Tag: HFG

  • Recreating Ligny 1815

    The French mass for the attack on Ligny – this is the trial set up at home

    My most recent club game was a “small Ligny” – excluding the action on the eastern flank, and the final commitment of reserves by Napoleon. This was not in fact a serious refight – the main aim was to familiarise ourselves with the Horse, Foot, Guns rules, which we are due to use for a “big Waterloo” game (including Wavre and Grouchy) in a month’s time. This latter game, put on by somebody else at the club, promises to be very interesting. We will use 2mm troop blocks with the lovely Ferraris map as the playing surface.

    Still, Ligny (two days before Waterloo in 1815) is an enduring fascination of mine. I want to do a full version of it using my own rules – and a “big Ligny” too, incorporating Quatre Bras. It is a very demanding test of a grand tactical rules system. To date I have tried Blücher and my own adaptation of Bloody Big Battles; both failed – the French didn’t stand a chance. There are two big challenges: fighting in the villages, and Prussian command and control, where the two and eventually three corps became intermingled, and where the (division-sized) Brigades were sometimes broken into pieces ad-hoc. How would HFG do?

    The game in progress with Gerard’s division attacking Ligny village in the foreground. Chateau Ligny is on the wrong side of the stream…

    We used my own version of HFG, which I produced nearly 10 years ago – as the original’s scope was too wide (1700-1910, naval support, etc.) and densely-written (by Phil Barker of Wargames Research Group fame). These were designed to work with my basing system. I felt it would be easier to use these rather than the originals, which were slightly updated (V1.1) since ten years ago. I fought two battles with the system (Waterloo and Salamanca – both described on these pages – search for HFG) before moving on.

    Each element was about 2,000 infantry, 1,200 cavalry or 20 guns. The bases corresponded to French infantry brigades or cavalry divisions – with a couple of extra bases for Vandamme’s corps. For the Prussians I used one element for each regiment – though in practice they mixed the regiments up. On numbers they should have had a couple of elements more – but the OB I was using did not account for losses at Gilly the day before, and I gave them an addition of Chateau Ligny as a strongpoint, without deducting anything for the garrison. The landwehr I graded as inferior, but all other troops on both sides were standard. This is a bit generous to the Prussians. The French were probably better quality in general, and some of the newer Prussian regiments were not tip-top, especially where they represented elements of different formations thrown together. Still HFG has only three quality grades, so fine-tuning was not possible. Elite would have been reserved for the French senior Guard (at Ligny, but not on my table). For the Prussians I got a lot of pleasure from using my collection to get figures closely approximating the actual regiments in 1815. The French were my hard-working 1809 miniatures, so not especially realistic.

    The board was thrown together quickly. The playing area is just 3ft by 3ft. It was thrown together very rapidly from elements that I had in stock – the hills in particular only vaguely reflect the actual terrain. Ligny brook was treated as an area of slow-going. Ligny village was treated as two built-up ares (BUAs), separated by the brook. St Armand was treated as parkland/orchard (slow going, cover from artillery, but otherwise limited impact), with Longpré, where most of the fighting on that flank took place, was treated as a single BUA. I used my new Geek Villain “Field of Glory” battle mat – which was glorious, in spite of not being to scale. I used 6mm buildings, as anything bigger doesn’t work at this very compact ground scale. I shouldn’t be using 18mm miniatures – but I’m not building 6mm or 10mm armies up from scratch! There is more than even the usual disconnect between figure and ground scale (but if that’s all right for Rapid Fire!…).

