After a spate of painting this spring and early summer, my energies turned to rule-writing. It proved a much longer and harder road than I expected. But the end result might be very close to my final “Dining Table Napoleon” product. Or it might yet collapse into a heap of broken pieces. I want to take this opportunity explore the choices I had to make and the solutions I have come up with.
But first: what is the game for? As the blurb on my blog suggests, I want to fight big Napoleonic battles. Wagram and Leipzig might be a stretch, but a medium-sized encounter of 30,000-50,000 a side should count as a relatively small game, and a Waterloo (with about 70,000 a side plus 40,000 Prussians) should be quite possible to handle with two players (plus one for the Prussians) on a moderately-sized table. I want to use my 15-18mm figures (while catering for smaller ones) and I also want rules that will be quite easy to pick up and play for occasional players. I want to recreate the ebb and flow of a Napoleonic battle reasonably faithfully, so that game outcomes are historically plausible, and historical outcomes within the bounds of the game’s possibilities. But the game needs to evolve reasonably quickly, with a turn representing about an hour of action.
If that sounds straightforward, we are left with the puzzle of why so few games systems take this on. Only one mainstream system that I know of does: Sam Mustafa’s Blücher. This is a clever system with a lot of interesting features. I played three games with it at the club with my French and Prussians, and the experience was decidedly unsatisfactory. Why? A lot of it was visual. In order to make it fit the table sizes I wanted meant having two bases to a unit, giving 12 infantry figures and four cavalry. This didn’t look right, for reasons that I find hard to pin down – but my fellow club members thought so too. Too few men to a unit? It would have looked better with 10mm or 6mm figures (or bigger bases and a fuller ground scale). Certainly that was true of the cavalry. I also didn’t like uniformity of the unit sizes in this context (as opposed to a smaller game). Other aspects of the rules failed to float my boat too. The rules on built-up areas felt entirely wrong – they became fortresses against which attacking units were dashed in vain, rather than stages for gory and confused fighting that was costly to both sides with frequent changes of fortune. Leaders are not generally represented, and neither is the divisional level of organisation – all for very good games-design reasons, but which spoiled the historical narrative for me. The rules did not handle the Prussians very well. They are a pretty boring army in terms of classic gaming features (elite units, heavy cavalry and so on), while their flexible battlefield organisation, where the battalions from different regiments were mixed up in task groups, did not lend itself to a system where the basic unit is a regiment or small brigade.
So I let Blücher go. In fact I thought that brigade-sized units were not the route to go. This is really the minimum-sized unit for big battle games, unless you have big tables and many players. This is the reason why so few rule systems don’t fit the scope I am looking for. For many players, representing battalions is the essence of Napoleonic wargaming, with classic decisions about line, column and square. I have even read some rather implausible arguments that numbers of battalions determined the effective size and capability of armies more than numbers of men (in fact generals of the time tended to measure army and corps strengths in 1,000s rather than battalions). But even if you reduce battalions to a relatively vestigial role (such as in the very interesting Et Sans Resultât rules) you find you find that a single player can’t control more than a corps. If you want to play with battalions, that is fair enough – but it annoys me when any such battalion-based system claims that it is for big battles, which is often the case. Smaller battles (20,000 or less per side) were quite rare historically, so you are left with refighting a corner of a bigger battle. Or fictional encounters between two corps or reinforced divisions – which, to be fair, can make fun game. With the modern preference for games between smaller forces chosen from army lists, it is not surprising that most Napoloenic rules are based on battalions.
Old school wargamers in the 1970s simply fudged things by scaling down, with each battalion representing a brigade or division, and the table being scaled to fit the battle. But in due course proper brigade-based games were created. I investigated three systems in particular. The first was Volley and Bayonet by Frank Chadwick and Greg Novak, published in 1994. In this system units were represented by square (or sometimes oblong) bases with a standard 3in frontage. The system covered the whole era from the Seven Years War to the Franco-Prussian War. I never played it. The table sizes required for 3in bases was large, and at the time I had few gaming opportunities. But the stripped down nature of the system was inspiring. They also published a very useful scenario book for the 1809 campaign. Next came Age of Eagles. This is based on the ACW Fire and Fury system, a revolutionary set of rules published in the 1990s. Age of Eagles is based on deep historical knowledge, but it is not a stripped down system. The units might be brigades, but they are made up of multiple bases, and perform battalion-like evolutions. I played them once (a recreation of Quatre Bras), but let it go after that. In my view it ia player per corps game – and if you are going down that route I would prefer the vestigial battalions route of ESR. And thirdly there was Sam Mustafa’s Grande Armée and its fast-play derivative. Sam is for my money the best games designer out there, and it showed with this system. Like V+B, its units were brigade represented by squares. The system was based on 3in squares (which gave me a space problem) but I followed the recommended option of 2in squares with special rulers marked in 2/3 inches. This was the system I settled on for many years, using the fast play version with house rules. But a number of features were unsatisfactory, both from a visual point of view, and as a historical representation. Sam moved on and the system gradually became ossified.
This brings me to the 2010s and where I started this blog. I wanted to write my own system. I was focusing on a project to refight Vitoria on its bicentenary. This was definitely a brigade-based battle, and so I keep the brigade-based system using 30-minute moves. These rules are quite clever and innovative (they used playing cards in place of most dice), and they are published on this blog. But Vitoria took all day with four players, though my fellow players were very kind about the rules. Incidentally we did not use my miniatures for this, but my friends 6mm GA bases. This left me the conclusion that I must move forwards to division-based games and one-hour turns.
Divisional-based games do produce headaches, especially for Peninsular War battles, as my Sorauren game showed. But I did have an interesting place to start: Chris Pringle’s Bloody Big Battles. This is not a mainstream commercial system like Blücher with well-produced booklets and player-aids. But it is very well designed and comes with a host of big battle scenarios. The system is based on Fire and Fury, again – but unlike AoE it is properly stripped down. But the big problem is that it is primarily designed for the Franco-Prussian War, and then extended to other campaigns of that era. Small arms ranges were much greater in relation to move distances. But quite a few people used them for Napoleonic games, and so I started out on that path. What worked especially well for me was the way units are built – on variable numbers of bases, based on unit size. I found that this got me much closer to the look I sought than the standard brigade blocks – though trying to use 15mm figures on such a reduced distance scale (1in to 150m) is always going to be a visual challenge.
By this time my journey is well-documented on this blog. At last I was getting regular games as a club member – and the system proved suitable for that. But it was slow going by historical standards, and the cavalry rules did not have the Napoleonic feel. The latter was mainly dealt with when I rewrote them into Big Napoleonic Battles V0, published here, which became our settled rules for club games. But then lockdown hit and I moved away from the club. This year I started to think hard about how to rewrite the rules to address their less satisfactory aspects – notably that a game turn packed less than an hour of action, and so games were going on for too long.
But in a phenomenon that will be very familiar to rules writers, what started as a few tweaks turned into a full-on rewrite and rebalance. To be continued.