Tag: Napoleonic

  • 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.

  • More Prussian infantry

    GDA2 uses a lot infantry miniatures. Fifteen or more battalions on the table is commonplace, and often more in their scenarios, and there are 24 figures in each one on my basing system (not counting large battalions). I didn’t have enough Prussians for some of the 1813 or 1815 published scenarios – except perhaps using some Landwehr as line infantry. I have similar problems for the French, where I have had to use Guard units in the line. So I needed reinforcements!

    My immediate focus was on the GDA Lützen scenario. For this I needed lots of bog-standard Prussian line. Four regiments were involved (two Silesian and two West Prussians), with up to four battalions each and 13 altogether – plus two battalions of grenadiers and one of Silesian Shützen. And that’s not the full game size – though I doubt we will ever play the extended variant with another 3 battalions of late reinforcements. I have but three battalions of standard line infantry (from the 2nd, Pomeranian, regiment). In addition I can rustle up seven odd-looking battalions from the 1815 new regiments – previously reserve units (plus 8 Landwehr) – and I had a couple of bases of Silesian Shützen.

    My plan was to put together another six and a half battalions. Four of line infantry – painted as the 2nd West Prussian regiment – and two of grenadiers (West Prussian and Pomeranian) and an extra couple of bases of Shützen. The line infantry and shützen I could cobble together from Old Glory figures in my lead mountain, with a few AB officers which I also had in stock – which would leave me with only a handful of unpainted Old Glory figures. I bought the grenadiers and some extra skirmishers from AB. AB do them in campaign uniform, without the fancy shako plumes – but with a couple of details different from line infantry, like badges on the cartridge box.

    This project is especially significant because I bit the bullet and decided to change the basing. Until now my infantry (and cavalry) have been based on 25mm squares (and skirmishers on 25mm by 15mm bases). I decided to move them to 30mm wide, with the same depth. The tipping point was the decision that in my future grand-tactical rules I would articulate the bases individually, rather than forming them into lines and columns like individual battalions. When a base is on its own it looks a lot better as an oblong, so you can see readily which way it is facing. The difference is not so great that I can’t use them alongside my smaller bases: indeed a I have some British units, bought from a friend, on 30mm squares, which I have used successfully co-mingled. A second decision was to use pre-cut MDF bases (bought from Pendraken) rather than cutting them myself from thin cardboard. I use these bases on my smaller scale figures (6mm and 10mm) for ease of handling, and I have decided that the thicker bases aren’t so bad visually. The handling issue still applies, and the cardboard can warp.

    This first picture shows the 1st and 2nd battalions of the 2 West Prussians. Each line battalion comes with a skirmisher base, and to these I have added a couple of bases of volunteer jagers. The 2nd West Prussian regiment actually contributed little (one or two battalions out of a possible four) to the Lützen order of battle for the GDA scenario – but I already had the flags in stock.

    Next come the Fusiliers and the 3rd battalion. The Fusiliers count as a light unit for GDA purposes, so I did five skirmish bases. When fully deploying the unit my plan is to take off two bases from the main unit and put on four skirmish bases; this is not in the rules but has an almost identical effect. The 3rd battalions of Prussian infantry were only used at the start of the 1813 campaign. After Lützen they were folded into the other battalions. However, since all my 1st and 2nd battalions are standard sized, I can use bases from this unit to make them into large units (and the Fusiliers too if I just add a single base), typical of 1815, and even later in 1813.

    And finally the grenadiers and shützen. The Pomeranian grenadiers are in the front rank. I chose this regiment rather than the Silesians (who were actually in the order of battle) to match with the Pomeranians I already have. Also there was Frederick the Great’s quote about Pomeranian grenadiers. The AB figures are lovely, and a cut above the Old Glory ones (though these are not bad – and quite characterful). The shützen are a combination of my old two bases, rebased and touched up, and two new ones. Likewise with the skirmish bases (where as a light unit, they get five – plus I did three bases of jagers for the other regiments). They integrate pretty smoothly, though getting them off the old bases, covered in static grass was less straightforward.

    Doing seven units of infantry as a single project was easily my biggest at 18mm – but I it felt necessary to get the troops table-ready in reasonable time. I based and primed the units all together. I then did the basic painting by individual unit, so as to be able to see progress more easily. After the first four units, I finished the bases and gave them the final coat of varnish/wash for the ones completed so far. I then moved on to the final three units. Because I thought the wash dulled down the white webbing and the white/red facings a bit too much, I did this earlier in the process for the second batch, and did the final paintwork (the webbing, facings and metallics) in one big batch afterwards. I also did a little highlighting on the first batch to lift them a bit – including on the flesh parts, which looked a bit dull. I’m no expert at highlighting (getting the right weight of paint on the brush is a real skill) so I don’t think this added that much.

    Incidentally the wash is one aspect that I have been experimenting with. This time I mixed a bit of sepia acrylic ink with acrylic airbrush matt varnish (from Liquitex). I have used black ink before, and found it a bit too strong. The sepia is better, and the finish of the varnish (if properly shaken before use) is exactly what I want. As I said, I still think the figures needed final highlighting – but this is not a big job.

    How about the new bases? I’m not a total convert. The figures still look a little loose for close order infantry to my eye, especially in the “march attack” pose. When posed advancing with lowered weapons (only the shützen this time), and the ranks slightly offset, then the extra space works. For the light infantry I did try to offset the ranks, though this is barely visible. However, by modern wargames standards these units still count as densely packed, and the wider bases do look better on their own.

