quite a bit of learning curve, but moving each init one by one does make a much slower game the Fistful of TOWs, which we use for micro armour. But it creates a more engaging game. I had each player operating a separate command with two extra tokens, which may be a bit generous – though it did help recreate patchy cooperation between infantry and armour, which is what I hoped. But I’m hoping that we speed up quite a bit.

On the rules, I think the concealed deployment  worked well. I’m sure my simplified firing rules speeded things up, though each firing usually involved two dice throws, and sometimes three. That is part of the core system, so I hesitate to fix it. My indirect fire rules, which we used for mortars, were not particularly intuitive, though the fire was a little less accurate than I thought. The game’s original system isn’t particularly intuitive either, so that’s no great loss. The spotting phase was an extra faff, and could be dropped – but I think this was an important part of how things actually worked. However, we could just go straight to the placement of the marker without the placement throw, once the spotter is activated, and leaving the vagaries to the actual firing. That would cut a dice throw. We also need to be a bit sharper in deciding where a unit is for the purposes of near misses – is the the centre of a section, or the nearest figure? If the latter, then it could lead to a bit of gamesmanship.  Mortar fire wasn’t that effective though – perhaps because there isn’t the automatic morale marker for each hit.

The bit of the rules that my fellow players weren’t happy with was close combat, which arose when the infantry attacked buildings.  The separate morale test, which doesn’t play until the assault phase looked unrealistic. Also my attempt as treating buildings as terrain units, rather than just areas of rough terrain (as the main rules do), was clunky, especially with the rather large building models we were using.  The morale test stage needs to come at activation, not later. The buildings rules need to be rethought. I’m tempted to go back to the original, albeit with clearer guidance, rather than create a whole new structure -as this wasn’t an aspect of the rules that received much criticism.

One other aspect surprised me – that cover seemed to be relatively little use, especially against infantry weapons. This aspect is largely in the original rules, though. Cover doesn’t affect the to-hit throw, and the first morale marker is automatic regardless of cover. Of course troops in cover are as liable to being suppressed as those outside, so there’s some logic to this. But both the 6 pounder and the Vickers gun proved quite vulnerable with a morale rating of just 3. Since this looks like core rules I don’t want to think about fiddling with it until we have started to learn the system better.  And that’s important: it takes a bit of experience to use the rules well. I started to learn that pulling back vehicles into cover after they have fired is useful. This is especially true of vehicles like the M10, which usually don’t last very long on the table because of their thin armour. But classing it as “light” so that it can react better starts to make sense – and you have to deploy it where there’s cover to dodge back into! In fact I forgot to make use of this “light” rating -but then I was also too generous with moving and firing – it should have been 2 off the to-hit throw rather than 1.

Finally there is the issue of scenario design. The attack-defence game format was much more fun than the encounter battles we have tried before. I also thing that keeping armour and infantry in separate commands works well in recreating the difficulties of cooperation between the arms – though this was more of an issue for the Allies than the Germans. In the scenario design this included separate break points. One more lost tank and the German armour would have pulled out! Another aspect of the scenario to think about is terrain.  This worked well enough last night, but I did spend quite a bit of time thinking about it first. One nice feature of the attack-defence format is that the defender has a greater depth of terrain to play with, so the action is spread across more of the table, rather than being a punch-up in the middle. One idea I have for the future is to design scenarios specifically for use with reconnaissance forces. Smaller numbers of lightly armed, but mobile forces on the attack, with spread out defenders, also relatively lightly armed and a fire brigade of some sort. I need to work on the vehicles though!

BBB: new house rules

Following my last post, I have produced a new edition of my house rules for Napoleonic wars on the Rules Page. The modifications are now quite extensive, so I have produced a set of design notes to go with it.

