Thursday, 26 December 2024
Ramillies 1706 - Setup
Tuesday, 24 December 2024
A Bigger DBN - SYW Battle
Having fought a battle with the DBN-SYW rules a couple o f weeks ago I thought t I'd try a larger battle to see how suitable they were for a large number of units. Once again I fought this solo so that I could concentrate on the rules rather than on wining.
The fictional battle was British & allies vs French with 16 Bn of Infantry and 8 Regt of horse on each side, plus a few guns.
Observations
The rules give an advantage to supporting fire which encourages infantry to form in-line without rear support. Historically armies in this period formed up in two or three lines of regiments. I can see the advantage of having more muskets to bear but there should be a reason to have rear support when you are not in melee. (Something to consider improving)
The musketry rules do a good job of showing the grind of combat with infantry regiments being ground down before breaking. The British left flank had 8 battalions vs 8 French battalions and it took 4 or 5 rounds before holes started to appear in the lines. Once the holes started to appear the combat accelerated to a conclusion.
Infantry assaulting a village (BUA) have a hard time and need an advantage in numbers and/or quality if they are to win.
A elite French Cavalry regiment with rear support cut their way through 3 British Regiments without taking any losses. This seems unlikely as surly they would have taken some casualties from each victory and if nothing else their horses would be tired. (Something to consider improving)
Conclusion
The rules handled the 48+ units well and in a reasonable time (2hrs) . It would have taken longer with an opponent as there would have been more thinking time. Although there are a few items to consider these are a good set of rules.
Sunday, 15 December 2024
DBN - SYW Play Test
- Friction of command: Players roll a D6 for command action points (CAP). One point allows the general to move a unit or group of units within his command radium. It's an extra point if they are further away. A nice point is the command radium is effected by line of sight. The effect of this CAP system is a general cannot always move all his command.
- Turn sequence: The traditional I go/you go with move, shoot, melee.
- Combat: Melee and firing are separate but the mechanics are the same. A unit rolls a D6 and add factors. Double ethe score and a unit is destroyed or the lowest scoring unit received a hit. Three hits destroy a unit. I particularly like how this mechanic avoid the problem of one unit firing and causing casualties before their opposition get to fire. A disadvantage is that elite units who win can keep on defeating their opponents without ever taking casualties (however it's not very likely).
- No of units: A unit can be regarded as a battalion or assumed to be several. A typical army has approximately 12 or so units.
- Special equipment: None. A tape measure and a D6 is all that's needed.
- Casualties: Players need to be able to record casualty hits on units until the unit is removed. There are no figures removed as casualties. Three hits destroy most units.
- Scale: The rules work with standard 40mm base sizes but As I was playing with 60x30mm 6mm bases it was trivially simple to convert to using 60mm bases.
- Availability: DBN Web site http://dbnwargaming.co.uk/
- Cost: $15 for the pdf. Seven Years war rules are a free download but require the full rules
Tuesday, 10 December 2024
Maurice Play test
This is part of a wider review of rules for the WSS, WAS & SYW.
- Official Sam Mustafa Publishing Group (a.k.a. the HONOUR Forum)
- Maurice page on Sam A Mustafa web site
Overview
- Friction of Command: The rules allow the CinC to activate one force at a time. Therefore, there is a risk that battles become very focused on one force unless the general learns to spread his focus. Mechanistically, this is similar to the DBx rules sets with limited command action points (CAP) preventing a general from moving all his commands in a turn, or the command role style of rules, similar to Black Powder, which require a successful activation roll to move each command.
- Turn Sequence: Turns are quick to resolve as one force is moved each turn. This gives a quick-paced game where players are not waiting for their opponent to move their entire army before they have their own turn. In two hours, my opponent and I probably had 20-30 turns between us.
- Firing: Is done by rolling dice to hit, equal to the number of bases in a unit, and then a subsequent casualty disruption roll is made based on the quality of the troops, e.g., it's easier to disrupt a unit of conscripts than a guard regiment.
- Melee: The rules handle 1:1, 1 to many, and many to many melees. This is a good example of how well Sam writes rules. Each unit in the melee rolls a D6 and adds factors. The losing side can be destroyed or take two disruptions, and the winner will receive disruption casualties.
- Artillery: A battery has about the same firepower as an infantry base/two bases at canister range.
- Number of Units: A unit can be regarded as a battalion or assumed to be several. A typical army has approximately 15 or so units. The rules include a refight of the Battle of Fontenoy, which has about 18 units per side.
