Twilight of the Sun King is one of the most interesting, and I would say important, rule systems out there. It has a simple but ingenious game mechanism, which does away with much of the paraphernalia of traditional wargames rules, making it particularly useful for bigger games. It was originally designed for the wars of Louis XIV (the Sun King). These new rules represent an adaptation for the Napoleonic era. Based on a preliminary read through, though, I have very mixed feelings about it.
This is the first time that I have bought any rules based on this system – even though the Great Northern War is one of my periods, and that is contemporary with the wars of the Sun King – and they were recommended by one of the readers of this blog. I didn’t really understand what the fuss was about until I read an article in Wargames Illustrated by Bill Gray, my favourite regular contributor to a magazine that I find increasingly disappointing. He gave a thumbnail description in July 2023 edition in the occasional “Why I love…” series. The system is so simple that an overview is actually most of it. Bill describes the system that he uses (“TWIGLET Redux”), which is based on the original, rather than subsequent published editions. I was blown away the elegance of the design. I immediately started culling it for ideas for my nascent system for Bismarck’s Wars. Each side moves alternately. The move starts with a morale phase, where each unit that is under fire or in contact with enemy units tests. Units can withstand a certain number of fails (typically 4) before being removed. This test, using two D6, or average dice, is kept very simple, with a minimum of modifiers. There are no automatic retreats or other such refinements – it is up to the players themselves to remove battered units from danger before they are destroyed and concede real estate. After morale there is movement; some moves can be carried out without more ado (advancing straight forward, for example), others require a score of 3 on a D6 , with again very few modifiers. This is followed by a targeting phase, where the player specifies which of the other side’s units are under fire. And that is pretty much that. No separate firing or close combat processes; no elaborate protocols for retreating or following up after combat, no high-flown activation system. Some sort of army morale system to end the game before it gets interminable is advisable.
So how does Twilight of the Emperor (henceforth TotE) work? The basic structure is there, sure enough, but the author, Nicholas Dorrell (not the originator of the system, who was Steven Thomas in 1995, based on earlier ideas by Steven Simpson – with later versions by Andrew Coleby) adds in a lot more complexity to reflect the developments of this later era. These are in three main areas. First is command. Units are brigade-sized, putting it in the same space as systems like Sam Mustafa’s Blücher, or earlier Grande Armée (brigades can be standard, small, large or tiny…); these are organised into divisions or corps. This, apparently, wasn’t built into the Sun King version – but the changes are quite simple. A command figure for divisions (if merited) or corps can influence morale or movement tests. The second main way is a reflection of tactics. Each unit can adopt one of a number of modes, broadly reflecting column, line, square or skirmish – with a distinction between British and other lines. This is where the trouble starts, because it inevitably builds in a lot more complexity.
And the third area of Napoleonic detail is in troops types. Mounted troops are not just split into light horse (cossacks, etc.) and cavalry, but cavalry into heavy, medium, light and lancers, as well as battle cavalry and other. Artillery can be organised into battalions, brigades or boost individual units. British doctrine is distinguished from “Continental” (the British use of that word to refer to other Europeans is a personal bugbear, but that’s another story), and various other differences in national doctrine are recognised. All this complexity means that the quick reference sheet extends to four sides of A4, though not especially densely packed, admittedly. The morale test takes up nearly two sides. The original would surely require a single side for the whole thing. Added to this the author wants to reflect additional troop grades. In the original there are just three: Trained, Elite (+1 on morale tests) and Raw ( -1). The problem is that if the modifiers get any larger, they would have a major distortionary effect. In these rules (optionally), you can grade Trained troops from A to E; these can be randomly promoted or demoted to Elite or Raw depending on grade (so and A gets a 50% chance of promotion, an E gets a 50% chance of demotion, etc.) – a couple of optional systems are presented to do this (e.g. permanently assigned on first test). This is admittedly a self-contained aspect of the rules that can be left out (and doesn’t make it to the QR sheets) – but it is another thing to do in game play, and needs to be kept track of.
This level of complexity is just not what I expect from a set of rules in the big battle space. Sam Mustafa’s two big-battle systems don’t bother with distinguishing between the use of different tactical formations; they have a simplified systems of dealing with troop quality and type. Ditto for Chris Pringle’s Bloody Big Battles, though this is not specifically designed for this era it is used for Napoleonics with some amendments. Having spent a lot of my life writing and adapting big battle rules I haven’t seen the need for such complexity either. If you want that sort of thing it’s better to drop down a level to rules where the main unit is a battalion – mis-named Général d’Armée or Lasalle (which is still pretty stripped down) for example. There was an opportunity to keep the QR sheet down to a single side, which was lost.
