Category: Games & rules

  • Terrain in Wargames 3: built-up areas

    Hougoumont, 1815 – seems to tower over British ideas of fighting in and around buildings. This portrayal shows combat just outside the gates. Picture: Denis Dighton, Public domain, via Wikimedia Commons

    Happy New Year to my readers! As part of a general change of year tidying up, I have changed the Theme on this (WordPress) site. This has not gone entirely as I hoped – the process is so much more complicated than last time I tried it. I probably picked the wrong template – but anyway it feels a bit fresher. The biggest change is that I have made the blog home page the home page for the whole site.

    In this post I am continuing my series on wargames terrain with one of the trickiest topics: built-up areas. By this I mean areas of terrain dominated by buildings, from farms or manor houses, up to urban areas. These are often tricky to represent on the table, and their role in warfare is often misunderstood.

    Historical view

    Built-up areas feature in ancient warfare mainly as fortified cities. These have a hard perimeter – city walls. Once an attacker had breached this perimeter it was usually game-over for the defenders. Thus the military actions were primarily sieges, as attackers built up to attempt a breach, or to starve the defenders out. These generally don’t make great wargames, though city walls make a good backdrop to a more conventional battle game.

    We need to consider this a bit. Unless there is a fortified perimeter, built-up areas are hard to defend. My contention is that this is true right up until modern times (by which I mean well after WW2). This is a bit more debatable in the world of firearms, but it is certainly true before that. The buildings themselves were quite hard to defend unless built with defence in mind. Perhaps a bigger issue was that they were mostly quite small (and poorly constructed) – and that breaking up your army to defend them was very risky. It would be very easy for defenders to become isolated and cut off; moreover small unit command was more of a modern development – so detailing a couple of dozen men to look after a building was more of a risk. Defensive tactics worked much better in open ground before firearms. Open ground was obviously not the death trap it became in later times. Shifting a serious body of troops with missile weapons alone pretty much never happened. An early cannon did more damage with their noise than their projectiles.

    This pattern seems to continue right into the 17th Century. Urban battles did happen – with the fighting taking place mainly in the streets rather than anything akin to modern house-to-house fighting – but not very often. Fortified manor houses played an important role in the English Civil War – but these were sieges involving relatively small numbers of troops. I don’t have any kind of detailed command of history in this era, but by Blenheim in 1704, villages are starting to play an important role in the course of at least some battles, and by Napoleonic times built-up areas are a feature of most battles. Battlefields were much bigger, and so villages and or farms were an inevitably encompassed. But once part of the field of battle, it is less clear why they should be so significant – and they clearly were. I have read several theories. If left undefended, they might offer the enemy an opening. And if defended they were perhaps easier to attack than open ground. Or perhaps their dominance of the geography offered a psychological marker of progress. Anyway, if in earlier periods wargames rules can get away with ignoring built-up areas, this cannot be done from the horse and musket period onwards. Still, even in the horse and musket era true urban battles, with house-to-house fighting, are a rarity. I know of just one: Saragossa in 1808. The Spanish defenders were largely irregulars, though, and had the numbers to provide breadth and depth of defence, making it very slow going for the French, with heavy casualties on both sides. It is hard to see that regular troops would have been used in that fashion. The retreating French troops did not make much effort to defend Leipzig, for example, in 1813. When it came to towns and cities, most fighting took place outside (think of Dresden), or at the perimeter. The rule that once the perimeter was breached, the town was lost still held true almost all of the time.

    Saragossa 1808 – a rare early example of of a true urban battle. Picture: January Suchodolski, Public domain, via Wikimedia Commons

    As weaponry advanced to include breech-loading rifles and machine-guns, buildings took on a new significance: they provided cover. But at the same time, explosive shells were developed for artillery, and indirect fire techniques were developed. While buildings provided cover, they were also an easy target to locate. If an artilleryman sees a building, his first instinct is to blow it up. This became even more prevalent once air power came into play. Towns in particular seemed to have a magnetic attraction for bombs – they were such easy targets to locate, and the effect of bombing was reassuringly visible. The odds still favoured the attacker in urban combat – as it was so easy to bypass and isolate defenders. This was the conclusion of a data study (reviewed by me here) into 19th and 20th Century infantry warfare. I’m not sure how much this was understood by soldiers of the time, though. Some clearly did. At Salerno in 1943 the Germans held the town of Battapaglia at the start; as the British Fusilier brigade approached, they withdrew. The Fusiliers duly occupied the town, but then suffered heavily as the Germans counter-attacked. The Germans clearly understood how it worked, and the British were more naive. Interestingly, the study I quoted found that once buildings were reduced to rubble, the advantage to attackers was greatly diminished; it became much like other rough terrain.

    By the time we reach Ukraine, or even Gaza, however, it is clear that something has changed, and that the odds have shifted to the defender. That, however, is well beyond the scope of this article on wargames rules up to WW2.

    Fighting in built-up areas

    I think we can draw some general observations here. Buildings can either be used as cover for skirmishers – and abandoned once the enemy approach in force – or used as fortresses, with an all-round defence. In the former case, escape routes need to be well-understood. And only a limited number of buildings are appropriate for the latter role. Most buildings, especially in earlier eras, are too small or too flimsy, or have restricted outward visibility. If used as a fortress, you need to have enough men to do the job, and a decent supply of ammunition. And morale needs to reasonably good.

    So buildings actually have relatively little direct combat value. What has real value are the streets. The combatant who controls the streets controls the whole village or town. And if you read battle accounts closely, up to the 20th Century it is clear that most combat took place in the streets. Witnesses of speak of them being strewn with bodies from both sides. Barricades were important tactical features, and a small number of buildings might be turned into fortresses (the church in Aspern or in Planchenoit, for example; the granary in Essling; there were two farms in Ligny – not counting an almost entirely separate battle for the chateau; but nothing in nearby St Armand, which was barely defended).

    This general rule is less true of more recent times, where small groups of soldiers often defended fairly ordinary houses, and fighting in built-up areas often took the form of house to house clearance. That is presumably down to the extra firepower of modern weapons and the greater development of small unit command. If he who controls the streets controls the town, it became the case that he who controlled the houses on those streets controlled the streets. Even so, streets would be the central focus of any plan of attack.

    On the table

    Representing built-up areas on the wargames table is not easy. We start with the problem that figure scale and ground scale are of a different order of magnitude. The scale of my 18mm miniatures is 1:100. Usually the lowest ground scale for such figures is 1:1,000 (1mm to 1m) – and often it is much more. The figures are mounted on bases 25mm wide – which is narrow by wargaming standards. That means to fit one base width a street would need to be at least 25m wide in ground scale. This is much wider than the typical village street, especially in the earlier eras. If you try and represent the street plan of a typical village, you will often have little space left for model buildings. And these tend to be enormous in ground scale terms.

    There are two types of solution – not counting skirmish games where the scale discrepancy is much smaller and everything can be 1:1. In one buildings are scaled down to be representative, and then the game is played as if what you see on the table is what is there is in life (this is typical of WW2 games). The other is to be abstract: built-up areas are represented by zones, which represent both buildings and streets. There is then a set of arbitrary rules about occupying, moving through and combat. Obviously the greater the scale discrepancy, the greater the attraction of the zone method.