- Special Equipment: Core to the game are the Maurice cards, which must be purchased separately or a simple set downloaded from Sam's website.
- Casualties: Players need to be able to record casualty hits on units until the unit is removed. There are no figures removed as casualties. Five hits destroy most units.
- Scale: The rules work with all base sizes. All distances in the rules are given in BW (base widths). As I was playing with 60x30mm 6mm bases, I declared a 30x30mm base width, which resulted in 120x30mm units.
- Availability: Wargame sites (and in my case, eBay).
- Cost: ~£30 each for the rules & cards.
Monday, 2 December 2024
Honours Of War - Play Test
This is part of a wider review of rules for the WSS, WAS & SYW.
Overview
The rules play quite quickly and allow each player to have several brigades each containing a number of battalions/regiments. Each brigade commander is assigned a level of competence appropriate to his nationality and the period of the war. The rules reflect the performance and manoeuvre speed of historical armies and therefore all armies are not the same. e.g. Prussians are well lead and quick to manoeuvre and the Reichsarmeey are the reverse.
These rules contain a number of elements to the rules which I like and several worth comment. The key points are:
- Friction of command: Most of the time brigades can be relied on to follow orders however about 1 in 6 (2 in 6 if poorly lead) commands may fail to advance. Conversely some brigaded may advance double moves especially when well lead.
- Turn sequence: Players alternate moving brigades and then alternate shooting. This adds an interesting choice of which brigade to fire realising that this will allow your opponent to fire first in a separate encounter elsewhere in the battle.
- Combat: All firing and melee uses an average die (2,3,3,4,4,5) modified by troop quality and situational parameters. The score is then cross referenced on a casualties table.
- Artillery: A battery has roughly the same firepower as an infantry battalion.
- No of units: I played a sole game with 13 units on each side in 2hrs including time to check on rules.
- Special equipment: The HoW rules use average dice (beloved by WRG ancients players but not used very much these days). It is quite easy to use D6 and score 1 as 3 and 6 as 4.
- Casualties: Players need to be able to record casualty hits on units until the unit is removed. There are no figures removed as casualties. Five hits destroy a unit, 4 force it to retire and 3 give it a disadvantage in combat. I like the way units on 4 or 5 casualties fall back a move, causing casualties to units behind them as they fall back.
- Scale: The rules work with all bases sized and the author suggests scaling your moves and firing to the same as a unit's width as both were roughly the same; i.e. about 80yds.
- Availability: Osprey (and therefore available from Amazon and most book stores)
- Cost: £9.99
Battle
Time Period: WSS 1701 (pre-creation of Britain)
Although this game as played solo, I fought it from the side of the British with the French taking minimal steps to repulse my attack, which makes my defeat even more embarising.
The Battlefield: The battlefield was set up to allow for the various tests in the scenario. Review of WSS (WAS & SYW) rules.
English
- 4 English Infantry (2 superior and 2 standard) with Dashing General
- 4 British standard Horse with Dependable General
- 4 German allies standard Infantry plus medium gun with Dependable General
French
- 4 French standard Infantry with Dependable General
- 4 French standard Infantry with Dependable General
- 4 Horse (2 superior, 2 standard) with Dashing General
Stream Crossing: The English left wing commander smartly advanced a double move and crossed the steam. As infantry are not slowed by crossing hedges only the stream impacted their speed, 1/2 move penalty to cross.
Cavalry v's Cavalry: Half the French horse charged the English cavalry, while the other half charged the German allies on the British right flank.
The cavalry melee was bloody with both engaged regiments being supported by regiments to their real/flank. I encountered an interesting result when both sides managed to take their opponents to 5 casualties forcing them to rout back a turn before dispersing (other supporting regiment took moral hits from being routed through).
Cavalry Frontally changing Formed Infantry: The superior French horse charge the formed Germans who had artillery support. The cavalry took four hits from closing fire and retired back unable to reach the infantry line.
In the centre a French infantry battalion fired a volley into the British horse where were already carrying casualties from being routed through by friends. This forced the British to fall back across the stream.
Artillery: The artillery had a significant impact on the fire fights by bringing the firepower equivalent to a battalion to the combats.
Infantry vs buildings: Infantry in building receives a -2 defensive modifier which gives a considerable edge in combat.
Infantry vs Infantry: Choosing which brigade to fire first became important. I chose to fire my Germans on the right flank fire but that allowed the French right flank to fire at my (British) left flank first. This allowed the French to give 3 casualties to the British imposing a -1 modifier on their return fire. This contributed to the eventual loss of the British left after a couple more rounds.
