Tag Archives: Napoleonic

Twilight of the Emperor – gilding the lily

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.

GDA2 – lessons from first game

Our game not far from when we finished. At the top right the French cavalry’s flank attack is in progress

My hobby year started off with real momentum. But this crashed to halt in early April, and I’ve made little progress since. A combination of holiday trips, a family crisis and gardening conspired to divert me. I can’t see myself getting back to the hobby room for a few weeks yet. The one bright spot is that I have kept the games going, with my two regular monthly groups, and I have had time to explore new set of rules: Général d’Armée 2 (the published rules don’t bother with the accents: I’m just being nerdy) – known hereon in as GDA2. I have already posted my first reactions. At the start of the month I played my first game with a couple of people at the club.

For this game I went for a similar scenario to my first club game of Lasalle 2, a very different game system, but in a similar space in terms of the scaling. A Prussian brigade of 9 battalions plus two cavalry regiments and two batteries attacks a French division of 10 smaller battalions and two cavalry regiments and two batteries. We used my normal Napoleonics, on 25mm bases, with four bases to a standard unit, and six for a large one (the Prussian infantry were in large units). Because of this small base size, we used the 28mm distances, but in centimetres rather than inches. We played on the same field size I have used for Lasalle 2 – 40in by 60 in, rather than the full 4 ft by 6 ft. Following my concerns about the complexity of the game, we decided to leave some of the rules out, notably the menu of ADC tastings, including the C-in-C commands. My fellow players provided the tokens, including a set of casualty trackers using rotating number devices (which can be seen in the picture – adorned with casualty figures).

The game itself proved a bit lacklustre. The Prussians moved to an infantry attack, but this took too long to develop. The French decided to send their cavalry round their left flank. This again took time, but they were able to deliver a devastating attack on the Prussian cavalry, catching it in the flank, and driving it from the field, causing complete disarray on the Prussian side. At this point we ran out of time. Subsequently we realised that this flank attack should have been kicked off with a Redeploy tasking, which the French player forgot to do – as the cavalry started off in the centre rear. that wouldn’t have been too hard, though.

Clearly the learning curve meant that we were slow. In a learning game it is worth taking time to refer back to the rules a lot. We decided that my attempts to simplify the game didn’t really work – and especially that the CinC intervention rules were critical to the balance of play. We also felt that the scaling didn’t work, as it was taking too long for the combat to develop – even after I allowed the attacking side to deploy much further in than the rulebook suggested. We decided next time to use the full rulebook, and the standard 15mm scaling, though using a 6ft by 4 ft playing area. The unit sizes would need to be kept the same, though, as I don’t have enough miniatures for the six-base standard battalions that you should really have for this scaling.

For all the frustrations we decided that the rule system has an excellent Napoleonic feel, and that this would be our standard Napoleonic system for club games.

It is also clear is that the game’s name is a misnomer. “Général de Division” would give a more realistic idea of the scope. Though the rules do provide for the use of an army corps, this would still need a very large playing area – or smaller scale miniatures. In the latter case, though, our experience is that there is a danger of things being too slow – though I do see Facebook reports of it being done successfully. I will resume development of my own big battle rules.

Alas, I am going to miss the next club day at the beginning of July. However, I have promised to lead a game at my other regular venue, which should entail two players a side. I plan to use the Gilly scenario from the 100 Days book (although this is not a historically accurate reflection of that encounter, on the evening before Ligny). I’m hoping that some of the other players will have some experience of the game – and I will certainly bone up on the rules – as we need to keep it reasonably brisk to get through ten moves.

General D’Armée 2 – first impressions

I have been using Lasalle 2 for my club wargames, gradually working through the scenarios in the rule book. But I’m tiring of it. It is far too abstracted and too gamey – by which I mean the players is more concerned with the operation of game mechanisms than things that a historical commander might consider. Many important features of a Napoleonic battlefield (such as generals and skirmishers) are abstracted away. In my last game I found myself pushing my cavalry towards a random patch of earth because it represented a victory point. This allowed me to snatch a draw from a losing game – and it felt like a lot of nonsense. It’s always possible to rationalise explanations when odd things happen, but I prefer it when tabletop events look more historically plausible. At the same meeting, one of the other club members raved about the General d’Armée 2nd edition rules. I have also seen being praised by some members of my last club – so I thought it was time to investigate.

Now I had heard about GDA and GDA2 before – but because they were designed around divisional or corps-sized games, I had not investigated further. My main focus is bigger battles – and I thought that the well-written Lasalle 2 rules would suffice for club games. But if these rules were gaining popularity at my club, then they were surely worth a look. So I went to the Reisswitz Press section of the Too Fat Lardies website and ordered the pdf and hard copy package. I wasn’t disappointed.

I discovered that they covered remarkably similar space to Lasalle 2 – the typical two-player encounter would be between forces of four to six brigades – being a reinforced division. The basic unit is a battalion for both with typically four bases (this uniform in Lasalle 2 but there is variation in GDA2), allowing only the most basic of formations to be represented: line, column and square – with the column representing all manner of different column types. They are both carefully written. GDA2 covers some 90 pages of A4; Lasalle 2 has some 120 pages of smaller 7in by 10in paper. But GDA2 feels much weightier. More space is given to diagrams in Lasalle 2, and the writing is more spaced out. And Lasalle 2 is split between basic rules (100 pages) and advanced rules. There is no basic game in GDA2 – you plunge straight into the advanced game equivalent. Its quick reference sheets are a full four sides of closely packed A4, with many more tables and categories than Lasalle 2 (whose QR is much briefer but leaves too much out).

My most recent club game of Lasalle 2. My French are attacking the Prussians from the right. You can see my cavalry passing the cornfield on the right centre and heading for that lone tree in the distance – which marks a victory point. I am in the process of overwhelming the village in the foreground. But in the distance on the left Rod’s combined arms attack is about to cause some serious havoc. Great game but it doesn’t feel historical – a problem GDA2 should fix.

Quite a lot is abstracted away in GDA2, of course. But it feels much less. The generals are represented on the table and issue what amount to orders. There are skirmish bases rather than an off-table system. You need a dozen or so hits to destroy a unit in GDA2, rather than the typical seven in Lasalle 2. There are more unit statuses; in Lasalle 2 units are fresh, shaken or broken (though their effectiveness diminishes with each hit); in GDA units can be unformed, brigades can be hesitant, and so on. Somehow GDA2 feels much more serious and detailed.

Write-ups for GDA2 suggest that its the critical innovation in game design is the allocation of Aides-de-Campe (ADCs) from the commander to the brigades. This is a bit oversold. The ADC system is really a variation on the old idea of command points or command capacity. They only superficially represent the role of real ADCs. I have had the idea of using ADC figures to represent command points for allocation each turn in my own rule systems. It is a good idea though – contemporary prints of battles often show individual horseman charging around the field, as well as skirmishers, and these prints should be an inspiration for the tabletop, as they operate under similar constraints. What is much more interesting are the stylised orders that these ADCs transmit, which operate at brigade level – they are called “Taskings”, terminology that I dislike: surely “orders” would be better. They are supplemented by “C-in-C Commands” to represent the impact of the commander taking personal control, which can only happen a limited number of times. Brigades can’t do very much without these orders. This system achieves the same thing as MO in Lasalle 2, but it is less abstracted. It is much easier to understand what is actually supposed to be going on on the field.

One interesting aspect of the brigade order system is that only one unit in a brigade can charge per turn. Amongst other things this stops the wargames tactic of two or more columns ganging up on a unit deployed in line (which happened in my last game but one of Lasalle 2), which is totally unhistorical – a function of how different a wargames tabletop is from a real battlefield. This is an arbitrary rule but a very sound idea.