    Big problems happen when the two methods are in effect merged. A built-up area zone is represented by a single model building, and the rules deal with it as if it was a single building with a secure perimeter. Of course that is visually intuitive. And when we remember the heroics of Hougoumont and La Haye Sainte at Waterloo (or Rorke’s Drift in a later era), this might appear realistic. One example is Sam Mustafa’s Blücher rules, where the playing units are brigade strength. Each zone (referred to as an urban area) is only slightly bigger than the unit base (though square). If a unit occupies it and takes up “prepared” status, which is very simple to do, it becomes a garrison – and “garrisons are very difficult to dislodge” as the rulebook says. I experienced this when I tried the rules out on a scenario loosely based on Ligny. The Prussians garrisoned Ligny village, and the French simply didn’t have enough infantry to stand any chance of victory. Repeated attempts to take the village ended the way of attacks on Hougoumont. Historically the French did take a long time to win Ligny, but they had much greater economy of force than the Prussians – it cost the Prussians more to defend than the French to attack, and the former became exhausted, in spite of superior numbers. It is my biggest criticism of the otherwise very clever Blücher system. Interestingly by the time Sam came on to rewrite his Lasalle system (where units are battalions) he changed the balance, though it uses the same zonal system. It is harder to attain garrison status, and no so difficult to wear down and shift a garrison. And garrisons may not “un-garrison” themselves – which is easy in Blücher (which to be fair is representing longer periods of elapsed time). Moreover he explains what his rule system is trying to represent much more clearly.

    The current rule system I use for Napoloenics, David Brown’s Général d’Armée 2, operates at similar scale level to Lasalle and also has a zonal system for built-up areas. It works in a not dissimilar way – but the general practice seems to be for the zones to have a much bigger footprint. In the Mustafa systems you can’t have your model soldiers and the building occupy the same table space -you remove the building when the troops get there. In GdA2 the practice seems to be to fit them both in the same space (something which I allowed by house rule when I was using Lasalle 2, as in the picture below). GdA2 also has the concept of “stronghold” for a more robust zone – something that can be used to represent the cores of the two famous Waterloo farms/manors.

    On the tabletop, even when using the zonal system, I like to represent streets and make them big enough to take all the occupying troops with at least two building models. The buildings need a small footprint (which can be achieved by using suppliers such as Total Battle Miniatures Big Battalions Range, one scale size down from the miniatures)and should not need to be moved. Buildings look so much better in groups.

    In this game you can see two of my built-up area zones in a Napoloenic game (Lasalle 2). The figures are 18mm (Old Glory and AB), and the buildings 10mm, mainly from Total Battle Miniatures.

    Rules

    If I was writing my own rules for the battalion-as-unit level (I won’t be – my creative activities focus on much bigger battles), I would try to use a much more representational approach (which is typical of WW2 games played on similar ground scales, though with a much lower density of troops). The basic street plan of the area should be represented, with the streets big enough to take infantry bases (though perhaps sideways if people insist on wide bases). Some buildings would have a stronghold capability, and these may be occupied – and generally only skirmishers could move through building models without being disrupted. I think this is just about doable at 1mm to 1m ground scale and 18mm miniatures. A village would have quite a large footprint – but remember that it also includes back-gardens, allotments, sheds, and so on. It would be more complicated than current systems, but at least it would present players with more realistic choices. It matters where the entrances to villages are. At Aspern (1809), at one point the Austrians were advancing up one street, while the French advancing down the other, parallel street in the village – such complexities are beyond most rules systems. Alas this is fantasy and I don’t think any modern rule-writers will want to take this up.

    Once you scale up, then the zonal model is the only workable one, and realistically this will be the system used most of the time. The rules need to represent the ebb and flow realistically. I think that it is OK to give defenders some kind of initial combat advantage, but they must also be exposed to higher risk if forced to retreat – to represent the risk of elements being cut off. This should apply right up to WW2. I think this should achieve the high defender casualties shown up in battle studies. Strongpoint battles, like Hougoumont, are harder to represent, because the garrison is much smaller than the typical brigade-level unit. But remember that to last out the garrison will need refreshing (if only with ammunition supplies). If you look a little more deeply, those heroic battles at the Waterloo farms, you will see that many more troops were involved in the defence over the course of the battle than many accounts suggest. It should also not be so easy to bypass enemy-occupied villages or farms, however. Waterloo was not unique in small-ish farm complexes delaying the progress of large bodies of troops. This happened at Marengo in 1800, for example, with an occupied farm delaying an Austrian flanking move. But setting up a strongpoint does require a degree of preparation – it isn’t just a case of moving in. Zone of control rules, designed to prevent bypassing of units in the open, can do the job well enough here, I have found. It also helps if villages, etc, can be assigned as objectives with victory points – this relates to the idea that they are important geographical reference points, with psychological significance.

    When it comes to WW2, I am less of an expert. But I think it is even more important to represent streets – as these provide transit for vehicles. These are not always wide enough to accommodate tanks, especially German Tigers and Panthers (one reason that the Panzer IV was more popular I some settings, apparently). Tanks would also be wary of ambush, especially after bazookas, PIATs and the like came into being. On the other hand, covering fire provided by tanks should make the life of attacking infantry much easier. How about reducing buildings to rubble? I am wary about this – I think this was generally quite hard work without the heaviest guns (say 150mm and up) – and even this should be quite slow work. Demolishing a building clearly puts its occupiers at great risk – but if defenders are allowed to occupy rubble, they can be quite hard to clear.

    Conclusion

    I think wargamers can be misled by two things when representing combat in built-up areas. The first is the temptation to play the terrain on the basis of what they see on the table. Typically a single building model represents a group of buildings- something that is altogether more complex – it is one place where bath-tubbing really doesn’t work. For one thing troops tend to occupy the streets between buildings rather than the buildings themselves. The second temptation is to turn all such combats into reruns of Hougoumont. But real Hougoumonts were rare – and depended on having the right building in the right place. Hougoumont favoured the defender – but in most cases combats in built-up areas favoured the attacker.

    And a final point: remember that the old buildings we see today are the survivors – the ones that were well-built enough to survive the vicissitudes of time. Most buildings were much flimsier and are long gone. They were often constructed of wood or wattle-and-daub. More robust construction methods, using mass-produced bricks, only emerged in the 19th Century.

    For the next time in this series I will look at water features – but before that I will return to my painting projects and latest games.

  • Terrain in wargames 1: Hills

    Classic sculpted terrain – from Bruce Weigle’s San Martino 1859 game. This consists of a cloth covering a sculpted base. The trees are pins holding the cloth in place. The figures are 5mm.

    This is a new series of posts when I set out my thoughts on a broader subject. I am moving from mixing colours to something more directly to do with warfare: terrain. Everybody knows that terrain is critical to the course of battles – but representing it on the tabletop, or allowing for its effect in rules, presents particular challenges. In these posts I want to do two things: consider what these terrain effects are – based the landscape as it was historically, rather than the very different place we typically see today. The second is to consider how to represent these effects on the tabletop. In this I will have a strong bias towards Europe, and the eras that I play, from Horse and Musket to World War 2.

    I will start by looking at hills – or relief. At least this aspect of terrain is virtually timeless. The shape of hills has changed little over time. Their effect on warfare has changed though. In ancient times, when a lot of warfare came to big shoving matches between close packed bodies of men with shields, with few casualties until one side broke, the physical effects of gravity were clearly important. This would have diminished once firearms started to dominate, and physical contact became less important; contemporary accounts still talk of the tiring effect of marching uphill towards the enemy, but it is harder to discern whether this had much effect on actual combat, unless combined with disordering terrain. The effect of hills on line of sight started to become much more important: hills could block the path of a cannon shot. And when modern howitzers and mortars allowed the indirect fire over the hilltops, hills became critical to observing and directing such fire. In the 1943 battles in the Mediterranean that I am studying this was often central to the way the armies fought: the advancing side had to capture the commanding heights, which could render defensive positions untenable. In addition steep hills were an obstacle to the passage of troops and especially vehicles. The biggest battle in Italy (barring perhaps Anzio – though this was fought largely on the flat) was centred on a mountain: Monte Cassino.

    The shape of things

    What about the physical characteristics of hills? Firstly the shape. Here the biggest challenge for wargamers is that they rarely conform to nice isolated blobs on the landscape. The whole ground is shaped in features that can extend for miles. In fact there is rarely such a thing as completely flat ground: and it doesn’t take much of a fold in the landscape to affect what you can see. If you take a walk in the countryside you may be surprised how short it your line of sight – unless you are above the features you are observing. Visibility on level ground is in practice restricted by small folds, to say nothing of trees, hedges, walls and buildings. When visiting the battlefields outside Ypres, the ground at first seemed to be flat and nearly featureless. But standing where the British would have stood, we were looking at a German controlled ridge that was considered to be of great tactical importance.