    We played for about 3 hours, packing up for the club AGM, which took place at 2pm. I wasn’t counting the number of turns. HFG turns represent a short time interval (10-15 minutes), so there are meant to be lots of turns, but it was inevitably slow at first. We only really got as far as the opening stages of the battle. The French, played by Malc, massed all their artillery in the centre, and proceeded to drive off the outnumbered Prussian artillery opposite. Meanwhile Gérard”s corps tried to pile into Ligny, Girard’s division into Longpré, and Vandamme worked round the French left, eventually joining the attack on Longpré. The Prussians, played by Rod, gradually moved their second line – from Pirch II’s corps – round to the right flank. Gérard repeatedly tried to break into Ligny, and only succeeded in the last move before we broke up. He only lost one element – but not to the fighting in the BUA but to a single Prussian artillery battery posted on their left, out of range from the French artillery. It was the only destroyed element on either side during the game.

    Girard and Vandamme’s attacks on Longpré were just as futile, and never broke in. Given that historically the French did break into both places fairly quickly and then started a seesaw battle, sucking in almost all the two Prussian corps’ infantry, this didn’t seem to be reflecting history. It was also rather dull and slow game play. HFG was not a good system for this battle. A more appropriate trial game would have been smaller and on more open terrain.

    On the two Ligny problems, I don’t think HFG handled the first (BUAs) at all well. Part of our problem was unfamiliarity with the rules. In HFG there are two phase of combat: “firing”distant combat” and close combat. Infantry can’t move into close combat without starting from within firing range. When attacking BUAs this initial firing combat is critical, and the defenders start with a big advantage. It’s important to get this right, or otherwise your attack won’t get to the close combat stage – which is also at a significant disadvantage unless you can get a “silenced” result in firing combat. If the French had got this sequence right, they would have done much better at Ligny – not so much at Longpré.

    Still I don’t think the rules capture Napoleonic BUA combat well. Fire combat before the sides closed was not important historically. In practice defenders could only mount skirmish fire at the edges. Most of the combat in the interior took place in the streets, without much cover. There was a lot of close-quarter fighting with little or no advantage to the defender – unless they could organise on a strong point with a secure perimeter, such as a churchyard (and even then this usually needed to be prepared in advance to be properly effective). The rules seem to framed for later 19th century warfare, with far more effective firearms, and where soldiers used the local cover to much better advantage.

    On command and control the rules did pose a challenge. The corps commanders were “command parties” which were mobile but only have a small command radius. Army commanders can’t give direct orders to units not under direct command. With Prussians’ large corps this made it hard going. That wasn’t unrealistic – though historically the battle was controlled by the army command, with the corps commanders having only a limited role, it ended up in a similar place.

    Another thing to learn from the rules is that because the turns represent a short time period, you can be patient, building your position before launching an attack, and using long artillery bombardments (five or six turns, even).

    My earlier criticisms of HFG stand, however. The biggest of the is that it doesn’t capture attritional combat well – the gradual wearing down of armies. It is a low-probability/high impact system, which I don’t really like, though this works better the armies and timescale. The fact that both sides must dice for each combat and add up combat factors slows things down, though this speeds up with practice; this matters when you need to get a lot of turns in. Although I can think of ways of improving the system a bit, I’m not investing in it – I’m going a different way.

    The journey on my big battle rules continues. I got quite a long way with a new activation system inspired by Lasalle II on my BBB-based system, but I realised this was not going to work in the multi-player games that I want to play. Instead I’m working on some other ideas:

    • Instead of multi-based units in contact, in formations analogous to lines and columns (following BBB), I want to try moving each base as an individual element – a bit like HFG, except that the elements are smaller (say 1,000 infantry rather than 2,000, with a 30mm frontage rather than 50mm), and each subject to damage before being removed. This follows Bruce Weigle system for his 1870 series.
    • I want to use a card system for quick resolution of morale. A bit like the Twilight rules, combat will be resolved by alternating morale tests.
    • I’m thinking of using a card system to drive the turns too – but this is undeveloped in the Napoleonic context. The central idea is that all moves are standard (say 6in), but not all units can move every move.

    My idea is the develop a series of systems with common elements to cover WW2, Bismarck’s wars, Napoleonic and the Great Northern War. I’m close to testing the WW2 system, and I am thinking of moving to Bismarck’s wars next. Meanwhile for Napoleonics I’m playing very enjoyable mid-sized battles with Général d’Armée 2.