The turn itself follows a fairly classic Igo-Ugo format, with different phases for command, charges, movement, firing and close combat, each played alternately. This has the big advantage of making multi-player games easier to run – though only one player can allocate the ADCs. The more complex card-driven or other systems so fashionable in modern wargames systems can produce interesting game situations, but are harder to rationalise. They are more suited to skirmish games than one where each commander dominates the whole field of play – as was the case in Napoleonic battles at this level – though perhaps less so for big multi-corps situations. The need to manage multiplayer games without players from the same side having to wait for each other all the time is still the best reason for the traditional alternate move system – and it’s an important consideration for me. It’s the big weakness of Lasalle 2, though the author does make suggestions as to how to run multiplayer games.

There will always be things in a rule system to quibble over from somebody that has been into wargaming and Napoleonic history as long as I have. From a gaming point of view my biggest one is that I would have much preferred a simplified basic game, to which more complexities can be added as people get the hang of it. It’s not hard to see how that might be done. The basic game would focus solely on divisional encounters (the rules do cater for corps games too), with a reduced menu of ADC Taskings (leave out CinC Command, Skirmishers, Artillery Assault, Scouts and Reserve) – and the CinC Commands altogether. No reserves, scouting, simplified troops types, no light infantry skirmish deployment or reinforcing skirmish screens (or you could leave out the skirmish screen altogether), and simplify the troops types a bit (no drilled or enthusiastic) and do away with small (and perhaps large) units. I’m tempted to create such a basic version myself, but currently I have bigger priorities for my limited hobby time. As it is taking on my first game with my usual club partner is going to be a bit daunting.

Other quibbles are pretty minor. I don’t buy the logic that six and eight gun batteries are the same at this level (“If simply having more guns guaranteed superior firepower, then surely every nation would have deployed 12 gun batteries,” the author asks. Then why didn’t everybody use six-gun ones?). It wouldn’t have be too hard to build a bit more depth to the larger batteries, even if there is no firepower distinction. The author isn’t familiar with later Prussian command doctrine, whereby commands at “brigade” level (i.e. the game brigade – the actual Prussian Brigade is a game division) were task-oriented, and it was usual for them to be composed of battalions from two or three different regiments. I would like to see the ability to form converged howitzer batteries. I’m a little less than convinced by the skirmish rules, especially what the deployment of light battalions into full skirmish actually means. It would be pretty much impossible to deploy a whole battalion into skirmish order and to maintain any meaningful control of it – it would disperse over a very wide area. This presumably actually means some combination of a dense screen and formed reserves. And I don’t think this happened much (or at all?) in the Empire era. Commanders often reinforced skirmish screens by drawing off companies/third ranks from formed units – but the rules provide for this already. And yet this is all grumpy old man territory – the issues are either easy to fix or don’t really matter.

The important thing is that these rules are steeped in a Napoleonic feel. Achieving this with relatively simple game mechanisms is quite a feat. Incidentally, I don’t think they would work that well for either Seven Years War, or the mid-19th Century ones. I really want to give these rules a go!

Which leaves the question of how I adapt my Napoleonic armies to the system. I have 18mm men on bases 25mm square (with some on 30mm squares) – six infantry or two cavalry per base. Artillery are on 35-45mm bases. I also have skirmisher bases which are 25mm by 15mm deep, with a pair of figures. The rules say that a standard battalion should have a frontage of about the same as musket range. On the standard scale for 15mm troops (1mm to a yard), this would mean 15cm. That’s six bases (or five if they are 30mm) – with say 8 bases for a large unit (which would be normal for my 1815 Prussians). This is a lot of metal: 36 miniatures for a standard battalion, though it would doubtless be visually impressive. I would prefer to use the basing I already use for Lasalle 2 – four bases to a standard unit, six bases for a large one (using house rules). That would mean using the recommended distance scale for 10mm miniatures – where musket range is 9cm. That’s a bit tight, but it roughly equates to what I’ve been using for Lasalle 2 in terms of distances (musket range is four base-widths). The distances in GDA2 are all (almost) in units of 50 yards – which is 5cm for 15mm, 3in for 28mm, and 3cm for 10mm. So I could try 4cm for 50 yards. – but then all the QRFs etc would have to be redone. Batteries would be two bases, as per Lasalle 2.

In breaking news, I have already agreed to have my first game this coming weekend at the club. And somebody is bringing a set of status markers – which you are encouraged to buy separately, as there are no printable sheets, but which are out of stock. We still have to mark casualties somehow. I think I might stick to pipe cleaners with yellow/white being singles and red being 5s. I will try and simplify the rules (i.e. leave bits of the standard game out).

My aim is to try this system out for club games with generally non-historical scenarios – in place of Lasalle 2 (perhaps using Lasalle scenarios). For big, historical battles, like Ligny, I still want to develop a different system. The authors suggest that GDA2 can be “bathtubbed” for bigger battles, with each unit representing a brigade, and so on up. That’s not a bad idea, but I prefer systems developed specifically for the scale. Anyway, watch this space!

Another Lasalle 2 game

The game swings decisively towards the Prussians as their cavalry arrives on the far side of the table

I am slowly working my way into a new wargames club – the Tunbridge Wells Wargames Society. Yesterday I put on a game of Lasalle 2 with another new (or in his case, returning) member, using my 18mm Napoleonic French and Prussian miniatures. I am slowly warming to these rules, but I’m still getting used to them. Some further thoughts on the system follow.

We used scenario 8 in the book “Marching to the Guns”, with the “small” forces. I expanded the game squares to 10″ from 6″ (my figures are on 1″ bases – the runs tailor everything to base width, or BW), to make the table less crowded. The orders of battle were based on the clash between Tippelskirch’s brigade and Habert’s division at Ligny in 1815. The Prussians were the larger army, with their 9 infantry battalions on the table to start, with two brigades of cavalry (one Landwehr) from the corps reserve coming in on their right flank as reinforcements. The French had two brigades of four infantry battalions, plus a brigade of two units of Chasseurs, all on the table at the start (Habert’s division actually had two brigades of six battalions – but their unit sizes were smaller than the Prussians’). They held two of the three geographical victory points at the start, meaning that the Prussians needed to be on the offensive. All the French infantry were treated as veterans, with only three of the Prussian units their equal. The three Landwehr battalions were treated as raw Landwehr, and the 25th Regiment (represented by a mixture of my freshly minted 23rd and 29th regiments) was treated as veteran Landwehr, to reflect the unsettled nature of this unit in 1815. Both sides had one foot and one horse battery each, with the horse battery being part of the Prussian reinforcements.

The Prussians, played by my opponent Rod, (organised into three “brigades” with units of the three regiments mixed up, in accordance with Prussian practice at the time) advanced on a broad front, with each brigade advancing side by side, in a “two up” formation, with the foot artillery on their left. They were content to be quite passive until their reinforcements arrived. This proved to be an effective strategy, as, playing the French, I spied an opportunity to be aggressive on my left flank, against his weakest brigade. I pushed some infantry forward, supported by the cavalry. I hoped that the Prussian reinforcements wouldn’t arrive until later (as had been the case in my only previous game, for another scenario). But on turn three, just as my strategy looked as if it might mature (and after a Prussian Landwehr unit delivered a devastating volley on my leading unit), both cavalry reinforcement brigades arrived, threatening to overwhelm the left flank. I managed to extract my cavalry and the attacking infantry in time, with my artillery (both units operating as a combined battery) destroying the offending Landwehr unit, but I was on the back foot thereafter, continually conceding ground on the left in order to avoid disaster. Rod kept throwing cavalry at my infantry squares on the left, but his reserve Landwehr unit was brought forward, and destroyed the left-most French infantry unit (which had been subject to that devastating volley). This and the other Landwehr unit were the only two units to be destroyed when we called stumps at Turn 12 (this was a nominally 10 turn game, but the rules say the time limit should be extended by up to four turns on a bigger table). One further infantry unit on each side was near destruction (my infantry was being quite aggressive in the centre), and some of Rod’s cavalry was looking a bit ragged. But I had lost one of the VPs, and he had the “carnage” bonus as well, because I had lost the more valuable unit. I could see no prospect of reversing the tide, so conceded.