Army Moral: The French won this battle as the British army reached its breaking point.
Summary: A popular and well supported set of rules which gave me a quick result. I found the firing and melee results a little too variable for me but I had a good game.
Thursday, 21 November 2024
Twilight of the Soldier Kings: Warfare Rule for the Age of Frederick the Great 1730-1780 - Play Test
Historically, I have always loved reading rules, but I have the concentration of a goldfish when it comes to wargaming a period. I tend to flit from one ruleset to another, never settling on a single set. However, I've decided to reduce the number of rules I use and focus on my favourites. As part of this effort, I've decided to fight roughly the same War of Spanish Succession (WSS) battle using different rules to see which I prefer. See the Summary Page for other rule reviews.
Rules: Twilight of the Sun King
Supplement: Birth of the Age of Reason. Scenarios book 3: Louis XIV vs. the Grand Alliance
Time Period: WSS 1701 (pre-creation of Britain)
Overview
ToSK are innovative rules with a slightly messy but readable format. The rules are supported by multiple scenario books detailing battles of the period, including maps,troop numbers and disposition. (The scenario books are useful resources even if you use other rules sets.) The "Birth of the Age of Reason. Scenarios book 3:" scenario book includes much improved Quick Reference Sheets , an improved play sequence and swaps from using 2 average dice to 2 standard 1-6 dice.
These rules contain a number of elements which I like and several worth comment. The key points are:
- Friction of command: Any unit can move straight ahead but have to make an order test if they do anything else such as change formation, cross an obstacle etc. Although units fail 1/3 of the time generals can grant 1 to 3 re-rolls depending on their quality.
- Turn sequence: The turn sequence is a little counter intuitive but you get used to it, The alternative sequence in "Birth of the Age of Reason. Scenarios book 3:" is easier for most people coming to the rules.
- Combat: These rules take a very innovative approach. As a player you do not roll to cause casualties but rather you roll to see how well your troops hold their moral when they are within shooting range or in melee with the enemy.
- Artillery: One rule I greatly support is artillery bombardment (10BW 60cm) which requires enemy units to make an order roll before they can move. Artillery does not cause moral hits on units until they get within 3BW (18cm). This implements my long held belief that long range bombardment of the period disrupts armies and is an inconvenience rather than the cause of high casualties.
- Tactics: The rules reward players who follow the tactics and formation of the period, specifically deploying armies in 2 or 3 lines.
- No of units: I played a sole game with 13 units on each side in 2:30hrs including time to check on rules.
- Special equipment: The ToSk rules use 2 average dice (beloved by WRG ancients players but not used very much these days). It is quite easy to use D6 and score 1 as 3 and 6 as 4. The "Birth of the Age of Reason. Scenarios book 3:" has updated rules to allow you to use regular D6.
- Casualties: Players need to be able to record moral hits on units until the unit is removed. There are no figures removed as casualties. Infantry have 3 moral and Cavalry 2, though this is modified for large/small units and determined/wavering units.
- Scale: The rules measure in base widths. Units have 2x 60mm by 30mm bases but as long as you have consistent size basing that will be fine.
- Availability: Wyre Forest Gamers - ToSK
- Cost: £14 (Supplements £20)
Although this game as played solo, I fought it from the side of the British with the French taking minimal steps to repulse my attack, which makes my victory less impressive.
The Battlefield.
The battlefield was set up to allow for the various tests in the scenario.
English
4 English Infantry with CinC General 2pt. (see 1 on image)
4 British Horse (galloping horse) with General 1pt (see 2 on image)
4 German allies Infantry plus medium gun with General 1pt (see 3 on image)
French
4 French Infantry with CinC General 1pt
4 French Infantry with General 1pt
4 Horse (2 Elite, 2 trained) with General 2pt
Stream Crossing: The English left wing commander stacked his brigades up in 4 lines of battle (this provides a +2 bonus to moral from having multiple rear support) and advanced towards the stream. The French commander marched his troops down to the bank of the rived. The English general realised that he would have to successfully order his troops to cross the thick hedges and then wade the stream, therefore he stopped in musket range relying on the extra moral of his multiple ranks plus his superior platoon firing disciple in defeat the French Infantry.
The English cavalry commander lead his troops forward across the hedges and stream. The first two regiments crossed the stream by rolling two action tests. The 2nd line halted on the English side of the stream.