    The first batch of units were finished in time to take part in one of my club games, mixed with my older units. You can see from this excerpt:

    The shützen are on the front left; 3/2 West Prussian is the right of the limber (which is from the artillery batch described in the last post). There’s no problem mixing the two. But the big question lurks: do I rebase my old units? Not for now.

    My Prussian lead mountain is now substantially reduced. I have some packs of AB Landwehr that I will paint up as Silesians. I have a couple of AB cavalry units that I don’t really need but would look good. My next Napoleonic project is French infantry reinforcements: six battalions in late uniform, including two of Young Guard.

  • Prussian artillery galore

    My new 1815 Prussian artillery and limbers – on my new Geek Villain Fields of Glory mat.

    Apologies for the long silence on these pages. I’ve been quite busy. In 2025 I’ve had two games of Général d’Armée at the club, one with my figures, and one based in 1800 with a fellow club member. I’ve been working on some new ideas for my WW2 rules, some of which I will apply to other periods. And I’ve been busy painting reinforcements for my 18mm Prussian army for 1813 to 1815. I’ve also revamped this website, though not so sure about how much better it is. Today I am going to describe my new Prussian artillery an d limbers; next time it will be the turn of seven battalions of infantry.

    I started with the artillery, not because I had any special need for my GDA2 games, which are not intensive of artillery, but because I had been planning this as part of my Ligny project – for which I will use my own grand-tactical rules – which use a lot more artillery models by comparison. I had gone as far assembling all the figures and models ready to complete this aspect of the project a year ago – but then got distracted. I actually finished this in January, but not got round to photographing the results – I am actually a bit vague about what I did! There are ten bases of deployed artillery – three horse artillery, two heavy artillery, four field artillery and one howitzer. In my system I denote horse artillery with two-figure bases (and the howitzers too), field artillery with three crew figures, and heavy with four. The historical batteries were all the same size – 8 guns. In addition I painted eight limbers – three with two pairs of horses, and the rest with one.

    The first image shows the heavies on the left and one of the field batteries on the right. The figures are all AB – much nicer than the Old Glory ones I have been using before. The 12 pdr pieces are also AB; the one on the right (in paler blue) was not painted in this batch, but left over from before. The 6 pdrs are Blue Moon – these are chunkier than the AB ones, and I’m using them for foot artillery. Apparently there was a bit of variation in Prussian artillery in use.

    The next picture shows three horse artillery bases (far left, and both on the right) and the howitzer. The base on the left is meant to represent a battery from the Lützow Freikorps , which was still wearing the old uniforms in 1815. These are old Battle Honours Austrians with head swaps from Old Glory Prussians. Nothing very impressive, I have to admit. All the artillery pieces are from AB, with the howitzer in the lighter colours of my earlier batch. Incidentally I replaced the howitzer barrel with one from a Battle Honours Austrian 7pdr howitzer, and the AB one appears to represent the heavy 10-pdr howitzer.

    What to say about the techniques used? The bases were cut from some packing plastic that I had lying around, after trouble with cardboard (even mount board) warping on bigger bases. They worked out in the end, but the material is too flexible and not very easy to glue. I needed to fix the magnetic material on the bottom early, and cure on a steel surface to make sure they were flat. In future I will use polystyrene plasticard – more expensive but more reliable. The figures were finished in the fast-drying oil medium I have been using before, with some raw umber mixed in – but the result is a little too glossy for my liking. Next come the limbers:

    I have used Blue Moon Prussian heavy limbers and limber horses (with riders) for the foot artillery. The two horse artillery limbers – at the left end, are Minifigs – whose more dynamic pose works better for that arm (though I’m not a fan). AB limbers are works of art but fearfully expensive. For bulk buying wargames use Blue Moon are a much better source. If I didn’t have substantial numbers of Minifigs horses and riders already in stock (from more than a decade ago when the choices were more limited) I probably wouldn’t have used them. To date almost all my limbers have been with a single pair of horses (which would only have been used for manoeuvring – two or three pairs was the norm for normal use) – this because I was worried about the table space they would take up. This is not an issue for GDA2 games, so I have introduced a few larger models with two pairs (though without any attempt to represent the tackle).

    I tried a new technique for the horses. I built up the colour in thin glazes of acrylic on a white base, using acrylic airbrush matt varnish as the medium. I thought this might give the horses the more luminous quality I have been searching for. It was a lot of faff for not especially striking results. I will be back to oils next time – have picked up one or two ideas from Yarkshire Gamers’ You-Tube tutorial. The horses will need a bit of touching up – in the hurry to finish I forgot the white markings. Looking at the photo I also notice than one horse doesn’t have the tackle painted.

    The bases were covered in my usual sand and acrylic medium mix, coloured with white and raw umber for a pale dried mud colour. This is then covered with a mix of flock and sand to give a rather paler green-beige ground that in my earlier efforts: dark bases don’t show the miniatures to best advantage. Though the strong PVA adhesive I use to fix the flock mix is pretty good, I still felt that it could do with fixing with a mix of PVA and water. I thought mixing a bit of raw umber paint in would help bring out the texture. Disaster – the paint made the bases too dark. I tried rescuing with a bit of light brushing with beiges and lighter green. The result is OK but not great.

    That may finish my Napoleonic Prussian artillery for all time. I have lots of it.

  • 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!

  • Another Lasalle 2 game

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

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

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

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

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

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

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

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

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

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

  • More Prussian infantry

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

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

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

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

    The 23rd

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

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

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

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

    Technique

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

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

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

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

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

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

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

  • Grouchy’s Waterloo by Andrew Field: Ligny

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

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

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

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

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

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

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