    Two key points arise here: first, don’t think about “hills” so much as “relief” – shape of the whole landscape. And second, height is a relative concept. It doesn’t matter how high you are in absolute terms – it matters whether you are higher than what you are trying to observe. Or lower. If you can see, you can be seen. If you are descending a hillside you are exposed to the whole landscape in front of you. A slope neutralises the effect of other terrain obstacles.

    Linked to shape is steepness, and this can be considered next to ruggedness – or how broken the terrain surface is. Slopes are mostly gentle outside hilly regions, but occasional steep slopes can surprise. The countryside near Devizes is mostly gentle and rolling – but Roundway Down, the site of a Civil War clash, stands out as a low hill when approached from West, as the Parliamentary army did, but conceals a 100m precipitous drop, enhanced by Iron Age fortifications, that caused havoc to their cavalry when forced onto it. In hilly areas steep slopes become more common, of course, as well as rocky and other rugged terrain which hinder close order formations and vehicles. When thinking about all this, I conflate slopes and other ruggedness into a single concept of “difficult terrain”.

    Roundway Down: innocent-looking rolling terrain can conceal surprises: [Picture by Doug Lee, CC BY-SA 2.0, https://commons.wikimedia.org/w/index.php?curid=8328899}
    Like this, which caused mayhem in the ranks of Parliamentary cavalry. It became known as “The Bloody Ditch”[Picture by Brian Robert Marshall, CC BY-SA 2.0, https://commons.wikimedia.org/w/index.php?curid=14278373]

    Incidentally there is an interesting debate about horses and hills. In traditional rules, cavalry would get a +1 for charging downhill – and you would station cavalry units on hills. People that actually ride horses (not me, I must add) find this highly dubious. Quadrupeds like horses find it easier to go up hills (though exhausting) than down. At Rolica in 1808 one of the British officers ascended quite a steep hill on horseback and got into trouble because the horse ran ahead of his men. One rule-writer went as far as not allowing cavalry to charge downhill, or giving it a disadvantage – though this was usually house-ruled away, apparently. It would be interesting to know if anybody has done any systematic research on cavalry and hills.

    On the table

    How to represent this on the tabletop? The best way is to sculpt terrain, directly modelling the features of relief. But this is a huge investment, which usually cannot be re-used for other battles. This is appropriate for show games rather than more ordinary fare. There are three broad approaches: avoidance, separate hills, and cloth over contours.

    Avoidance is a common approach. I see a lot of games without any representation of relief at all. This can be justified if you think that relief did not play a significant role. If historical accounts don’t mention hills, they probably aren’t important. We have an idea that a lot of ancient battles were fought on flat, open ground because controlling armies in other terrain, or enticing enemies into battle, led to this. I’m no expert on ancient battles, so I can’t really comment. The exact location of battles is usually unknown anyway, so going back to the historical ground isn’t an option. Indeed when setting up setting up scenarios using historical forces but indeterminate locations, you can simply design out the hills. This seems to be what happens with many skirmish games. But there can be a stronger justification, especially with the smaller games: other terrain features can trump the effects of relief. The main effect of hills is to block line of sight. But if there are plenty of other obstacles – forests or buildings – the additional effect of hills is pretty limited. This would apply if refighting Shiloh, say, or parts of Stalingrad.

    A short step from this is to use the traditional approach of placing separate hills on the terrain – sculpted or contoured, on top of the mat or under it. If the historical account mentions a hill, you can just find one from your box terrain and plonk it on the table. In fictional scenarios you can place them where you like to present particular tactical opportunities or problems. In many cases it is possible to achieve the tactical impact of more complex relief this way.

    Typical club game treatment of hills. This might represent the key features of much more complex terrain. It’s not hard to see how this setup could represent something more complicated.

    But very often this will not do. The features are simply too big or too complex to be represented by some blobby hills. Waterloo is a case in point if you are trying to recreate the whole battle. The best solution, I think, is to try and resolve the terrain into a small number of contours – two above the base level is often all that is required. I have found this to be perfectly feasible, but putting it together on the basis of a contour map or other information can do your head in. It is not a question of precision, it is judging what is and isn’t important. I love this kind of doing my head in, though, and I have found that attempting it always adds profoundly to my understanding of the terrain and the battle. With a bit of luck you can find that somebody has done this for you. Bruce Weigle does this in his scenario books for the Bismarck era wars, even though he usually goes for the full sculpt himself (as in the lead picture). Chris Pringle has done it for his Bloody Big Battles rules.

    My Vitoria game with contoured terrain used direct (with 6mm figures)

    What you then need to do is recreate this contoured terrain. This can be done in some appropriate material and directly painted, and used as the playing surface. A friend did this for me for my bicentennial game of Vitoria – using some cardboard type insulating board – though he said that it proved difficult material to work with and he wouldn’t recommend it. Much easier to use styrofoam board (high or low density), and place a cloth on top of it. The under-layer can be as bitty and messy as you like – though it’s a good idea to tape it to the table before placing the cloth on top. You sometimes need pins to get the cloth to lie in the right way. Alas the foam board is unlikely to be usable for other battles. You either need to throw it out afterwards or store for a future rerun of the same game. If the latter you need to mark the pieces so you can figure out how they fit together. Relying on memory won’t be enough.

    This cloth over styrofoam terrain is from a Waterloo game I did in 2015. Rather crude, but it demonstrates the principle. Note the use of map pins to hold the felt cloth down

    In the rules

    Mostly the treatment of hills in rules is quite straightforward. They block line of sight. Some slopes may be steep or rough enough to constitute difficult terrain. Being uphill of an opponent may give a tactical advantage in combat. Or not. Still, there are a small number of issues which I think can be neglected, or which are difficult in practice.

    In the first category comes the effect on visibility. Being uphill does not just help visibility, it transforms it. Visibility along the same level is usually quite limited – not least by small folds in the terrain that it is too hard to represent on the table. Small gains in height, such as from a first floor window, or railway embankment, can transform the view. This needs to be allowed for, especially in 20th century games. On those country walks, test yourself to see how far you can actually see without the object being on a higher or lower level. Often not much more than a few hundred metres. This is not just important for directing the fire of longer-range weapons, but it is important for the situational awareness of commanders, including in earlier eras. Whether or not this justifies a ” +1 for vantage point” in command friction tests is another matter: you can have too many modifiers. The important point is that control of vantage points confers a tactical advantage which makes them worth fighting for – and that can be reflected in the scenario set-up.

    One potential complexity is the question of dead ground. This applies where some hills are high enough to overlook other blocking terrain. This is sometimes ignored, or sometimes you get very elaborate tables. I’m very much in the keep it simple camp – and probably scenario specific rules are the best way to go. A fixed distance of dead ground is easier to live with than having to refer back to a table.

    Then there is the question of rounded hills and ridge lines. This is a particular problem for contoured terrain – such as I have just recommended above. A good general rule is that units on the same contour are treated in the same way as those on “flat” terrain, and can see through any ridge line. But troops on a lower level can see units in front of the ridge line but not behind it. Likewise troops behind a ridge line can’t see units on a lower level across it. The ridge line can be marked in some way, or you can use a simple half-way rule. Or if that doesn’t feel right, units need to be within a certain distance of a ridge line to see through it. Something similar applies to plateaux. The ability to see beyond the edge into valleys or other lower ground is limited unless you are close to the edge.