We were both pretty tired by this point, after about four hours of play. It was Rod’s first experience of these rules, and its rather unusual mechanisms, and only my second game. Several times I needed to look things up in the rule book. In my previous game, played much more aggressively by both sides, there were always tricky decisions on how to use MO points – but this time that was rarely so. But this relatively cautious approach carries risks of its own, of course. The Prussians could easily have run out of time, especially if their reinforcements had arrived later.

From the opposite side of the table at the same time. The Prussian cavalry descends n the French left flank

Overall my impression is of a beautifully crafted game system, which produces an interesting and challenging game. The mechanisms ensure a nice flow with good engagement by both players right through the turn. But those same mechanisms give it more of a feel of a game of toy soldiers than a simulation of history. As to how faithful the tabletop results are to historical scenarios, the jury remains out so far as I’m concerned. Certainly the outcome of Tippelskirch’s attack in 1815 was entirely different – it ended in disaster, with probably only one of Habert’s brigades involved. That was because of the difficulties of coordination on the Prussian side (their cavalry never got seriously involved) – which weren’t helped by a large village in the middle of their deployment area. That says more about the scenario setup than the rules, though – except that the rules will allow more coordination between infantry and cavalry than the historical norm. My main requirement though is for a game I can use on club days – which is very much at the game of toy soldiers side of things. The main problem there is adapting the game mechanism for a multi-player format.

My main concern for now is getting the terrain rules right. In this scenario I introduced fields of standing corn, a feature of the 1815 battles, and important in this episode of Ligny. I had to establish a house rule for this, as the “standing crops” terrain was more for muddy fields of cabbages than man-high rye. I really don’t like the rules on built-up terrain; one reason for choosing this scenario is that it did not involve any. They adopt the classic wargames idea of built-up area patches of about 2-3 base widths square, which must be cleared of terrain models as soon as troops enter. But built-up areas consist of buildings and walls which completely break up formations (and usually only occupied by skirmishers), and streets, where most of the action took place. I like to represent this structure on the tabletop, without the need to remove building models. To do that I need bigger built-up area segments (six base-widths square should be OK, and/or 3-4 BW ones with a single building in an enclosure). With my 10 BW terrain squares, this is not in fact much of a problem. The rules don’t need all the much modification beyond this: the combat, cover and garrison rules work well – indeed much better than most rules systems I have used. The impact on movement needs one or two house rules, though. Moving through a built-up area in battle formation should be hard work, as you have to break down the formation, pass through, and rebuild on the far side.

Another area requiring more work is the tabletop presentation. I want to get a nice-looking but portable table set-up. My Geek Villain “Autumn” cloth, shown, works fine for what it is. I taped on a table boundary, which is a bit of a faff – but I’m sure that there are easier ways of coping with this. I’m pleased with my representation of woods (inspired by Bruce Weigle), using strips of trees made from 3M scourers and coarse flock – though the green cloth interior needs to be a better fit. This looks much more like a real north-European wood than a few free-standing trees sitting on some green cloth. For those built-up areas I am going to need some 10mm building models. My existing models are mainly 6mm, which I can get away with for big battles (where I can’t use big BUA footprints), but look wrong on this format. I have a few on order now. Streams will be a problem; I haven’t seem any that look right that haven’t been built into terrain boards. Beyond that I need elements of eye-candy – fields, free-standing trees, roads and so on, to give more of an impression of real countryside. You can see from the pictures that I used teddy-bear fur for the standing corn. This is good when troops wade through it, rather than on top, but the more usual doormat pieces look a lot more like cornfields! One problem is that clubs (and friends’ houses) tend to have hard tables, so things can’t be pinned in – and I don’t want to hump around soft boards.

For now I’m going to keep my faith with Lasalle. Only of the prospect of multiplayer games becomes serious might I consider alternatives.

More Prussian infantry

The 29th Infantry to front, the 23rd to rear

My top project for the moment is 1866. But while I was waiting for my next order of miniatures from Pendragon (they cast to order, which takes a little time – a small cost for such an extensive range) I thought I was tackle something from of my Napoleonic 18mm lead mountain. Next in the queue were the Prussian 21st and 29th Infantry regiments, as they appeared at Ligny in 1815.

The figures are entirely from AB – the first of my Prussians to have more than a scattering of figures from this source, as opposed to Old Glory 15s. They are wonderful castings, making up somewhat for my rather hurried painting. I had bought them a number of years ago, when I started to plan my Ligny project, and my supplier was grumbling a bit about my small order sizes (as I had asked them to provide command packs without standard bearers – which they did, to be fair). At that time my plan was that each regiment would have six bases of six figures (on 25mm squares), with some skirmish bases (two to base of 25mm by 15mm). I painted up two bases to represent each battalion. At the time I was thinking I might use rules which had two-base battalion units. My main grand tactical system has each base representing about 1,250 men – 2 to three bases per regiment – organised into brigades/divisions. Since then I have adopted Lasalle 2 for tactical games – which uses four base battalions. So six-base regiments make little actual sense on the tabletop. Also I don’t need the skirmish bases these days. I started off with three 12-base regiments (when I modelled Tippelskirch’s brigade), but went smaller after that to achieve more variety – and I am getting that. With the figures already bought, and no need to increase the overall numbers, I have stuck to my original system.

Prussian infantry in 1815 fall into roughly three categories. The original regular regiments (1 to 12 I think), dressed in the full regulation Prussian uniform and with official standards. Then there were the new regiments (up to 29), formed from the reserve regiments and a collection of other corps. The men had not yet been issued with their new uniforms (though the officers had bought theirs), so they wore a wide variety of uniforms from their previous formations – they also had to wait for their standards. The third category were Landwehr – which in turn can be divided into veteran (Silesian, Pomeranian and Kürmark in Blücher’s army) and newly-formed (Elbe and Westfalian) – all in variations of standard landwehr uniform. In that middle category my plan was to have the 25th Regiment (with 12 bases) based on Lützow’s freikorps but with others added in; the 21st with British-style uniforms (which I painted up a few years ago); and then the 23rd and 29th that were the subject of this batch.

The 23rd

The 23rd Regiment were one of the reserve infantry regiments, and had a grey uniform with a tailless jacket – in 1813 there were not the resources to uniform these regiments properly, so they used either imported British-style uniforms (originally destined for Spain or Portugal) or these scratch grey uniforms. In 1815 it was brigaded with the 21st Regiment (and a regiment of Elbe landwehr). One battalion was committed (later in the day )to each of Ligny and St Armand, and the third not committed at all, and presumably part of the rearguard as the Prussians withdrew. I used AB’s reserve infantry for the men, and standard command packs (though no standard bearers) for the officers and drummers (this probably wasn’t accurate for the drummers, but never mind). Two of the reserve infantry figures were in fact in standard uniform with tailed tunic. If I’d had more presence of mind I would have painted them up as NCOs in standard uniform, like the officers and drummers. But it was too late by the time this thought struck. AB did not produce any suitable firing figures for the skirmishers, so I did not produce any. I (regrettably) have no use for them in any of the rules systems anyway. I like the visual appearance of skirmishers, but it is so hard to give them a role in games systems that doesn’t just clog things up.

The 29th
The 29th regiment. The Fusiliers (grenadiers) are on the left.