Cavalry v's Cavalry: The French horse advanced and two of their right wing infantry wheeled to cover their flank. The remaining English horse cross the stream (their general having to help then with the activation) and advanced to support the first line of horse, who charge the elite French cavalry.
The French cavalry as the passive side were required to test their moral against the charge of the Galloping horse. They failed their test and as cavalry were required to take a moral hit and to fall back a full move backs to their attackers…but as they had formed up in two lines of battle with supporting troops behind them they instead fall back behind their support and turned to face the English. (I liked how cavalry loosing a fight always fall back and how historically correct formations help both in the fight be giving a rear support bonus and by providing support to fall back behind.)
The cavalry battle continued for several turns. One of the English regiments finding itself without rear support, lost a fight and was forced to retire a full move (3BW 18cm) which took them back across the stream and hedges.
Artillery: The French guns on their right flank bombarded the English infantry attempting to slow them down but without any effect. Once the English infantry started to exchange musket fire with the French Infantry defending the stream the guns provided a penalty to English moral tests. On the English right flank their artillery provided a similar penalty to the French troops defending the village.
Cavalry frontally changing Formed Infantry: One of the English brigades of horse charged a French Infantry Brigade with rear support who made a terrible moral roll and the brigade was lost. The English then charged the supporting French line but the French held and subsequently drove off the English who without any rear support fell back a full move. (Infantry should generally outlast cavalry in a fight but as each turn the passive player had to take moral checks a very poor dice roll can result in the loss of a unit.)
Infantry vs Buildings: The English (German allies) advanced on the village, defended by two brigades with two more to the flank. After an exchange of musket fire a the Germans attempted a bayonet assault on the village. This required the French defenders to take a moral test which they passed. Infantry defending fortifications who succeed in a test can force the attackers to fall back, which they did. (I like the mechanism of forcing attackers to fall back from a failed assault.)
Infantry vs Infantry: One the left flank the English infantry tied to shoot their way across the stream. The Defending French Infantry needed to roll 6+ to success in their moral test vs the English musketry (needing 8+ but having +1 for rear support and +1 for defending the stream). Throughout the battle the French infantry defending the steam succeeded in every moral test, although their general had to step in with a re-roll a few times.
The attacking English also succeeded their moral tests ( needing 8+, +2 rear support, +1 superior rate of fire to French, -1 French artillery), although their general had to step in with a re-roll a few times.
Wing & Army Moral: On the English right flank their German allies destroyed two French Brigades. This took the French left wing to 50% casualties and they failed their moral and the remaining two brigades fled the battlefield.
In the centre the English cavalry were also reduce to 50% but succeeded their wing moral however the remaining two brigades of horse were subsequently destroyed n combat.
The French Cavalry centre attempted to hold off the Germans advancing from the English left flank. They lost another Brigade and failed their Wing's moral. This took the French Army to their moral test which they succeeded but the French CinC could see he had 4 brigades of foot vs. 8 English brigades and decided to quit the field.
Conclusion: An interesting set of rules which ,to me, reflect the feel of the period. I have also played the sister rules for the Seven Years War "Twilight of the Soldier Kings" which are a little more complex but reflect the period. The thing I struggle with is the "passive" player testing their moral rather than the "active" player rolling to hit. There is no reason for this to feel strange other than it's different to any other rules I have played.
Kampe in Reihen (Rules for the Lace Wars) - Play Test
Historically, I have always loved reading rules, but I have the concentration of a goldfish when it comes to wargaming a period. I tend to flit from one ruleset to another, never settling on a single set. However, I've decided to reduce the number of rules I use and focus on my favorites. As part of this effort, I've decided to fight roughly the same War of Spanish Succession (WSS) battle using different rules to see which I prefer. See the Summary Page for other rule reviews.
- Friction of command: Unlike many other rules sets the player is not limited by the number of commands or units they can move, for example DBx rules having command pips or Blackpower having a command roll for each activation However in a very nice twist you can activate each unit once to fire or move but you can have a double or triple activation if you are willing to take a risk with an activation roll. Once of the things I like about these rules is choosing when to take a gamble.
- Turn sequence: The rules have random activation by command, so with three commands on each side this occasionally allows a command to active late in one turn and then early in the next, which is fun and adds an element of chaos to the battle. (When I have fought large battles at the Wargame Holiday Centre or with people unfamiliar with the rules we have used the traditional I go/you go system).