Last Monday I ran another club game with my Albuera scenario transposed to Franco-Prussian 1815, where we used these rules. We lasted 5 turns and did not have a decisive result, again. I will need to try other scenarios, but this is clearly a problem. The battles are going on for too long. The extra attrition in infantry combat isn’t having the hoped for effect. Too often infantry is held back. I’m not sure what the answer is. Corps break points would be one approach. In this battle one Prussian corps took almost all the strain, while the other lurked in the background, apart from its cavalry. It was nearly wiped out, but still held on for four turns. Perhaps they should have been treated as fragile as well as Raw – though I don’t think that properly applies to the Prussian originals. I don’t want to introduce such a radical change, though. For now I must think more about scenario design.

Otherwise I think the rules worked pretty well. My fellow players complained that artillery was rather ineffective. But, faithful to the original Albuera, there wasn’t that much of it – two or three units a side. I think the extra flexibility of artillery movement worked well. Replacing Out of Ammo and Silenced with Disrupted worked well, as did the elimination of half-effect firing.

I’m not entirely sure about the new cavalry-infantry combat rules, as they weren’t fully stress-tested. But they induced the right sorts of responses in players. I am cautiously optimistic. On the other hand I am very pleased with my skirmisher rules. Within the limits of BBB mechanisms they work well. Players are being forced into realistic choices – which are important but not too important.

One issue that I probably want to fix in due course is the rules on squares. At the moment the squares behave in combat much as normal formations: they still have flanks for infantry attacks, and there is no all round firing. This is not how players instinctively feel how squares should work, so there is too much that is counter-intuitive. I also think movement restrictions could be clearer. But I don’t want them to be used to provide all-round defence against infantry. I think all round firing could be put in (remembering that it is reduced effect) and the Depth formation in square could have safe flanks against infantry attacks.

I have come across an old scenario book for Shako rules. these look about the right size for the smaller games I want to put on – and I think I can adapt them. And there are two specifically for 1815 Prussians (Wavre and Planchenoit). I am also thinking of trying Shako out itself!

More BBB Napoleonics

Last night at the club I tried out my new house rules to convert Bloody Big Battles to Napoleonics, using a smaller scenario. This was a success, though I will tweak the rules some more.

The scenario was loosely based on Albuera (1811 in the Peninsular War), but using my 1815 Franco-Prussian armies, so that I did not have to print new unit labels, as well as getting more feel for how these armies work. On the French side I had four standard 4 base infantry units of Veteran line troops. Two of these were assigned to the flank march, one to the pinning attack and one to the reserve. In support were three cavalry units. One light cavalry unit (3 bases) supported the pin attack, while a further one (using my Polish lancer figures) combined with a cuirassier unit of 4 bases to support the flank attack. They had three artillery units: one field unit for the pin, one further field unit and a horse unit for the flank attack. There were two generals. One overall (Vandamme taking the place of Soult) and one for the cavalry (Grouchy taking the place of Latour-Maubourg, though in 1815 he was the senior officer). The Prussians had two corps. One, to take the place of the Spanish, had three 4 base landwehr infantry units and a 3 base landwehr cavalry unit and a field artillery unit. To take the place of the Anglo-Portuguese were two 6 base line infantry units (Trained) and a 4 base dragoon unit, also with artillery. The Prussians were classed as Passive. This is hardly an exact correspondence on the Allied side (given that the British had the best infantry on the field), but the overall challenge remained similar. The terrain available for a club night encounter was very approximate.

The scenario worked fine. Doing proper historical scenarios, as envisaged by the creators of BBB isn’t really feasible for a club night. They tend to be too big, and there isn’t a good way of getting the terrain relief right – real terrain is subtle and flowing; club hills are blobby – and most gamers don’t actually bother with them, using other terrain features to break things up. Since hills are probably the most important aspect of terrain militarily, this is a pity, if understandable.  Also getting the armies right takes quite a bit of prep. But you can’t beat a historical scenario for creating a narrative and interest. So my compromise is to use real battles for game purposes drawing units from historical armies, but not those f the battle itself. We didn’t quite finish this one, but we started late, and there were only two and a half of us, instead of the usual four. So the size was about right, until we speed up. I need to find a few more battles of this sort of size.