The 29th Infantry Regiment were one of two regiments (the 28th was the other) formed from two regiments of Berg infantry incorporated into the Prussian army, after serving in Napoleon’s armies. The French repeatedly urged them to desert back to their old allegiance – but to no avail. The 28th was badly mauled prior to Ligny in the rearguard actions. The 29th was committed to both Ligny (the Fusilier battalion) and St Armand (the Musketeer battalions) – and much earlier in the day than the 23rd (they were in I Corps, not II Corps like the 23rd) – and so would have seen much more fighting. The 29th was formed from the 2nd Berg regiment, and its Fusiliers were based on the combined grenadier battalion. I wanted two bases to reflect these ex-grenadiers. For the men I used AB Saxon infantry, which are a reasonably close fit. In fact, the shako cords would have gone, and there would have been a black and white Prussian cockade on the front of the shako. These might not have been that hard to incorporate – but my aim is to get these unpainted figures table-ready as quickly as possible. The command figures are standard Prussian (though again, not accurate for the drummers – such a shame you can’t buy figures individually any more). In the battle the men were told to wear greatcoats because the officers stood out too much in their dark uniforms. I bought one pack of eight Saxon grenadiers for the Fusilier battalion. Even with two command figures that left me two short – I used normal line infantry, but put them in the second rank. this time AB did have suitable firing figures for skirmishers. Since they had plumes I painted them up as Fusiliers. I will find a use for them some day!

The standard uniform for this regiment was white with red collar, shoulder straps, cuffs and turn backs – but white lapels, piped red. The ex-grenadiers had a black plume and blue lapels – which apparently all the Berg infantry had when allied to the French. The trousers for this unit are usually portrayed as white, but my of the sources suggests they were grey in 1815. That’s what I chose to represent. For Lasalle I will quite likely combine two bases from this unit with two bases from the 23rd – and the grey trousers would make this less jarring.

Technique

The idea these days is to try to get the figures table-ready quickly. So I based them first, using my standard technique of acrylic gunge mixed with sand and white and raw umber paint as the matrix. The bases are thick paper, with magnetic sheet backing. The hope is that thinner bases blend with the table better (though I do use thick bases for 6mm and 10mm miniatures, for ease of handling) – accepting the risk of warping. That’s one reason I don’t use a water-based basing matrix. I still let them cure on a flat metallic surface – but they still bend a bit.

After basing they got an undercoat. I use white gesso mixed with a little Raw Umber acrylic paint (student quality). I have seen some debate on Facebook as to whether a special undercoat is necessary. For metal figures I have no evidence that specialist paint is needed for adhesion – though plastics are a different matter. Gesso is meant to tighten as it dries, so reducing the risk that detail is swamped – a risk if applied thickly with a standard brush – but not so much if applied from a spray can or airbrush. I’m not so sure that this is a significant effect though. The best primer for shrinkage purposes I have used was a specialist metal primer from Citadel – which dried in a lovely thin coat. But the massive tins this comes in are not very convenient! With the miniatures already based an airbrush or rattle-can would have been hard to use – even with figures un-based I have never been able to get complete coverage with this method, so I only use it in model planes or vehicles. I used an old brush to apply. The Raw Umber (combined with the white of the gesso) gives a nice neutral tone than doesn’t jar if left unpainted.

After the primer I put on the basic colours: the grey, off-white and blue for the tunics and trousers, brown for the pack and a dark grey for the shakos and boots. These were all acrylic artist colour mixes, using Titanium White, Prussian Blue Hue, and Raw Umber. I didn’t use any black or grey pigments on this occasion (getting the grey by mixing the brown and blue). I also applied the flesh – using white mixed in with Burnt Sienna. After this I decided to try putting on the wash, following the experiment I ran with my 10mm 1866 figures. Except this time the wash wasn’t a water and ink mix, but oil paint (Umber) and medium. This is a great way of doing a wash (or glaze, more correctly) as it distributes the pigment better. But it leaves a semi-gloss finish that doesn’t take further paint well, and a very bad idea when there is further detailing to add! After this I applied the detailing – facings, weapons, etc. This was the most time-consuming phase of the whole project and took me about three two-hour sessions, each of the previous phases taking a single session or less. To finish the paintwork I gave the figures a coat of matt varnish – again applied with a brush. This varnish still leaves a slight sheen (unlike the rattle-can stuff).

The final step was flocking the base. I used a mix of fair standard scenic flock – mixing it to ensure that it wasn’t too dark, and not mixing it to throughly so there is a little variation. I have been experimenting with short-cut static grass recently – but since my 18mm Napoleonics mainly use flock, I decided to to stick to this. On this occasion the mix was paler than any of my other Napoleonics – I think this brings out the figures better. I don’t spend a great deal of time doing up bases – as I pack them tight with miniatures, leaving little room for anything else.

Conclusion
Left to right: 23rd, 29th and combined – organised for Lasalle

My final picture shows the new units ready for Lasalle. I have a game coming up, and I’ll give these new units an outing then. Incidentally the mat that they are standing on is a new acquisition – Geek Villain’s Autumn Grassland. I already have Geek Villain’s Sicily mat – but that has too much beige games set in Waterloo. I love the fleece material though. I chose the Autumn mat because it was the most muted of their grass offerings – and I am very wary of the colours being too bright on commercial products. Some of the greens are a bit strong, but the colour texturing is quite nice. I wish they did a mat with a pattern of fields but no roads or other terrain details! The buildings in the background are 6mm from the Total Battle Miniatures 100 Days range, painted by me.

Overall I’m quite pleased with these. The glaze is a bit heavy-handed, and some of the detailing is a little sloppy, but they meet my standard perfectly. I think I now have enough infantry bases to run a game for Ligny – and the cavalry is there too for the Prussians at least. I need to finish the artillery next. After that I have a nice lot of AB Landwehr figures which I want to paint up as Silesians, and then I want paint up the remaining bit of OG standard Prussian infantry to use these up as well as some spare flags. After that there two more cavalry units before I draw a curtain on the Prussian lead mountain.

Grouchy’s Waterloo by Andrew Field: Ligny

I’ve had this book for some years, and I’ve grazed from it, especially its account of Ligny. But recently I reread it in its entirety, and that serves to help me refocus on Ligny. I last studied this battle in detail in 2018, producing this article, in which I voiced my frustration with English language historians. That included this book.

This book, of course, is only tangentially about Waterloo – but you need to get the W-word into the title for it to sell, especially if the N-word or the other W-word (i.e. Wellington) doesn’t work. There is a discussion of why Grouchy never made it to Waterloo, which I suppose is link enough.

What this is actually about is the right flank of Napoleon’s assault on Belgium in 1815, and Grouchy’s role in it in particular. As with his other works on this campaign, Mr Field’s brief is to present French sources, which are typically under-represented in English language writing. That gives it a lot of value – but one of my main frustrations with most military history is that it is written predominantly from one side’s sources, and from their point of view. For all that, Mr Field does mention Prussian sources where relevant. My main frustration with the work is the one I raised in my earlier post: he “lets the sources do the talking”. He often uses the quotations as a substitute for his own narrative, and he rarely tries to pull the accounts apart to throw light on what is likely to be inaccurate or belong to another episode in the battle.

The main attraction of this book is its accounts of the battles of Ligny and Wavre, alongside the combat at Gilly. For all the one-sidedness of the sources, the accounts are as clear as any I have read, and his overall judgements seem sound enough. It is notable that he emphasises that the Prussian army wasn’t crushed, as breathless French-sourced accounts tend to suggest. He does indulge in critiques of the various commanders’ decisions though. Most historians do this, though I prefer a little more of AJP Taylor’s “What happened and why” – still it does help to understand that there may have been better choices.

