Thursday, 21 November 2024

Twilight of the Soldier Kings: Warfare Rule for the Age of Frederick the Great 1730-1780

 


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 rule set 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 and troop numbers and dispersions. (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 2x 1-6 dice.

These rules contain a number of  elements to the rules 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 rerolls 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) require enemy units to make a 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. 
  • 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 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 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.

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 read support bonus but by providing support to fall back behind.


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.  One the English right flank their artilary 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 drive off the English who without any read support fall 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 forcing the 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  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 reroll 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 reroll a few times.


Wing & Army Moral:  One 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 destroyed. 

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.



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