    Another issue that can vex people is the ability of cannon to fire overhead in the Horse and Musket era. Some people, like the great rules designer Sam Mustafa, say that this didn’t happen – or not often enough for it to be important. I disagree – based on my reading of the Battle of Ligny in 1815 in particular – where I think both the French and Prussians used overhead fire, and this had important consequences for the conduct of the battle. It was one way the French were able to isolate the village of Ligny, hindering the ability of the Prussians to withdraw troops to regroup (which the French were able to do very successfully) – and the ability of Prussians to reinforce without running the gauntlet of cannon fire. Howitzers had a better ability to fire overhead, but they were a far cry from their more modern namesakes – their main advantage was in the use of explosive ammunition.

    Conclusion

    The shape of the landscape can be tricky to represent, but it is important if you seek a historical understanding of the battle you are recreating. It can provide important insights. At Waterloo the shape of the terrain is critical to understanding the battles for Hougoumont and La Haye Sainte. They are in hollows and/or screened by woods. They aren’t so easy to target with artillery – though the French eventually managed to converge some howitzers to attack Hougoumont and set it on fire, not a tactic that most wargames rules cater for.

    Next time: Woods

    This table for Albuera shows a more subtle use of the styrofoam and cloth technique. There is a single contour, using higher density insulating foam. You can see some offcuts on the char at the back. A bigger table, a nicer cloth (Geek Villain Sicily fleece) and a slightly thinner contour sheet combine to make this look much better than the Waterloo game. Still a bit small for 18mm figures though!
  • Weissenfels 1813 in GDA2

    Situation after Turn 1. The French are attacking from the left and have just got their cavalry across the stream at the far end of the table

    This game was a bit of a landmark for me. It was my fourth game played with Général d’Armée 2, and the third at my club. We played it to completion (we had started the 13th move out of a possible 14 when we decided the French had won), giving not much more than 20 minutes a turn. This is the sort of fluency I have conspicuously failed to achieve so far. It was also the first game I have played based in 1813, rather than 1815. The system is now firmly established as my favourite for Napoleonic games, and I’m still happy to play it virtually without modification.

    I have been taking GDA2 games from the published scenario books (though these are designed for GDA1). These may be a bit questionable historically, but they have been designed as playable scenarios. Having played the Gilly scenario from the 1815 book twice, and not ready for the much bigger St Armand or Planchenoit, I thought I’d look at the 1813 book – the other period when I can field my late war Prussians against the French. The first scenario in the book, and the obvious place to start, was the one for Weissenfels. This encounter, just before the Battle of Lützen, is described as a “skirmish” by Nafziger, and historically it is noted for two things. First, it featured the death of longstanding French Marshal Bessières. Second it showed the fresh French Marie-Louises standing up capably to swarms of French cavalry. According to Nafziger the battle was largely about the French infantry beating off swarms of Russian cavalry – with only a single Russian jager regiment present as infantry.

    The GDA scenario is very different. Russians have seven battalions of infantry (three of Line jagers, four of Reservist line infantry), two brigades of cavalry (four units) and one of Cossacks (three units). The cavalry looks faithful to the historical order of battle, though not quite as overwhelming as those historical (and doubtlessly French) accounts suggest. The French order of battle is closer to history: Souham’s 8th Division, with 15 battalions of infantry (historically two brigades; four for games purposes) supported by a brigade of cavalry that was stronger than any of the Russian brigades. The Russians are defending the Rippach stream, and the French need to get to the village Rocken at the far side of the table by Turn 14. This is a very interesting scenario, with the defenders deployed much further forward than typical, and so more ground to play with, but without enough forces to mount a full defence of the stream. The French have plenty of troops but are constrained by the stream, and half the troops they have are Recruits.

    The first problem is that I don’t have any Russians. I could simply have substituted the units for Prussians of the same quality, turning my Landwehr cavalry into Cossacks. But I wanted to field historical formations, and since this wasn’t really a historical battle I saw now reason not to use Prussian troops from the Lützen scenario. I took two brigades of infantry from that source, but dropped the grenadier battalions. That gave me seven battalions of infantry (two of Reservist quality, the rest Line). I gave them two brigades of cavalry from the Lützen scenario, plus another brigade that was at the battle but not in the scenario; I also topped up the dragoon brigade (consisting of one cavalry unit and one battery of horse artillery) with an extra small unit of dragoons. Each of the Prussian cavalry brigades consisted of a standard-sized unit and a small unit, reflecting the Prussian use of four squadrons of one regiment in their brigades, and two from another. This makes the Prussians slightly stronger than the Russians in the scenario, but with one fewer units of cavalry (but no Cossacks) and a weaker horse artillery battery. I also let them have the horse artillery from the start, rather than it turning up later.

    The French forces in this scenario feature in the Lützen scenario too – though some have been upgraded in quality, and I used them unchanged. The advantage of this is that I can print out a full set of labels for Lützen, with a few extras. That means I will be set up for the Lützen, if and when we get to play it. I sampled a video from a GDA2 veteran, Scott Driscoll (Check Your Leader TV) who played Reisswitz. He made the village on the Russian side of the stream, Göhren, a Tactical Objective, which would certainly affect the character of the game. However this isn’t in the main scenario – and I don’t think it was really appropriate for a delaying action like this.

    It’s worth talking about the rules. GDA2 is often criticised for the way it is written – the book is 112 pages long (or 99 plus appendices on army choice and the index). It sometimes quite hard to find the rule you want to look up – we spent a lot time doing just that in our October game. It would be wrong to say that it is badly written. I found them to be always clear, and although rules are often repeated in different parts of the book, these are (almost always) consistent. I can’t think of any typos or obvious mistakes. It has an index. All this is a wonder by the standards of modern rule-writing. Still, I much prefer a more compact style. I decided to write my own summarised version (I actually do this quite often). I left out the preliminaries of the battle (up to scouting and deployment), and the procedures and tables summarised in the four-page quick reference sheet. This came to ten pages of fairly compact script. I did use it a few times in the game, but I had missed a couple of things, and often I wanted to assure myself with the original. Its main value was that it helped me thoroughly familiarise myself with the rules. I knew my way round the rulebook much better, especially since I had discovered the index! For copyright reasons though, I don’t think I can publish it here.

    And so to the game. I took on the French, with Rod, my usual opponent at the club, taking on the Prussians. My scouting was good enough to show that he had placed one brigade of Infantry to cover the crossing on my right, while the left looked thinly covered. I had rather assumed he would might cover the right primarily with cavalry, so I adjusted accordingly. My plan was to seize the crossing on the extreme left with my cavalry brigade, and follow it with the smaller of my two more experienced infantry brigades, so try and sneak around his flank and on to the objective. The other more experienced brigade I put on the right with its artillery on the hill. The two brigades of Marie-Louises were to come on in Turn 2.

    Rod had two brigades of infantry, but three crossings to cover. He covered the one on my right, and Göhren and its associated crossing on my centre-left. He possibly could have tried to cover both bridges with his right-hand brigade. Anyway he decided to leave it open. I had the initiative in Turn 1, gave may cavalry Forwards tasking, and got across the bridge, with the infantry following. Meanwhile the other brigade engaged in bombardment and skirmishing at the other crossing. the photo above shows the game at this point. In Turn 2 I moved the two brigades of Marie-Louises in, one to advance on Göhren on my left, and the other to support my right.

    On my left I pushed the cavalry forward and it encountered a Prussian brigade sent to meet it – and decisively beat it after two rounds of combat (it was quite a bit stronger); it got a Falter result and eventually dispersed entirely. Meanwhile I tried wearing down the nearest Prussian infantry unit with canister from the horse battery – which was much slower going than I expected. However disaster befell the Marie-Louise brigade in Göhren. The first unit got a toe-hold in round one, in spite of coming in with a two dice disadvantage, and brought in a second battalion as reinforcement. But the tables turned, and the Prussian won in spite of the advantage having turned against them (they had a three or four dice disadvantage – I hadn’t remembered the rule about a two to one advantage in dice, though it may not have applied). Both French units retreated, putting their brigade onto Falter, and then it broke as it failed its Falter test. It required my CinC to intervene (Stand with Me!) to stop the remaining two units being lost.