  • Horse Foot Guns goes to Waterloo

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    Horse, Foot, Guns is a set of rules by wargaming legend Phil Barker, whom many gamers of a certain age will remember through the Wargames Research Group in the 1980s – which produced a series of ancient period rules of which I still have fond memories.  He then revolutionised wargaming with his De Bellis Antiquitatis (DBA) rules which were radically simplified and produced good, short games. HFG has been long in the making. I played an early version a few years ago. It covers the period 1701 to 1914. It plays out on the same ground scale and similar figure scale to Bloody Big Battles (BBB) which I used last year to refight Waterloo. I thought I would try them out on the same battle this year with my friend Rob.

    The timing proved less than ideal. The rest of life intervened and I did not have the time I would have liked to prepare. The main problem proved to be the rules themselves. They are extremely simple and elegant at core, but they suffer from two problems. First is the breathtaking scope, from the War of Spanish Succession to the Balkan Wars of the 20th Century – basically up to the serious use of aircraft and, more importantly, the use of large numbers of machine guns, and massed indirect artillery. And it isn’t just the date range that is ambitious – it brings in naval elements too. That means there is a lot of unnecessary complexity for a simple land battle in 1815. But it is also quite densely and legalistically written, with many sentences having to be read quite a few times to be comprehended. There is also quite a bit of false economy of verbiage – Mr Barker doesn’t like repeating himself. That means, for example, some key rules on terrain are in quite a different section to the ones on combat where you search in vain for them – also he combines processes, like firing and close combat, that would be clearer kept apart. My solution to this was to produce a cut-down and rewritten version of my own, both to simplify and aid comprehension. Alas I neither had time to finish this, nor try the rules out in a solo game. In reflection of this I cut the scenario down to exclude the Prussians and the French forces they drew off, to give a shorter, simpler scenario – and one that is still quite balanced.

    I was able to use the same terrain elements as last time, with a cloth draped over contours cut from expanded polystyrene, which I had stored in the loft. I used map pins to fix the cloth and bring out the contours (dampening the cloth with a water spray). This worked very well, except that my pack of pins (I needed all 100) was multi-coloured, so they stood out a bit, as the picture shows. Sadly I did not have time to develop the terrain elements further to give it a more impressive visual appearance. But I think the concept is a sound one. Rivers and streams are the main unsolved problem. Fields and trees need to be added too, the former for purely visual purposes. And I should not be using Mediterranean buildings.

    The HFG rules work on bases (“elements” – Mr Barker has a careful language all of his own, with “bounds” in place of turns, “shooting” in place of firing, and so forth) with a standard width, each comprising a separate unit. This is recommended at 4cm, and represents 400 paces (i.e. 300m). I used 5cm, as my existing base size for 15mm figures, which also happens to be the same distance scale I use for my DTN rules. I did not fit artillery onto 50mm bases though, and not the “Command Parties” – the senior officer groups – either. These worked OK on smaller bases, though some extra rules would be needed to prevent abuse. The infantry bases were 2.5cm deep, as recommended (or 3cm in fact), but the cavalry were deeper at 5cm. This was following quite a few comments on my Blucher games, where cavalry units with just 4 figures looked a bit pathetic. The bigger (8 figure) units certainly looked a lot better. Pleasingly, this basing format seemed to work OK on the table. Waterloo is a very dense battle, and often defeats wargames basing systems. It was cramped, and it should be, but not too much so. BBB left a little more space, perhaps even too much on the scaling I used. Each base was about 2,500 infantry or 1,500 cavalry – just over 200 men per figure for both arms. I was using the separately published army lists published for HFG, though changed some classifications.