How did it play? Terry did not follow the historical precedent. He immediately threw the reserve division into the frontal attack, turning the pinning attack into the main deal. On the flank he set up his artillery to play on the allied units, pushed his cavalry towards the Allied rear, and held his infantry back. The Prussian regulars moved to handle the flank attack, while the landwehr dealt with the frontal attack. In the former case the dragoon unit did most of the work. It did sterling service, beating off a combined attack from the two French units, and with some help from fire support, destroying the lancer unit. At the end the French cuirassiers were in the Allied rear, but allied dragoons were still facing them off. The regular infantry allowed themselves to be pinned by the cavalry, but took up the challenge of the French infantry when it eventually advanced. This infantry battle wasn’t resolved at the end of Turn 5 (or 6) when we called it a draw. Meanwhile the French frontal attack was slowly grinding down the landwehr after capturing the village, though at the cost of being neutralised itself. The landwehr cavalry managed to neutralise the French cavalry, using the stream.

So how did the rule modifications play? The most dramatic: the new cavalry v. infantry combat table, and squares. Infantry became fearful of cavalry, and often took up square formation (on the Prussian side), limiting its effectiveness. So it played a bit like Waterloo. Whether this is overdone is hard to test. There were not many attacks by cavalry on infantry, so this aspect wasn’t properly stress tested.

I was most nervous about the skirmisher rules, as this seemed to add the most complexity. But they worked pretty smoothly, and it captured the most important aspects. Skirmishers could shield the main body from disordering fire, but also represented a drain on strength. Cavalry was good at neutralising them, giving cavalry a further (and historical) function. The unhistorical thing is that firing is alternating, which doesn’t capture the mutual attrition aspect of this warfare, where most of the damage in fact arises from fatigue and ammunition loss. That is pretty much baked into the BBB system, though.

The new infantry combat table was fairly influential and meant that the French attack on the landwehr progressed more quickly. Again this needs more stress testing, but the early results are promising. Finally the new artillery system, with bases representing smaller units with reduced firepower worked well. Artillery remained influential enough. Replacing silenced batteries with Disrupted ones (like infantry) wasn’t tested, and neither was their vulnerability to charge combat. Artillery was incorporated into supporting infantry units, but this it was difficult to do this while the infantry was moving. In fact in the real battle of Albuera the artillery did keep up with the infantry.

So what changes to make? There should be some small tweaks to the skirmish rules. I think artillery movement can be more flexible – and the rules used in Age of Eagles (another system based on Fire and Fury) used, allowing artillery to limber/unlimber and move, or limber/unlimber and fire without penalty in a move (but not move, unlimber and fire). This leads me to a further thought. I have now eliminated all the causes to halve fire points except Disruption and Low on Ammo. Can I find a different way of handling these? Infantry fire with a single point per base; artillery Defensive fire at short range only. And treat Low on Ammo as Disruption instead?. I like ideas that reduce complexity!

There is something else, while I think of it. BBB allows for the recovery of bases on the movement throw (though not if Disrupted). This was very important in the first trial game I played (actually based on the 1866 campaign), when an Austrian unit that was badly mauled by concentrated artillery fire, retired behind a slope and mostly recovered. It has almost never been used in my games since, possibly because we forgot to apply it, but mainly because damaged units are in the thick of it and usually start their turn Disrupted. In the Napoleonic era I can’t think of a case where a division got badly roughed up, retired, recovered and went back into battle on the same day (overnight is another matter).  Units disintegrated during battle and proved very hard to recover until the end of the day, even when casualties were not that great. It is quite a striking feature of the Napoleonic battle. I think this could be dropped (it doesn’t feature in Fire and Fury or Age of Eagles). There is a case for not removing units reduced to a single base, but consolidating them into rump units to fight a rearguard with, but that is something else, and an extra complexity we don’t really need.

I think I’m really on to something with this adapted BBB. What I need to do now is to work on my 15mm armies to make them look a bit smarter and extend them a bit, especially the French. It would be fun to have Austrians and Russians too, but that’s a long way off! I still have unfinished business on my 1943 troops.

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!