    Lunchtime. The Prussian cavalry and French Marie-Louises have both been forced to retreat after two-round combats, causing their brigades to Falter. Both failed their Falter tests next move.

    On my right my infantry brigade tried forcing the crossing, but only being able to push across one unit at a time, and without especially good luck, I made little headway. The Marie-Louise brigade could only contribute its skirmishers, though these did manage to destroy the Prussian screen, rashly not withdrawn, and cause a Falter – which forced the CinC to intervene. My battery eventually destroyed the horse artillery battery (which had mauled one of my infantry units), causing another Falter on the dragoon brigade, which eventually recovered.

    Meanwhile Rod started to move over his remaining cavalry brigade help shore up his right. My cavalry was on the edge of being worn down, so might have been vulnerable, and as time was moving on, I decided that this was the moment for a decisive move. My two battalions of my left infantry advanced towards Rocken. They then went onto a Forwards Tasking while my cavalry charged the Prussian cavalry to keep it diverted. This was enough for the leading French unit to reach Rocken. It was now Turn 13 and there was no way the Prussians were going to retrieve the situation. My plan had actually worked. They rarely survive contact with Rod’s deployments.

    At the end, with added coffee mug for authenticity. The French have reached Rocken at the back, while the Prussians have held on on their left, and even still hold Göhren, just.

    This game was a major success. Going forwards it leaves me to deal with a few things. I need more troops. With 24 figures in a standard unit of infantry (though only 8 cavalry), these games use a lot of infantry figures. Of course that gives them a satisfactory visual appearance. The last two games stretched my French collection. I had to bring in two units of Young Guard to stand in for line infantry for the Gilly game, and both those units and a unit of Middle Guard for this one. I need to put together a brigade or so late period French infantry to bolster the numbers. The Prussians are looking a bit stretched too. I could do with some more regular line infantry.

    Also my terrain needs work. I have bases and buildings for two “villages” – I needed four this time, and the result was a bit threadbare. My homemade cardboard river pieces need an upgrade too. I think I might have to buy in some latex ones, though there is a bit too much regularity in their shapes. And while the table mat is OK, I could do with more fields and things to add a bit of visual interest.

    The Lützen scenario is a way off at the moment. The French army is the much the same as for Weissenfels, if we go for the smaller game (some of the troops get upgraded). But the Prussians, now on the attack, need more than double the infantry (though less cavalry). And the game is 20 turns. This is a much bigger game and it would have to be played more quickly if it is to be completed in a day – a maximum of five hours playing time. More players would doubtless be a help. But it is something to aim at. There are three other Prussian-French scenarios in the two books – Mockern in 1813, and St Armand and Planchenoit for 1815. These battles are even bigger, though the 1815 games are 18 and 16 moves respectively. Something to aspire to! It’s a pity there are not more smaller scenarios like Gilly and Weissenfels.

  • 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!

  • Rapid Fire! Reloaded for hexes

    The later stages the club game

    Wargamers are like butterflies, flitting from project to project. Alas I conform to the stereotype. Earlier this year I diverted to my Great Northern War armies. I then moved on to a twin-track: my 1866 project (Austrians and Italians in 10mm) and my 18mm Napoleonics, using Lasalle 2 rules. I put my 20mm World War 2 project on ice, after some rather irksome kit building, and having lost my way on rules. Now I’ve turned back to these with a vengeance.

    I have at last been getting regular games at a local (-ish) club: the Tunbridge Wells Wargames Society. At first I played Lasalle, but after a few games I wanted a bit of a change. Then my wargaming partner, Rod, said that he was building up some armies for WW2 using the Rapid Fire! Reloaded system. I had long had it in mind to run my WW2 games using a hex-based system, and even bought a games mat marked in hexes. What if I tried adapting Reloaded to hexes? And so my other projects were put to one side.

    Reloaded is the latest in the Rapid Fire! system, which I have used before (I have the 2005 edition), and commented on a few times. They date from the 1990s and were revolutionary in their time, breaking out of the complexity that had dogged WW2 systems before then. They feel very old-school today though – an old-fashioned I-go U-go turn system, and a bang-you’re-dead combat system, without such ideas as suppression. They are designed for 20mm (but workable with 15mm – 28mm) models, and though there is no formal distance scale, they are broadly consistent with 40m to the inch. One model tank represents about 5 real ones, and one two-figure infantry element a normal-sized platoon. The rules are heavily “bath-tubbed” – it is played as though the scale is 1:1, which is something that I struggle with, but makes the rules seem less abstract. This approach is one way of getting a lot of large-scale kit on the table – and arguably more honest that systems like Bolt Action which pretend they are platoon-level.

    But for a simplified, fast-play game RF became quite complicated. The basic rules cover 45 pages of A4, admittedly with lots of pictures. The authors (Colin Rumford and Richard Marsh) obviously decided that there was a market for a stripped-down version, and Reloaded is the result. The basic rules (without the sample forces and scenario) cover just 8 pages – though without pictures. They’ve done a pretty decent job. There is no complicated fire table, or observation table, for example. I raised my eyebrows a few times (on the treatment of auto cannon, for example), but then realised that the issue didn’t matter that much. They are bit more abstract – but that is actually a good thing at this scale – as attempts at detail look like bath tubbing. I started to become a bit more surprised at some of the detail left in – for example the extra range given to very high velocity anti-tank guns (e.g. 88s and 17pdrs).

    How about converting to hexes? When ordering the mat (from Tiny Wargames – who have a very flexible service), I decided to go for hexes with 3in sides – so 6in from corner to corner, or 5in between the sides. This is pretty big as these things go. They needed to be big for 20mm models, though, especially if they are sharing the space with terrain, such as buildings. My original idea was that more than one tank would be able to occupy a hex. Smaller hexes would certainly have been possible. Larger hexes make the game more abstract – but that speeds things up.

    The first thing to tackle was how the game elements occupy the hexes. I decided to have each element facing a hex-side, rather than a corner. This generally how board games for the era work, and it means that elements move forward in a nice straight line. It doesn’t work so well for earlier eras, as you can’t line units up side by side in straight lines. More than one element can occupy a hex, but I soon decided to limit the “stacking” to one large vehicle (models more than 60mm long – most mid-war tanks, Sdfz 251s and medium trucks) or one artillery piece, at least the size of medium anti-tank guns (Pak 38s or 6pdrs). I decided to limit infantry to four bases, with each element assigned to one hex-side, and no more than one per side. A small vehicle (Bren carriers, Sdkfz 250s, jeeps, etc) is the same. I might want to simplify this to suggest a maximum of one element to each hex-side, with large vehicles taking up two opposite sides, and hence preventing other large vehicles from occupation. This complexity results from using larger hexes, of course. With smaller hexes you might have just one or two elements, with vehicles unable to occupy buildings hexes.

    For distances, the basic premise is that six inches converts to one hex, or five inches for the longer distances. That only gave me a small number of issues: infantry crawling (3in) which wasn’t too hard to represent (place the figure across the hex-side in the first move). Heavy tanks (9in cross-country) were a bit more of a problem, as I didn’t want to create a rather untidy half-move rule just for them, so I have let them have the normal two hexes cross country for tanks, but reduced road movement by a hex. I dithered about giving them a single-hex move cross-country, but decided that this would slow things down too much. For my 1943 setting there are only two vehicles in scope (given that Valentine tanks were largely out of it by then): Tigers and Churchills, both mainly applicable to Tunisia. I only have Tigers table-ready at the moment, and these should definitely be given the benefit of the doubt. Many rules give them normal tank speed (though they did struggle a bit with the terrain, especially in Sicily). I also needed to decide on firing arc – where I was generous, allowing fixed guns to fire through adjacent hex-sides. This is in keeping with the RF rules, which are generous too. Where the original rules divide direct HE fire in six 8in range bands to decide chances of hitting, I decided to use a D10- instead, with a maximum range of ten hexes (so that you need to throw a 10 to hit at ten hexes, etc.).