    The structure of the rules is a clear lineal descendant of the DBA system, which has spread across so many other rules systems. Command and movement is based on “PIPs” based on a D6 roll; each move costs one or more PIPs, but groups of touching bases moving the same way move as single units. Combats are resolved by comparing D6 rolls from each side. This takes getting used to, but it is extremely elegant. Rob loved the essential simplicity, as do other friends who are using the rules. We nevertheless did get a bit bogged down, in large part through lack of familiarity. But it was quite a big battle for two players anyway, I suspect. BBB used not many fewer figures, but played faster. That is partly because it operates through division-sized units, rather than the brigade bases of these rules (and also Blucher and Grande Armée). That will be an important lesson for my own rules, when they eventually emerge!

    What happened? Like with BBB I played the French and started with Napoleon’s battle plan, except I launched Durutte at the Papelotte complex early – evicting the Nassauers quickly after a lucky throw. Reille bumped into Hougoumont, which we treated as a strong-point under the rules, along with La Haye Sainte. Strong-points are a hard nut to crack under the rules, made much harder by our misreading of them, and I gave up after some heavy losses. After that Reille remained large dormant, bar some skirmishing on the far left. I wanted the offensive on the right to mature before committing strength.

    On the French right I tried the grand battery for a couple of moves, and quickly decided it was useless. I then sent forward d’Erlon’s infantry (the point at which the picture was taken). But I did not bring along the artillery in close support until much later. On the left LHS proved just as tough as Hougoumont, and over the game I lost 3 or 4 bases (10,000 men…) without coming near to taking it. In the centre I failed to make much impression on the allies, who were more effective at bringing their artillery in support. The French simply did not have enough infantry for the job. After Rob reinforced his cavalry on his far left and started to look menacing, I sent round three units of reserve cavalry (including the Guard lights) to my far right. This caused him to scurry back and refuse the flank. Just to see how the rules worked I threw all three units to attack in a line. They were all beaten off. In fact the historical terrain was probably too cut up by small woods and a stream that I did not bother to represent for the cavalry to have had such freedom.

    By this time I had brought up the Guard, but after losing a unit on LHS I decided enough was enough. Napoleon had failed. For the French at Waterloo the art is learning how to use superiority in artillery and cavalry to boost the odds for the infantry. This I had failed to do. I needed to bring the artillery up in close support of the infantry. A wider flanking move (given its relative openness on my table) may have worked better too.

    And the rules? My big criticism is the same as that with BBB: in order to avoid bookkeeping and other tiresome complexity, losses come off in big lumps or not at all. Firepower attacks tend to deliver a lot of nothing, punctuated by the occasional major detonation.  This is not a very satisfactory way of representing the attritional tactics that were such a part of the era – notably the use of grand batteries to deliver long range fire. Having said which, once a corps loses one third of its elements it becomes “defeated”, and loses a lot of its effectiveness. This might be something for attritional tactics to aim at. Once two or three lucky throws had eliminated opposing units, possibilities might start opening up.

    Compared to BBB the rules did seem hard work. That was partly for a good reason: the use of PIPs gives players more work. Another problem was that for BBB each pair of moves is meant to represent an hour, while it is meant to take 3 pairs for HFG. Actually in BBB is looked near impossible for the Prussians to make the historical progress they did – so it doesn’t look properly calibrated. We got through 10 pairs in this HFG game, supposedly 3 hours. This feels better calibrate as the French had not made all that much impression on the Aliies, and still had plent of troops – though d’Erlon was about played out. This took about 4 hours of playing time. To get through the 8 hours (24 pairs) or so of the real battle looks a tall order, especially if the Prussian are there. But that is what I would like to do for a two player game.

    But how much of the hard work came down to unfamiliarity is the critical question. The real verdict is that it is too early for me to judge these rules. I was frustrated this time, but Rob liked them. And my other friends who play HFG said they struggled at first, but have now come round to them. So I will keep going. For that reason I am not going to publicise this review on TMP – too many premature reviews get on there as it is. But I will be writing up my own, Napoleonic only, version of the rules. Unfortunately ethics, if not copyright law, will prevent me from publishing them.