Ligny is my main focus. One of my planned focus points for 2023 (I hesitate to call it a New Year resolution) is this battle, moving towards reconstructing it on the tabletop using my newly developed rules. Alas probably solo. I had allowed myself to be a little diverted by Waterloo, and especially the Prussian role there. I am left with a number of puzzles about this battle:

  • Why did Wellington, on his visit to the site before the battle, suggest that Blücher had deployed his men on forward slopes exposed to French artillery, drawing the riposte that Blücher “liked his men to see their enemy”. In fact the Prussians were so well concealed that Napoleon was confused as how many corps he was facing. Prussian reserves did have to cross a forward slope to reach Ligny, and did suffer – but their initial deployment was out of sight. Mr Field does not mention this. So much of the British reverse slope mythology is built on this episode – and yet I can’t believe that Wellington completely fabricated the story (though there are no corroborating witnesses).
  • Where did Vandamme’s corps start the battle? Almost all maps of the battle show it to the west of the St Armand complex, to the right of Girard’s division of Reille’s corps. That leaves a large gap between it and Gérard’s corps. Mr Field remarks on this gap but moves on. I think it is likely that the corps was in fact to the right of Gérard and astride the road out of Fleurus towards St Armand. This is what the language of the French sources suggests, and it also explains how these units came under artillery fire as they approached, as the first-hand accounts suggest, though these aren’t entirely reliable. An early Prussian map shows the corps in the westerly position and I think that most people have simply followed this.
  • How did the Prussians lose? The big question. They had more men and a decent defensive position. They just seemed to burn through their men more quickly in the two built-up areas. But why? Reinforcements had to expose themselves to French artillery, but that hardly seems enough to account for this. Mr Field does not address this question directly, but his assessment of the casualties on both sides does throw some light on it. They were similar, once you take out the desertions from some Prussian units. That suggests that the casualties in the street fighting were roughly similar – but that the stamina of the French was much better (a bit like the success of the British infantry at Albuera). I think the presence of so many recently established landwehr units (the Westfalian and Elbe units were formed only in 1814) may account for this. It also suggests that the advantage to defenders of built-up areas, a prominent feature of Blucher rules among many others, needs to be rethought.
  • What happened to the Prussian units that fought in Ligny? Reading the account of the battle, you would think that the Prussian units fed into the village disappeared, but this is clearly nonsense, as they turn up later, but depleted, at Waterloo. Mr Field adds something rather interesting. At the point of the famous Guard attack on the village, there seemed to be few Prussians actually in occupation – accounting for its rapid success in taking the village. This suggests that the Prussian command had been pulling out exhausted units, and had effectively abandoned the village by the time the Guard struck, leaving the defence principally to the cavalry as the French came out of the village.
  • Could d’Erlon’s intervention have been decisive? The standard French account of any lost battle is that but for one missed opportunity the battle would have been a triumph. In this case d’Erlon’s failure to arrive with his whole corps, and the hesitancy of the troops that did make it, was the missed opportunity. They could have cut off the Prussian retreat and helped nearly annihilate the Prussian army. The first problem with this is that they did not turn up where Napoleon had intended them to – on the road from Quatre Bras. This would have taken them right into the Prussian rear. But this was never a possibility (and Blucher would not have stood at Ligny, or not in the deployment he did, had this been a realistic possibility). Wellington’s army was in the way – a fact that Napoleon had no understanding of. The second problem is that he turned up pretty late, at about 6pm. As Mr Field points out, the Prussians hadn’t collapsed at this point and (though he doesn’t say this), may already have been contemplating withdrawal. D’Erlon may simply have hastened the Prussian withdrawal, rather than annihilating the army.

These are the questions that I hope my efforts will throw some light on!

Limbers. Lots of them

The 19 French artillery limbers

What to do about artillery limbers in Napoleonic wargames? Back in the day (we’re talking the old Airfix plastics in the early 1970s here) I would faithfully make up four horse limbers for every gun (about two per side…). But it was a faff, and took up a lot of space on the table. When I took up 15mm metal miniatures in the 1980s, I moved to two horse limbers, using old Minifigs. Then I started ignoring them altogether, in accordance with the changing fashion. But I decided that I wanted them for my current project, and while I’ve been doing them in parallel with the guns for the Prussians, the French were sadly neglected. Until now. I wanted to finish the French artillery for my 1815 project. That meant four more deployed artillery bases, a caisson model (useful for Lasalle)… and 17 new limber assemblies.

I wasn’t looking to do an A1 job on the limbers – they don’t have a staring role on the table. To keep the space down, the horses were reduced to just two – and I am making no attempt to include the limbered gun. The limber will simply be put together with the deployed base to show limbered status, and then removed to somewhere nearby but out of the way once deployed. Artillery limbers and caissons did take up quite bit of space historically – but they could be spread out and fitted around other units when deployed. They were only a serious nuisance when the guns were in transit, especially on roads – hence why I wanted them on the table.

First I needed to source the models. I already had two limbers painted up – for the French Guard. This was mainly sourced from an AB model, which had six horses. I took one pair away and put it with a Minifigs limber. I considered taking two more horses away to create another limber – but I didn’t need to do this to get the right number, so I left the rather impressive four-horse limber for the Guard 12 pdrs. I had an unpainted AB line caisson, also with six horses. I could take four horses from this – though annoyingly the riders (with saddle, etc) had gone awol in the two decades or so that I owned the metal. So far as the actual limbers were concerned, I had 12 Minifigs ones, including the one I had already used for the Guard. These were four each of new Minifigs French, old Minifigs French and Old Minifigs Austrian. There is a difference between the Austrian and French limbers, but not one that hits you in the face. I’m sure the French took over captured ones… The problem with the Minifigs limbers is that the wheels are too small (though this may be realistic for the Austrian ones) – but this was easily solved as I have lots of spare wheels from my old Minifigs artillery, which I have replaced, including plenty of the right size.

That left me six limbers short. The easiest solution would have been to buy more Minifigs ones – but these struck me as being quite pricey, given that they don’t come with horses. I needed lots more horses, but I only wanted to use the Minifigs ones for horse artillery. In the past I have found that Naismith Miniatures produce limber horses that work well (I used them for my Prussians). But I couldn’t find them at the time – though I have now at Keep Wargaming (but out of stock). I decided to buy six limbers from Essex miniatures – which came with four horses and two drivers each. I was short of horses and drivers, so that worked out fine. I already had a pack of French Guard horse artillery drivers. With a bit of juggling, and using my Minifigs horses, it meant I had enough of everything – and I didn’t need to use my old Minifigs riders, which I didn’t much like.

Artillery crews

Two Guard horse guns in the middle, flanked by two line guns

I found that I was four artillery crews short for my Waterloo French – two each for line foot and Guard horse, though I had a surplus of line horse bases. I bought the Guard crews from AB, and used up some spare line crews left over from earlier projects – in greatcoat, I think from Fantassin. Nothing special to note here. I followed my convention of two crewmen for horse guns, and three for field guns. The AB figures were pretty nice – I have been disappointed in their French artillery in the past, including the Guard foot. Not a very good picture I’m afraid, as I’m still learning how to get the best out of my new camera. probably just as well as the figures a slightly impressionistic and untidy. They pass the 3-foot test though.

The caisson

I’ve had this AB model lying around for a couple of decades, and I have finally got around to painting it up. Lasalle 2 requires a baggage marker for each side – and a caisson is the easiest way to do this. As noted above though, in my time of ownership the riders/saddle arrangement went AWOL – and I couldn’t find them. I expect they will turn up when I least expect it. The rider figures weren’t a problem – as I had spares from Essex. The saddle arrangement had to be reconstructed, which I did with paper and plasticine. It doesn’t stand up to close examination, but it is OK from a distance.

The line foot limbers

I needed eleven of these. Six of the limbers were from Essex, the rest were a mix of French and Austrian from my old Minifigs. I attached an ammunition coffret to each one. I had lots from my previous artillery models, which usually come with one tor two. Two pairs of horses came from my AB caisson, the other nine came from Essex. That leaves me with a couple of spares from Essex – though there was a bit of a muddle with my order, which meant I had a little difficulty getting the right sort. I will most likely recycle these into my Prussians. All the riders are Essex. I painted the coats grey.