    By far the biggest conversion issue was close combat, as the use of large hexes makes this much more abstract. I decided to resolve this with an exchange of fire, followed by a dice-off (following the Reloaded rules for this final stage), with the winner being left in possession of the hex and the loser being forced to retreat. This hasn’t been play-tested yet. There is a big difference in the treatment of built-up areas. RF treats each model as if an individual building. In my hex system, a building hex (which may have just one building model so as to leave enough room for a large vehicle too) is treated as an area composed of several actual buildings, without an attempt to resolve occupation in detail. It will be interesting to see how this works out in actual play.

    I had a little time to think about terrain. I don’t have much that is directly usable. I experimented with scratch-building an appropriate building using cork floor tiles, of which I have a plentiful supply. You can see the result in the picture. The roof is cardboard overlaid with Noch N-gauge pantile sheet, which I happened to have in stock; I even had some plastic pantile ridge tiles – though I don’t remember where I got these from. There were some learnings, but the result is a nice robust model, which is hollow, so that I can remove the roof and place an infantry element inside. Cork tile also lends itself well to creating ruined buildings. My idea now to build several models using the same technique, in various sizes – but not ruins just yet. I also tried my hand at making some cypress trees – which I didn’t quite finish. There’s a lot more work to do before I start getting the table looking a bit more authentic. Fitting terrain into the hex grid is a further challenge.

    Another view of the newly build building model – also cypresses with unfinished bases.

    For the rules’ first major outing, last Sunday, I devised a simple scenario, based very loosely on the Salerno beachhead, between two battalion-sized battlegroups. The Germans, attacking, had three Panzer IVs, and Panzer III flamethrower (these were used to devastating effect in the early days of the battle, before they were knocked out by the Allies). The British were supported by a single Sherman, and a 6pdr, and hadn’t had time to dig in. Both sides had a battery of field artillery. In RF terms the Germans had 200 points and the British just over 100 – about half the size of a normal attack-defence game. The game took us about three hours, even allowing for a fairly slow pace for unfamiliar rules. Casualties were heavy. Infantry vanished like snows in summer as soon as they became the focus of attention. The 6-pdr knocked out two Panzer IVs as they approached, while return fire proved ineffective. It was only destroyed by artillery late in the game. The Flammpanzer did for the Sherman in a move-and-fire manoeuvre as it came over a hill. In the end it was a race to see which side’s infantry failed their morale test for 50% casualties. This proved to be the British, though the Germans had passed two tests by this stage.

    The rules produced a fast-paced game but are deeply flawed if you are looking for realistic representation of warfare. Most of the flaws are with the original RF system, and not the Reloaded one though. Some things, like move-and-fire are so much part of the core system that I won’t change them until I produce my own rules in the same space. But there are some minor tweaks to deal with things I consider to be anomalies:

    • One change I made on the day was to treat static infantry as being in soft cover, for both observation and firing purposes – as crawling infantry already are. It is normal field craft for infantry to go to ground and use any limited cover.
    • Vehicle machine guns are very effective (three fire dice) when static. This includes both mounted light machine guns used in Bren carriers and the Sdkfz 250/251, and hull machine guns in tanks. When dismounted a carrier platoon or only gets two fire dice. Hull machine guns were defensive weapons where the gunner had limited visibility. Turret machine guns were more effective but had limitations too. I think LMGs mounted on APCs get one die whether moving or static. Hull machine guns likewise get a single dice – and I would limit their range to the adjacent hex. A static turret machine gun gets two dice. Medium machine guns, mounted on sustained fire mounts and fully crewed, still get 4 dice.
    • Not in the Reloaded rules, I would give HMGs and autocannon a limited AP capability – 6 and 5 respectively – limited to small arms range. This is in the main rules, except that heavy autocannon (37mm or 40mm) have more range.
    • Light mortar: I think it is simpler and more realistic to treat these as a direct fire weapon, with a range of 6 hexes, using a D6 to determine hits.
    • I also want to ease the process of indirect fire support, so that any company can call in direct fire support (mortars or infantry guns) and artillery OPs can call in direct resources too. But limit this by making all calls by a separate observer subject to the comms test. That comms test needs to be made a bit more sophisticated, but that’s a job for another day. Each weapon can only be called once, and each observer can only direct one weapon per turn. This is really a down-payment on a more sophisticated system, which I’m basing on Battlefront rules.
    • I also need to cover HE fire on buildings hexes where the occupying troops haven’t been observed. The hex needs to be easy to hit, but which hex-side gets the effect needs to be randomised.

    We’ll come back to these rules for another game in January. Alas I won’t have much time to add to my limited available troops on the tabletop, or terrain. But I can focus longer-term painting efforts on building a 400 point army for each side. Meanwhile I am working on ideas for my own rules in 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.

  • Great Northern War again

    My recent game, which the Swedes taking on the Russians

    How time flies! It’s been quite a while since I last posted. My hobby focus has been mainly on my Great Northern War project – though as usual the rest of life intervened to limit the time spent on it. I developed my Carolus Rex rules ready for a proper live game in April. Since then I have modified them, and they are now published on here the Rules Page. I have also painted up six more infantry units (mostly Swedish) and a few other bits and pieces. That draws a line under GNW for the time being. It’s on to the next thing now.

    The game was with the monthly group from my old club, which I’d had to miss for a couple of months. There were six of us. It was a sprawling affair using the bulk of my Swedish and Russian armies (I left some Russian infantry, a lot of the Swedish artillery, and the Swedish irregular cavalry out), shown in the picture from the Swedish side. There was no serious terrain. Although the Swedes had much the smaller army, the Russians were mainly D class, and the Swedish troop and command quality showed through, especially with their cavalry. The Swedes had one hairy moment, when the Russians managed to rout both Swedish guard infantry units. If the Swedes (played by me in this case) hadn’t done well on a divisional morale check, and then managed to rally one of the units, it would have been a big struggle for them to win. But the game flowed well, and we concluded within the time allotted. The feedback from the players on the rules was very positive – no big holes were revealed, though some tweaking was needed. Cavalry was too powerful against infantry, and flank attacks needed to be a little more effective. The one issue I won’t fix is the card driven activation system, which means that the six players need to go sequentially, reducing the possibility of parallel processing. I think this dynamic adds a lot to game play.

    I have made those tweaks to the rules, as well as correcting a few other details. Increasing the effectiveness of flank attacks meant I felt the need to introduce an option to form square for infantry. This is perfectly historical, in fact, but there is a risk of the unit becoming disordered as it forms up. Interestingly I also changed the rules in a couple of places to reflect what we actually played, rather than what I had written. What we did was more intuitive and made better sense. I am pretty pleased with the rules overall. s discussed before, I feel I may have tilted a bi towards playability rather than historicity, especially in command and manoeuvre, but I do think I have caught important aspects of combat in this era. It should be possible to use them for other conflicts than Swedish/Russians in 1708/09, except that I haven’t developed them to cater for the new Dutch fire discipline methods and three-deep lines, used by Britain and the Netherlands, and neither some of the looser infantry and cavalry types used by the Ottomans and others. I might also want to distinguish between “galloping’ and “trotting” cavalry charge tactics. But life is short and I don’t plan to build armies for these other conflicts. Next time, though, I will design a more interesting scenario – the one inspired by Holowcyzn that I used in early play testing is a suitable starting point.

    After that I painted one more batch of figures to give me more options for armies on both sides. These were four Swedish line infantry battalions, two Russian guard battalions, a Swedish heavy gun, a small unit of Swedish Drabant cavalry, and seven artillery limbers. While I still have more metal to paint, I plan to draw a line under things for these armies now. I will only paint up more if a particular scenario demands it. If I have enough units to keep a six player game going for four hours plus, I don’t need more.