- No of units: I played a sole game with 13 units on each side in 2:30hrs. In large battles 4-6 players most players have had two commands, each of 3-5 units.
- Special equipment: The author (and I ) have D6 with three red (success) and 3 black (failure) sides. There would be no problem using standard dice 1-3: fail and 4-6: success.
- Casualties: Players need to be able to record casualty hits and moral hits on units until the unit is removed. There are no figures removed as casualties. Units generally have three or four bases and can take one hit per base. Once a unit has taken the maximum number of hits it starts to take moral hits. Each turn, moral hits must be removed or the units will retreat or route. The author (and I ) use double dice stands for each unit, one for a white hits die and one for a red moral hits die. (Any dice or paper tracker can be used.)
- Scale: The rules make no recommendations on base size or figure scale.
- Availability: SKT Wargames Rules
- Cost: Donation to Combat stress
Review of WSS (WAS & SYW) Rules
Historically, I have always loved reading rules, but I have the concentration of a goldfish when it comes to wargaming a period. I tend to flit from one ruleset to another, never settling on a single set. However, I've decided to reduce the number of rules I use and focus on my favourites. As part of this effort, I've decided to fight roughly the same War of Spanish Succession (WSS) battle using different rules to see which I prefer. Below are two tables of reviews with links out to the individual battles/rules review.
- Crossing a small stream (as per Blenheim and Ramillies)
- Attacking a village
- Cavalry frontally charging Infantry
- Infantry v Infantry
- Cavalry v Cavalry
- Artillery
|
|
|||
Battle review |
|
|||
Clarity of rules |
Average |
Below average but good in supplements. |
Good | |
Friction of command |
One free move but can gamble for more |
Limitations if a unit wants to do anything other that just advance. |
Commands alternate movement & firing with opponents commands. |
|
Speed of play |
Average |
Average |
Little faster than most |
|
Movement & obstacles |
Average |
Innovative works well |
Average |
|
Attacking Buildings |
Hard to succeed |
"Realistic" |
Defenders can be worn down |
|
Army size | 8-12 units per player | 12+ units per player. Unit is brigades | 8-12 units work well | |
Notes |
Player feels involved not an observer. |
Good but felt like a simulation rather than a game Very innovative combat with moral replacing "to hit" rolls. |
Good but combat results are to varied
for my taste |
|
Cost |
Charity payment |
£14 (excellent supplements £20) |
£9.99 |
DNB - SYW | Maurice | |||
Battle review | Review | |||
Clarity of rules | Clarity: Average Presentation: Poor | Good | ||
Friction of command | Generals roll 1d6 points and pat points to move units. | Generals move one command per round. | ||
Speed of play | Average, 3-5 rounds to destroy a unit in combat. | Quick | ||
Movement & obstacles | Bad terrain slows unit movement | Bad terrain may disrupt units | ||
Attacking Buildings | Very difficult in DBN but only slightly difficult in the SYW supplement | Hard to succeed | ||
Army size | 12 units per player is not a problem. | 12 or so units per player | ||
Notes | Combat is opposed rolls. There is no I firem you take hits then you fire with what troops you have left. | Different mechanic for shooting and melee. Melee always wears down troops even the winners. | ||
Cost: | $15 for the pdf. Seven Years war rules are a free download but require the full rules. | £30 rules & £30 cards (or lite version for free) | ||
Saturday, 16 November 2024
Warfare - War of Spanish Succession (WSS 1701-1714), War of Austrian Succession (WAS 1740 -1748), Seven Years War (SYW 1756-1763)
Key Wargaming Points
Almost all Horse regiments in this period were cuirassiers. Most word breastplates, many wore backplates and many wore "secrets" steel caps under their hats.
During this period, dragoons primarily served as mounted infantry. However, the British Dragoons were an exception. The War Office recognized that dragoons were paid less than heavy cavalry and reclassified some regiments as dragoons, although they continued to function as heavy cavalry.
Dragged to the battle field by civilian waggoneers, once unlimbered it was moved by hand. At the Battle of Malplanquet, Lord Orkney's forces dragged heavy Artillery through dense woods.
For further reference I recommend
- On the differences between British and French firepower, refer to Destructive & Formidable: British Infantry Firepower 1642–1765 by David Blackmore.
- The Art of Warfare in the Age of Marlborogh - David Chandler.
- The Armies and Uniforms of Malborough's Wars Vol1 & Vol 2 - CS Grant
- Kronoskaf Project WSS
- Kronoskar Project Seven Years War