The line horse limbers

I needed four horse artillery limbers for line batteries. I used Minifigs for these, from my existing stock. Though I have no real liking for the Minifigs style, I thought their dynamic pose was suitable for horse artillery. Three of the limbers are new Minifigs (actually now a bit dated…), whilst the other was one of my old ones; the same is true of the horses. The older version is on the top left of the picture. All the riders are new Minifigs Guard horse ones – which sport plumes. I painted the costs blue to distinguish them from the foot units. The sources vary on whether artillery drivers wore blue or grey coats – and they probably wore both colours. The blue coats, the plumes, and the Minifigs horses and riders served to distinguish them from the foot artillery.

The Guard limbers

Guard limbers: foot at the front, horse at the back

I have two batteries each of horse and foot for the Guard not counting the “Young Guard” batteries, which were not in fact distinctive from their line colleagues. The foot limbers were, as explained above, taken from the AB models, with the addition of a (new) Minifigs limber model. These were already painted up. The only change I made was to overpaint the deep green on the limbers themselves with the more correct olive green. The uniforms are blue, based on the sources I had at the time – though they are usually shown as grey, at least at Waterloo. The two horse limbers were painted up pretty much as the line horse limbers, except for the red plumes and shako cords. I didn’t have any of the newer Minifigs limbers left, so I used older versions.

Method

The horses were painted using oils, apart from the single pair of greys. I matched each of the pairs as bay, chestnut, black or grey. For the oil painted versions I undercoated with acrylic Raw Sienna or Burnt Sienna, or for a few of the blacks, Payne’s Grey mixed with white. I then overpainted with various mixes of oil paint, and wiped off the highlights when partially dry. The mains, tails and lower legs of the bays (and the very dark bays posing as blacks) were then painted in Payne’s Grey. This is the technique I’ve been using on my last few batches, and the results are generally good. With so many horses to do I hurried through this a bit. Some experiments that I thought I might do (underpainting the bellies of some of them in a paler colour, for example) I never got round to doing. I bodged the greys in acrylics, based on a dark undercoat of Payne’s Grey – I still don’t have a satisfactory method for these.

So far, so normal. I then decided to do the bases next, as I have had difficulties when leaving this to last. I used my normal thick paper, backed by magnetic sheet, with acrylic medium, sand and paint to set the figures in. The use of paper was a mistake, as the bases were larger than my normal infantry and cavalry ones, and had a lower density of models fixed to them – they had a tendency to warp. I usually rely on setting them on a metal box lid and hoping that the magnetic material will keep them true. Alas the paper peeled away as the warping effect was stronger than the gum backing of the magnetic sheet! This took a bit of fixing. I use such a thin material to stop the bases being too clumsy, and blending in better with the table. In future I need to either use something more rigid, like plasticard, or something thicker, like mount board for the artillery and limbers. The finished base was painted an earthy colour (Raw Umber with a bit of white). And then I applied short static grass. I struggle to get the static grass to stand up straight – but looking a bit windswept and trampled is OK. I used a mix of green and beige grass, and I was really pleased with the result. Hitherto my bases have tended to be a bit dark – which doesn’t do justice to the miniatures – but I got it right this time; the secret is mixing in the beige. Alas it leaves me with the problem of what I do about the bases on my current stock. A couple of experiments with putting lighter material on top of the current flock were not very satisfactory. The other issue is the static grass adhering to the figures. I could not avoid this – but it was no worse than when I have applied the flock after the miniatures have been painted.

The next step was to paint limbers, men and the accoutrements with my usual artists’ acrylics. The limbers and caisson were painted using a mix of Yellow Oxide, Mars Black and a small amount of white. These are the same three pigments that I use for German Dark Yellow, US Olive Drab and German tropical uniforms for WW2. The pigments are cheap – so it’s not surprising that their use is so widespread. Yellow Oxide is simply the industrial age version of Yellow Ochre – which is actually what the French used for their artillery equipment, mixed with a bit of black (which distinguishes them form the Austrians, who used straight ochre); the black must have been quite strong to render the result green. The colour is often represented as a much bluer green in illustrations – but there is clear evidence that it was in fact an ochre-based shade. As for the uniforms – these weren’t substantially different from the infantry and cavalry I have discussed many times. I am using Idanthrine Blue instead of Prussian Blue as the base these days – it is a hint redder, and looks a bit smarter – a consideration when painting Guard units.

Finally the men got a wash. I used Peat Brown ink for the faces, and black ink heavily diluted in water for the rest. Using a water-based wash did not work on the oil-painted horses of course – the alternative of alkyl leaves a glossy finish, and I like the natural finish of the oils. They don’t really need a wash anyway, unlike the men, which were significantly lifted. I also used the wash on the caisson, but not the limbers.

Conclusion

And that was it. This was a big project, and took me quite a few weeks – for the usual reason that I had too many distractions, and then lost a bit of motivation. Limbers and artillery are not as exciting to paint as infantry and cavalry. And the result is a bit messier (or impressionistic) that normal. The limbers aren’t the stars of the show, I reasoned, and I wanted to move on. I’m glad it’s done. To have finished my French artillery feels like a big landmark.

Valour & Fortitude – an interesting approach to rule writing

This month’s Wargames illustrated (No 418) features an intriguing set of Napoleonic wargames rules. The rules themselves come in an 8-page supplement; the magazine features three articles based on them: one is an interview with the author, Jervis Johnson, and the other two set out a scenario and show how it played out in a demo game. The rules are a venture of Perry Miniatures and can be downloaded for free here. What is intriguing about them is not how they play (which I haven’t tried, and I’m not sure I will), but how they are written. The brief was that they should be no more than four pages long. In the booklet the four other pages are taken up by the front cover, an introduction by the author, a Q+A and Easily Missed Rules page, and the quick reference sheet.

The pedigree of the rules is unimpeachable. Jervis made his name at Games Workshop, including the writing of the classic Blood Bowl. His helpers and play testers are a Who’s Who of British wargaming – including Alessio Cavatorre and Rick Priestly, as well as the Perry Brothers. This group is responsible for such classics as Bolt Action and Black Powder, amongst the most popular rules systems here. According to Jervis, the initiative came about because he was fed up with leafing through rulebooks to try and find and check particular rules. This means not just engineering the rules tightly, but setting them out and writing them concisely. It’s not a new idea. Phil Barker of Wargames Research Group developed his DBA system for ancient warfare in 1990 on the basis that it would cover one side of A4. And these rule writers like their systems to be comprehensive – not leaving key things unsaid (alas all too common – my frustration with the Iron Cross system, for example). Writers often assume the answers to be obvious – but in fact much time is wasted looking for rules or explanations that aren’t there.

Some of the ways in which this objective has been achieved might be considered trivial. The font is quite tight and the page quite big (slightly under A4) – though there is proper paragraph spacing and use of headings. There are no pretty pictures or examples of play. These might sound trivial – but the extra space taken up by pictures does come with a cost. Examples of play do have a practical value – but they can be kept out of the main text. The approach is the exact opposite to that taken by Sam Mustafa in his Honor system (of which I have Blucher, Lasalle II and Rommel). The page size of these is small, the font large and there is quite a bit white space; there is a scattering of pictures (though not as many or as big as some rules); there is a lot of explanation and there are quite a few play examples. This makes the rules easy to read at the first pass. But it does make it harder to look things up mid-game (though a decent index helps). This makes an intriguing contrast – as Sam’s rules also major on basic simplicity, and nothing being included unless it really adds value.

There is no doubting that V+F is a tough read at first pass, though the language is simple and clear. I am reminded of Phil Barker – whose rules were tight but often had to be read several times over – but they are not nearly as bad. A lot of the Q+A and easily missed rules section boils down to “Yes, the rules really do mean that”. Another device might be seen as a bit of a cheat – quite a bit of the system is moved to “special rules” specific to the units involved. This includes such basics as squares, skirmishers and open order. But the core rules do stand as a coherent whole – and the idea is that (like Black Powder) they can be used to cover a vast period – the 18th and 19th Centuries at least – so the core rules should not contain period specific items. The special rules themselves take up no more than a page – though the focus is really just the 1813-14 campaigns in Central Europe (No British, for example). This is actually good design. I have tried to tackle Phil Barker’s Horse, Foot, Guns rules – which have a similarly large period ambition (though at a higher scale). While these are also very simply engineered at heard, they are so clogged up with period-specific features that they pretty much unusable in the original form. I rewrote them myself for use in Napoleonic games.