    For the Swedes I painted four units from different regiments: Kalmar, Skaraborg, Västerbotten and Västmanland. Until now I have prepared two battalions from the same regiment, except for two Manning (additional draft) units. But I have the flags and in any case there is usually a bit of bathtubbing going on in my scenarios. The first two of these units are in hats, and the second two in caps (karpus). I don’t think that the karpus was as widely used as I have them in my armies, but I had bought a lot of the figures from Baccus, and they were a bit nicer than the ones in hats anyway (since then Baccus has brought out some better ones in hats).

    The Kalmar and Skaraborg infantry units
    The Västmanland and Västerbotten units

    I have plenty of Russian infantry, but there was something to be said for having a couple more guard units to beef the army up. I painted these from the Semonovsky regiment, with its blue coats. Like my two units for the Preobrazhensky regiment, I attached foil pennons to the pikes. the evidence for this is pretty thin (one of my early source book suggested it), and even thinner for their use in battle (unlike cavalry lances, where the pennons were considered to add to the psychological effect). Still it helps make the guard units special. I painted them mid-blue with a red lining, like the company standards.

    The Semonovsky Russian Guard units

    The Swedish Drabants were Karl’s personal bodyguard, and like him were often in the thick of the fighting. I didn’t really need this unit, but Swedish armies were heavy in cavalry, and this unit gives me more options. They weren’t up to full regimental strength, so I’ve had to create rules for smaller, two-base units.

    For artillery, I wanted a Swedish heavy gun. The Swedes weren’t usually big on artillery, which hindered mobility, but they did use 12 pdrs at Holowcyzn, and I had the metal. Why I bought a mortar I don’t know, as these were generally siege weapons, but having bought them I thought I’d better paint one up in Russian livery. The other piece in the picture is the regimental artillery for the Semonovsky regiment – which was a matter of covering a piece that I had already painted.

    The Drabants, the Swedish heavy artillery, the Russian mortar and a light gun

    And finally limbers! I’ve made light (regimental) artillery and even field guns relatively mobile, without the need for limbering – so in our game players didn’t bother with limbers, as it takes a whole turn to limber up (limbers were not under military discipline). But in my next scenario there could be a lot more movement, and I had the metal away. So I painted up seven models to join the two I already had. One of these (like both the earlier ones) had two horses; the other single horse ones are there for my plentiful regimental artillery.

    For painting technique I followed the same method as my last batch, described earlier this year. The main point of interest came at the end, when I used a rather dark wash. I started to use my Windsor & Newton peat brown ink, but this has turned thick and very red in hue with age. I tried diluted Antelope Brown (Liquitex I think), but this was very yellow – so I added some black, which is strong stuff and overwhelmed the brown. As I merrily applied it (including to the bases), I thought it enhanced the look. As it dried I the result was a bit dark – it’s not just poor photography in the pictures. I felt the need to highlight some of the yellow facings on the Swedes, and some light yellow highlighting on the bases. this proved to be quite a quick and easy process, leaving me to think that perhaps the lighter colours (facings, flesh and weapons) could be done after a dark wash (with paler base colours), using a quick dab of paint. This going down the rout of the black outline style that I have dismissed as being cartoonish. But it may be more appropriate for the tinies.

    My next project is 10mm figures for Italian/Bismarck wars of 1859-71. More of that anon.

  • Understanding Ligny, 1815

    Ferraris map of the Ligny field in the 1770s

    One of my current projects is the battle of Ligny on 16 June 1815, one of the precursors to Waterloo, which was two days later. The usual script is that in this battle Napoleon comprehensively beat the Prussians under Blücher, and with a bit of better luck would have destroyed them, so winning the whole campaign. But, as I said my earlier article, a number of mysteries surround the battle, of which the most important was how the Prussians lost when they had such a strong numerical advantage.

    But researching the battle faces some tough challenges. The biggest is the lack of French sources. It is far from clear when particular formations were committed and exactly where. Prussian sources are plentiful – I think they had a system of after-action reports – but they are subject to the usual systemic biases that will under-report poor performance. One particular frustration is that I can’t find any detailed casualty figures below corps level (and not even that for the Prussians), even though some authors make reference to these. Casualty figures are an important source of evidence, as noted by the French 19th Century writer Andant du Picq, as they are less subject to fakery (if you ignore after battle bulletins). If any reader knows where this data can be found, please get in touch.

    My initial focus is on what I am calling “small Ligny” – the battle for the village of Ligny itself, and the chain of villages and hamlets from St Armand to Wagnelée to the west, involving the Prussian I and II Korps, and French III and IV Corps (minus Hulot’s division) plus Girard’s division from II Corps, from about 3pm to 7pm, when French Guard formations started to get involved. This will lead on to some wargames with my army-level rules. I am also intrigued by the possibility of some divisional level games.

    For my first stage of research, I have used work by Dutch historian Pierre de Wit, which unfortunately does not seem to be available as pdf downloads online any more. This is dense stuff but closer to the primary sources than anything else I have seen in English (or French come to that – I can just about access text in that language). The main information I have sought from this is which units were committed and when, in terms of each hour of the battle, corresponding to game moves. My objective is both to understand the battle and to calibrate my rules.

    Ligny village

    “Small Ligny” organises itself into two main zones – Ligny itself to the south and St Armand to Wagnelée to the west. Let’s take Ligny first. This is quite a compact village, either side of the Ligne brook. On the south bank to the west is Ligny chateau, which was capable of being defended all-round by a garrison of a battalion in strength. There are a number of other substantial farms and a church with yard which became focal points of the battle. The brook was a significant obstacle, with one stone bridge at the eastern end of the village, and a couple of other less substantial crossing points. To the west of the village was relatively clear terrain, on a hillside, which is where the Prussians located a grand battery. To the east was a sunken road, orchards and so on, on the way to Sombreffe, which was clearly difficult terrain, and which does not seem to have been seriously contested.

    The village was initially garrisoned by one small Prussian brigade (but remember that Prussian brigades equal other countries’ divisions) of six (large) battalions, of which two were initially held in reserve. One of these occupied the chateau, and held it until after 6pm, when exhaustion and ammunition loss forced a retreat. Over the course of the battle the Prussians fed in 14 more battalions, meaning that some 16,000 men were committed. The French committed just two divisions, in 18 smaller battalions, amounting to about 9,000 men. The outcome can be called a draw: the Prussians still held the village, or most of it, but were exhausted. When Napoleon committed the Guard and heavy cavalry they did not resist – the occupants pulled back to the next line of defence.

    This is a very striking achievement, and goes some way to explaining the Prussian defeat. Just what happened here? This is important not just to understanding the battle, but also how to simulate battles on the tabletop. The direct sources tell us little. We are left to speculate, or hypothesise, using circumstantial evidence.

    The first point of interest is that while the Prussians committed many more men, the number of battalions on each side was roughly similar. I have seen arguments among wargamers who suggest that when doing tabletop simulations the number of battalions is more important than the number of men – and that using standard units to represent each battalion, regardless of size, gives a fair representation. This view, which I have aways found suspect, is given support by this episode. But interestingly, this battle was not fought by coherent battalion formations, as battalions broke up into smaller tactical units. Still the battalion statistic does point to another factor – the French ratio of cadres (officers and NCOs) was probably higher, though I don’t have statistics on officer numbers for the Prussians. Battalions vary more in size of rank and file than they do in cadres – which tend to be dictated by the internal structure (number of companies, etc). And its clear that the Prussian officer corps was stretched by the fact that they tended to use more junior ranks to handle similar sized formations to the French in 1815 (while the British tended to field more senior ones). The ratio of cadres in regular formations (it’s a different matter in elite units) might make a significant difference to battlefield performance, and in particular to stamina – how long they could keep going when sustaining casualties.