Of course, this is a matter of personal taste. To many players the extra twists on tactics and troop types are the very joy and essence of Napoleonic wargames. I remember the thrill of Bruce Quarrie’s Airfix Magazine Guide back in the 1970s, which opened my eyes to the wonderful world of Napoleonic wargaming. The complexity was part of the joy. If that is how you feel, then this system may be a clever way of bringing that complexity to big battle rules. I haven’t tried playing them, so they may well flow quickly once you get used to them. But the three page player guide included in the booklet seems to revel in the number of decisions the player needs to make – and if there is one thing guaranteed to slow play, it is giving players too many choices. You pays your money and you makes your choice.
A couple of other aspects of the rules caused me to raise an eyebrow. Quite a few words are devoted to ideas of flank or rear support, which can affect morale tests (depending on formation). A second is that units in contact with the enemy require a successful morale test to break off. Neither of these get a mention in Bill Gray’s TWIGLET – and indeed the ability to break off combat (subject to a movement test) is one of the design features that Bill really likes. These may well reflect modifications made later in the official evolution, before TotE. Both seem to there to persuade players to adopt what are deemed to be historical deployments and tactics – rather than letting the merits of the tactical situation do so.
So, my view is that the designers of this system have taken an elegant system for big battles and moved it towards more mainstream systems, and gilding the lily. This may be to your taste, but it is not to mine. So, how would I adapt the original model for the Napoleonic era? We need to go back to what the main differences between warfare in the two eras at the big battle level. The first is that armies were much more articulated into separate divisions and (sometimes) corps each under the command of a general, often on a campaign basis, rather than just for the day. This idea was embedded into pretty much all armies by the time of the late Revolutionary wars (i.e. from 1799) and quite possibly from way before that. The corollary of this was that the divisions could tolerate operating at some distance from their neighbours – and were much less worried about exposed flanks than in earlier eras. That reflected tactical developments in the manoeuvre of battalions, with the use of columns and squares, or simply with much better drilling of the troops allowing rapid changes of facing. TotE’s command rules make sense, with more commanders on the field than for earlier versions. But how to reflect the more sophisticated tactical handling? It should be harder to conduct flank attacks – the typical solution is that these must be delivered from behind the front of the target (which TotE does). I would suggest that all attacks require a movement test – rather than just frontal attacks. There is a case for some special cavalry v. infantry rules incorporating squares – which trade protection against cavalry for manoeuvre and vulnerability to artillery. But this rapidly turns into a nightmare and I wouldn’t be inclined to go down that route. That means doing away with the paper-scissors-stone aspect of Napoleonic tactics, but I don’t think that was a big battle thing.
How about representing different troop types? The first thing is to tolerate much less variation. The critical question is how much different types of troops were used in different ways by generals of the time. If you can’t find much of a difference in role, it shouldn’t go into the rules. For example, at the big battle level there is no point in having a separate classification for lancers, which were another version of general-purpose cavalry. There isn’t much of a case for treating French dragoons as different from hussars or chasseurs either, for example, at least on the battlefield (a different matter for the British). If you feel the need to make distinctions then one way is to give some units special abilities in one aspect of the game – for example a bonus/penalty on the movement tests, or particular morale tests (just close combat, say). The simplicity of the Twilight system admittedly makes that harder. Perhaps give some troops a the elite bonus on some morale tests but not others (close combat but not firing, or vice versa), or a demotion if facing particular troop types.
When adapting the system to my own rules (starting with the Bismarck era ones) there are couple of other things I would do. First I would drop brigades from the tabletop organisation, and articulate each division into a number bases depending on the number of men (one base for 1,000 infantry or 350 cavalry, say) not necessarily corresponding to actual historical units, and move these as individual elements, with a bonus when the are joined together in bigger combinations. This latter can be enforced using a PIP (movement points based on a D6 score, say) system for each division, perhaps replacing the movement test altogether. This would then be a blend of Twilight and DBA (De Bellis Antiquitatis – Phil Barker’s revolutionary system which started the fashion for stripped-down rules). And then I plan to replace the morale test dice throw with a card draw. But that’s another story.
In conclusion I would say that the Twilight system can be used for Napoleonic battles, but I would stay closer to simplicity of the original, and try to get the QR sheet down to a single sheet. But that really is just down to personal taste.