Jervis’s approach to rule-writing in V+F has a strong appeal to me. I am something of a rules-lawyer, I’m afraid. I really, deep-down want the game to be played out according to what the rules say, and will argue points if I really find it important (though I hate the use of loopholes). So having a set of rules that is tightly written and simple is something I like. When writing rules I do watch the page count. I knew that my house rules for Iron Cross had failed when they ran to 8 pages! I do aim for more like 12 pages than four – but then my scope is a bit wider. My systems are quite tightly period-specific, and I feel need for a little explanation and the odd example.

What of the rules themselves? They are designed to showcase Perry Miniatures’ gorgeous 28mm figures, and are for classic divisional-level games, with six or so battalions per player. They fit into the Lasalle space. The mechanisms are simple but flexible. For example in movement, figures can be moved in any direction, so long as they retain formation and no single figure exceeds the maximum move distance. The turn is simple I-go-You-go, Fire, Move, Melee. They suggest halving the distances for smaller scales or tables, or substituting cm for inches. In fact almost all critical distances are units of 3in, so a two-thirds scale would be easy to do – which would work well for my 18mm figures on a 6ft by 4ft table.

I have quibbles, of course. For defensive formations against cavalry the Austrians use Battalion Mass and everybody else the Square. The former is just an attack column with all its mobility – the latter requires a formation change and is immobile. In fact in this period the Prussians and Russians also used the Battalion Mass tactic instead of classic squares – and these seemed to have been no less vulnerable to cavalry. But they did require to be closed up, and probably weren’t that mobile when on full defensive. In fact I feel that all armies (including the French) could be given both special rules. That’s easy to fix. A bigger issue is that built-up areas seem to be treated as networks of Rorke’s Drifts, and readily defensible with just a quick occupation. This really misses how BAU combats worked. I prefer the Lasalle system, but I don’t really like even that. Most built-up areas simply couldn’t be readily “garrisoned” in the rules sense, and most fighting took place in the open streets. Well that’s a special hobby horse of mine that I haven’t seen any system at this game level deal with well. The huge over-simplification of movement and formation-changing won’t be to everybody’s taste (with similar simplifications to firing and melee) – but Lasalle makes similar compromises in the cause of speed and simplicity. It does keep the game flowing.

As for the rest, I would have to see how the rules play in practice – but I don’t plan to drop my attachment to Lasalle so this may never happen. Nevertheless the approach to rule-writing certainly has given me pause for thought.

More Prussian landwehr

The two Pomeranian units. The officer o the corner of the font unit is from AB, almost all the rest are Old Glory.

After my WW2 aircraft modelling, I wanted to return to the attack on my lead mountain of Napoleonic 18mm miniatures. This time I experimented with new techniques for a large batch of figures (102) to help make more rapid progress in future. I have painted them up to form four battalions of four bases, painted for two different regiments, from Pomerania and Kurmark (Brandenburg).

For a number of reasons I had far more Old Glory 15s Prussian landwehr infantry in my unpainted pile than I ever really intended. The figures aren’t the finest, and the caps are a bit low. I already had 19 six-figures bases of these done up for Westphalian and Elbe regiments. I have 60 or so of the somewhat nicer AB landwehr miniatures unpainted, which I plan to paint up as Silesians. Still the OG figures are nicely animated and look well enough in bulk – and the Lasalle game system that I have recently acquired is quite expensive in miniatures the way I play it. I could always do a few more more battalions of landwehr. So I thought I would try out some techniques in mass batch painting, on a larger batch than usual. I decided to do four four- base units, from two different regiments, plus one extra base base of Elbe landwehr so that I could top up my current landwehr stock to a full five Lasalle units. Each unit was to have a flag (figure manufacturers are usually over-generous with standard bearers, and I had four spare landwehr flags). Each base was to consist of five ordinary infantrymen, and one “command” figure – standard-bearer, drummer or officer. One of the standard bearers, and two of the officers were AB figures (where I had more than I needed for my Silesians), the rest were OG.

I am not a follower of hobby fashion, and I am ploughing my own furrow on presenting my miniatures. I base them close together on small bases (six infantry on a base 25mm square). The current fashion is for beautifully painted miniatures spaced further apart, sharing bases with rocks, tufts of grass and such. I find photos of the more fashionable 28mm figures based four to a 40mm square base painful to look at (the equivalent of four 18mm figures to one of my 25mm square bases). All contemporary illustrations show infantry in tight-packed masses – tighter than even my basing. Also I often find that the exposed expanse of bases often clash with the terrain board. Of course there is a very good reason that people go for these looser presentations – the painting of the figures is usually of a very high standard, and time-consuming. Looser mounting mean fewer figures to a unit, and the extra space allows the paintwork to be shown off to better advantage. These miniatures always look much better up close and personal than they do en masse and in pictures. I want to achieve the opposite – something that looks better en masse, while requiring less work on each individual figure – something more impressionistic. But I don’t want the miniatures to look terrible up close either, though. My technique had been to paint the figures individually, mounted on strips of card, and then mount them on the bases when they were finished, with the application of flock to the base being the final step. This felt a painfully long process, especially with a batch size of 12 bases (72 miniatures), which I felt to be the minimum to make progress with army building.

This time I decided to mount the figures on the bases much earlier in the process. This wasn’t the first time I have tried this. I did it with my first batch of Prussian line infantry (again 16 bases plus bits), but I didn’t consider it a particular success, as it was hard to paint the figures mounted so close together. I thought it was worth another try. First I primed them by airbrush, using gesso mixed with a bit of black. I then did a quick paint job on the legs below the coat, and some of the feet, and brown on the bases. To get a bit of variation in coat and cap colours I applied an undercoat of dark brown or white on the coats and caps for one figure in six, not including the command figures. This was a bit of a failure on the end result – the variation is hard to see. And then I mounted them on the bases, using the matrix of sand, acrylic medium and paint that I usually use.

And then on to the rest of the painting. The coats were mostly blue (a slightly different mix for each regiment, not that this is very noticeable), with a few brown and grey ones. The caps were black (actually dark grey) for the Kurmark regiment and blue for the Pomeranians. And so on. Predictably the webbing was the hardest – but this is not so prominent on the landwehr, and most of the poses had muskets held close the front of the body, masking the straps. If anything was too hard to reach because of the close packing of the figures, I left it out. I tried to highlight the white cross on the cap front, but not always very successfully; I thought I could rely on the final wash to correct this by highlighting the outline. I could just about reach the collars for the facing colour (red for Kurmark, white for Pomerania), but I did not attempt shoulder straps except for the AB command figures – the straps aren’t moulded properly on the OG figures, and very hard to pick out – their line infantry castings have the same problem. I tried to limit the detailing, but I did paint the gun barrels, as these are very visible. Quite a bit of paint strayed onto neighbouring figures, requiring touching up later. This was basic block painting – nothing clever.

Finally, in order to pick out more detail on the figures I gave them a wash. I’ve tried a number of strategies on this over the years. From acrylic paint and water, to Quickshade, to acrylic ink (sometimes diluted). This time I tried something a bit new again. I had bought some alkyl-based oil painting medium for future use in my aircraft models, to speed up the drying time of the oil paint glazes I have been trying there. I thought I might try this mixed with a bit of oil paint (Payne’s Grey) for the wash. This worked a treat, once the right ratio of paint to medium was found – it needed more than I thought. It dried to a satin finish which was slightly glossier than I normally have, but which helped give the figures depth. And that was the figures finished. No final varnish.