    And stamina is the critical issue here. The Prussians kept on having to feed in fresh troops to keep the battle going, while the French could recycle theirs. My guess is that the French the French used one division at the start (3pm), and withdrew it after about an hour, replacing it with the second. Which was in turn replaced by the rallied first division an hour or so after that. So the French are getting two bites of the cherry for each of their units, to the Prussians’ one. So far as I can tell casualties, in dead and injured, were roughly similar on both sides (about 3,000 for this part of the battle). The tactical situation may also have made it easier for the French to pull back and refresh units (replenishing ammunition in particular). To pull back the Prussians either had to go up the hill behind the village, exposed to French artillery fire, or along the road to Sombreffe, and into III Korps’s zone. They do not appear to have done it until the original brigade (Henckel’s) was withdrawn after 6pm.

    There is another factor when considering quality of troops and stamina. Nine of the 20 Prussian battalions were landwehr (7,000-8,000 men), and all them from the Elbe and Westfalia provinces. These had only been incorporated into Prussia in 1814, and these units hadn’t been forged in battle – and nor were they so inured into Prussian military tradition. By contrast the landwehr units in the Prussian III and IV Korps were from the established territories of Kürmark, Silesia and Pomerania, which had been part of the great battles of 1813. It is estimated that the Prussians lost 8-10,000 men as deserters at and after the battle. It is thought that the bulk of these were from these landwehr units – though some did come from the more recently raised regular units, like the 25th Infantry regiment. There were 24 landwehr battalions in the two corps; 9 were engaged in Ligny, and 11 (3 after 7pm) in the west. So a very large chunk of the deserters must have come from the landwehr units in the Ligny battle. And that means that half or more of these troops must have fled. I have not found direct corroboration of this. There is a mention in de Wit of the landwehr troops wobbling a bit early in the battle and having to be rallied. But there were no mass routs. But Henckel’s brigade, with three landwehr battalions out of six, lost half its men in the battle according to one historian; it started with 5,000 men; if we say they took 1,000 dead and injured (being the battle the longest, casualties would have been higher than average), it means that 1,500 of the 2,500 landwehr deserted.

    What happened? My guess is that at first the landwehr units would have engaged with reasonable effectiveness, but as the battle wore on the feeling among the men that they had done their part, and the imperative to survive and return to their homes, started to dominate, and they found ways of lying low. Substantial numbers may have been able to drift the rear areas. Once the Prussian army started to pull out in the fading light, these men flooded out along the road from Sombreffe to Namur. What this boils down to a very low stamina level in these units. If we try some sort of quantitative evaluation in wargames terms, we might class the French troops as “veterans”, the Prussian regulars, with their weaker cadres, as “trained” and the newly-raised landwehr as “raw”. If we weight veterans as one third more than trained, and raw one third less, we get a weighting for the French of 12,000, and the Prussians of 13,600. This is clearly much closer, and allows other factors, like stronger French artillery, to be brought into account.

    Interestingly, not this analysis shows that the Prussians did not derive a great deal of benefit from being on the defensive, in a garrisoned village. According to French accounts, the first French assaults were beaten off with heavy losses, but they then managed to gain and exploit a foothold. This goes against most wargames rules. I have set up two or three games of the Blücher system based on Ligny, and it was hopeless for the French. Attacking the village was battering their heads against against a brick wall, and they soon ran out of infantry. Another interesting wargames point from this part of the battle is that the French artillery were able to rake the slopes behind the village. This almost certainly this involved a degree of overhead firing – and this was tactically important. Most rules systems allow this, but some (like Blücher) don’t.

    St Armand to Wagnelée

    This was a bigger and more complicated battle. The contested area was three villages along the line of the Ligne brook. To the south was St. Armand, apparently quite an open village, though with a substantial church and yard. Next to the north, with very little gap, came Longpré, where most of the fighting took place. This included two substantial chateaux – La Haye, heavily contested, and l’Escaille to the east, which the French never reached. Most historians of the battle call this village “St Armand la Haye”, but both current maps and the Ferraris map from before the battle call it Longpré. I think using this name is better for clarity. Next north after a small gap is Wagnelée. There was no serious attack on this village that I can see, but it was an important access point to the battle for the Prussian troops. Between Longpré and Wagnelée, at a crossroads, there was a hamlet of just few houses and an inn, which historians usually call “St Armand le Hameau”, but which is more correctly called Beurre-sans-Croûte. Historians generally refer to the whole area as St Armand, but this can lead to confusion.

    St Armand, which wasn’t substantially garrisoned, was the subject of the first French attack, which was initially beaten back by Prussian forces waiting outside, but after the first hour it was occupied by the French and not seriously contested – but possibly after a second French division ws committed. Both sides concentrated their efforts after this in and around Longpré. The Prussians mounted attacks from Wagnelée into the open ground behind Longpré, leading to some open battles including cavalry support. The initial Prussian garrison (in Longpré) was just three battalions, plus some jager companies. But as the fight developed they committed some 29 more in the period I am looking at (and 6 more after that), giving 32 battalions or about 27,000 men. The French committed four divisions, and about 20,000 men in 39 battalions. At the end of this the Prussians had clearly won, and the French forces were close to collapse, forcing Napoleon to commit the Young Guard and most of the Chasseurs of the Old/Middle Guard to this sector. However the Prussians did not achieve what they had clearly hoped for: a breakthrough that would threaten Napoleon’s left flank.

    We don’t have quite the same puzzle here Ligny village. The Prussians used fewer landwehr units (just 6 battalions); they also cycled their troops to refresh ammunition. They were in fact on the offensive for most of the time, unlike Ligny. Using the same weighting formula as for the Ligny analysis gives the French 26,700 men to the Prussians 25,300. Given that the Prussians ended up on top, it shows a better relative performance by them. That doesn’t seem to be because of better leadership than at Ligny, though. There are two cases of substantial Prussian attacks mis-firing and being defeated through poor coordination. There seems to have been no leadership at corps level, with brigade leadership undermined by the ad-hoc partial commitment of formations. Instead, the French leadership seems to have not to have been of the same standard as that for Gérard’s IV Corps. The III Corps commander, Vandamme, was very experienced but never made it to Marshal; there are numerous cases of questionable judgement across his long career. And one division, Girard’s, which led the attack on Longpré, was not under his direct command. This formation was over-committed and effectively destroyed, with one regiment fleeing in rout. Meanwhile Habert’s division was (arguably) under-committed, though their participation is not clear (it is known that the Swiss battalion that was in this division was not used) – but Vandamme’s orders may well have been unclear. Also the second division from III Corps (Berthézène’s) sees to have been very early to the fight, in contrast to Ligny. All this suggests a less measured management of resources by Vandamme.

    Conclusion

    It will be interesting to see how my rules work when I try this scenario out. This exercise will doubtless pose further questions. I have not paid so much attention to the artillery for example – but this is best done once the lie of the land is clearer, and that means modelling this on the tabletop. It is amazing how often historians fail to understand how terrain limited the use of artillery in particular battles (for example how hard it would have been to use artillery to reduce the British strongholds of la Haye-Sainte and Hougoumont at Waterloo). This phase of analysis does point to some places where the rules need a review. For example rallying can’t be done close to the enemy – which create problems for units defending terrain, like the Prussians at Ligny and (perhaps) Girard’s division at Longpré. Also how to feed in fresh units into an undity battle for a built-up area, and the role of strong-points – when to represent and when to abstract away.

    A further thought concerns lower-level rules, which use battalions as their principal unit. This battle should be a fertile source of scenarios at this level. But it isn’t because rules tend to deal with built-up areas in far too abstract a fashion, usually giving too much benefit to the occupier. Lasalle 2, my go-to rules, would be hopeless. To get the proper feel of the battle you need to represent the structure of the villages – the streets, farms and churchyards and so on – rather than using undifferentiated terrain areas. It also probably means giving a role for company-sized formations. This is a problem that I might try giving some thought to. One episode, though, the attack by Tippelskirch’s brigade on the French flank, which included cavalry support, has the makings of a good game at this level though. What adds to the attraction is that I have actually made a representation of this formation, with four-base battalions, the core of my Prussian army collection.