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.