All that remained was to flock the bases. I used the same mix as for my last batch of figures, but it didn’t go especially well. It was impossible not to get flock onto the figures, and not all that easy to brush it off – not helped by the relatively dynamic poses of the figures making them hard to brush. And the flock needed to be sealed with diluted glue once dry, with more risk of flock straying onto the figures. This is a lot of faff for an effect that looks very ordinary. I think I need to try something different. That surely means painting rather than flocking – but I still need to find something textured to cover the bases so that they merge with the basing matrix (without getting onto the legs of the figures!). The base painting would then be directly after this texture is applied and dried, and before the main painting of the figures. Something to think about. With such a density of figures on the base, there is less need to try so hard.

I think the overall result is a success. These aren’t fantastically finished figures, but they are fine on the table. And, though I wouldn’t describe the process of painting them as quick, it felt like a significant improvement on my previous method. The batch of 100 was quite manageable.

The Kurmark units

The Duke of York’s Flanders Campaign – Steve Brown

I have long been curious about Britain’s first campaign in the French Revolutionary and Napoleonic Wars – in Flanders in 1793-5. I was curious because I had seen so little written about it. For most people British military history in this era starts with the Maida campaign of 1807 or Moore in Spain 1808-09. There is sometimes a reference to the Anglo-Russian Expedition to North Holland in 1799. How much was the vaunted proficiency of the British army evident before these campaigns, I wondered? So when I saw this history published by Frontline Books, I couldn’t resist it. It proved a most interesting read, and shed light on an episode that wargamers should take more notice of.

The book covers the history of the First Coalition (1793 to 1795) more generally, which I found very useful, before looking at the Flanders campaign in detail. Until near the end, Britain’s contribution to this coalition effort, which was led by the Austrians until they withdrew at the end, was led by Prince Frederick, the Duke of York and Albany, the second son of George III. It was his first experience of military command, but it was the fashion for armies to be led by “princes of the blood”, and this eased relations with coalition allies (the prince was fluent in German and familiar with the dramatis personae of high society in Austria, Prussia and Hanover). Apart from Austria, these allies were Hanover (part of George III’s realm), the Netherlands, and Hesse – with a theoretical contribution by Prussia that failed to materialise. The campaign was a failure for the Allies, mainly because of poor Austrian leadership. This resulted in Austria losing Belgium (as we now call what was then the Austrian Netherlands) to France, followed rapidly by the rest of the Netherlands.

Why did Austrian leadership fail? I didn’t find the book very satisfactory in explaining this. Two main reasons are offered: divergent strategic interests, and outdated strategic doctrines. While these were both doubtless true, I think that Steve Brown fails to explain them properly. What did Austria want to achieve? In the end what undermined Austrian resolve (and that of the Prussians) was a Russian threat to Poland. Was that their worry all along and did that make them hesitate to commit troops deep into France? This idea is not explored. The Austrians were not the only ones guilty of a lack of clear focus – the British government insisted on a diversion to try and take Dunkirk, and diverted troops to campaigns in the West Indies and the Mediterranean. Coalition warfare always struggles when it comes to clarity of objectives – and historians too often moan about this, rather than properly interpreting the conflicting aims. Warfare is politics by other means, after all, and not a be-all and end-all. On outmoded strategic ideas, Mr Brown makes much of the Austrian attachment to the “cordon system”, which let them to disperse forces. This builds on a narrative that was current at the time (the Duke of York himself refers to it), developed later by such writers as Clausewitz, and has been a staple of historians ever since. But that leaves a question: if it was so obviously wrong, why did the Austrians stick with it? If that was actually what they were doing. My main rule of historical analysis is that if you don’t understand how you yourself could have been tempted to take a particular course of action, then you haven’t actually understood it. Nobody defends the cordon system – which means that nobody is taking the trouble to understand what commanders who used it were trying to do. I was not able to pick up a deep enough appreciation of this campaign to develop a view myself. The maps in the book are generally unsatisfactory, and Mr Brown assumes too much knowledge of the local geography.

Mr Brown is a bit better on the tactical details of the battles. These are extremely interesting. There were no great set-pieces along the lines of the Napoleonic period – but rather a series of much more scattered encounters, often relating to the capture of fortresses and strategic towns. The coalition troops fought very well for the most part, with the general exception of the Dutch (whose people were not bought into the defence of royalty and aristocracy). Often Allied troops won out against vastly superior numbers. The French forces were in a state of flux – with elements of the old royal army combining with various flavours of volunteers and conscripts. The French did start to develop tactics that made best use of their advantages – which were mainly numbers – which has been the main historical interest of these campaigns hitherto. This has been dealt with expertly by the late Paddy Griffiths in particular, and this account of the Flanders campaign bears Griffiths out, though it doesn’t dwell on this aspect of the campaign. Griffiths suggested that the French innovations, far from being a new and superior way of war, were developed as a way of using poor quality troops against superior professional armies – and were largely dropped as the French army regained its professionalism under Napoleon. But until I read this book I didn’t appreciate just how effective the coalition troops generally were. The Austrian army was considered the best of the major powers, and their performance in this campaign bears this out (though Mr Brown reckons the Hessians to be the best troops in this campaign). This should provide a lot of interest to wargamers. The two sides provide an interesting contrast. Coalition armies may be nightmare to command, but the variety of troops they incorporate is a wargamer’s delight. And what’s more the coalition’s cavalry arm was very strong – including a substantial British element, featuring Household cavalry, the Union Brigade, and many other units, who had a good campaign. Britain did not field such a strong force of cavalry until 1813, Mr Brown reckons. Of course, the uniforms are totally different to the Napoleonic phase of the wars, but even so this era deserves more attention form the hobby than it gets. If I was in the mood to take on another army-building project, I would be tempted!

As for British tactics, Mr Brown has not much to say – as the British contribution to the coalition effort was not a major one. Many of the British infantry units were freshly raised and of very poor quality. Officers were often inexperienced surplus sons from aristocratic families, who had acquired commissions through purchase. Having said that, the British units generally seem to have fought well enough, using the conventional three-deep line for infantry. They seem to have been used aggressively in bayonet attacks, rather than attempted much with musketry. The Guards units performed well, as well as the cavalry. The weaknesses of the British units was more a question of a loss of discipline off the battlefield, with a lot of looting in particular.

The campaign ended in ignominy, when the Austrians pulled out, and then the French attacked in the winter. The remaining coalition forces were forced into a calamitous retreat where the logistics and discipline broke down and many men were lost. This was doubtless a searing experience for those that were there. And this was something of a Who’s Who of British and Hanoverian officers who were to feature prominently later on, not least of whom was the future Duke of Wellington, who commanded a regiment of infantry. There is an interesting appendix listing these officers who came to prominence later. There are many familiar names on the French side too, such as MacDonald and Vandamme, but most of the famous French names of later were elsewhere. There was another important participant, whom Mr Brown barely gives a mention: Gerhard von Scharnhorst, who served as a staff officer in the Hanoverian army. His experiences of the new French tactics deeply influenced him, and this in turn was very influential in the rebuilding of the Prussian army after 1807.

The Duke of York’s performance was undistinguished, though Mr Brown suggests that much of the criticism he has received is unfair. However, he does suggest that he lacked the gravitas to stamp his authority on an unruly army. He moved on to command the whole British army, where he is reckoned to have done an excellent job, helping to make it become the effective force of the Peninsular campaign. For him, and for the many other British alumni of the campaign, the Flanders episode was a powerful lesson in how not to manage a military campaign. That can certainly been seen in Wellington’s insistence of stern discipline and focused command.

This is an interesting book on an interesting campaign. I think it falls a bit short on the analysis, where it too often follows conventional wisdom, often quoting other historians’ analysis verbatim, and not leaving me with the clarity on events that I had hoped for. The maps are disappointing. But it throws welcome light on an important episode of British military history.