Showing posts with label ToSK. Show all posts
Showing posts with label ToSK. Show all posts

Thursday, 30 January 2025

Ramillies 1706 - Re-fight

 War of the Spanish Succession 23 May 1706

Pro-Habsburg Forces under The Duke of Marlborough approx. 69,000 with 120 guns
Pro-Bourbon Forces under le Duc de Villeroi & the Elector of Bavaria, approx. 68,000 with 70 guns

Played with Twilight of the Sun King rules (with one 60x30mm base per brigade rather than the standard two 60x30mm bases per brigade)  with 1200+ 6mm figures on a 6'x4' table.

Reference 

Battlefield
From the French point of view the left wing of the battlefield was separated by rough terrain not suited for cavalry.  The centre around Ramillies was more open and the right flank was ideal for cavalry. Both commanders placed their infantry on the French left and centre and massed their cavalry on the French right flank.  Both commanders  left some cavalry to guard the left flank but with no intention of actually attacking across the rough ground but rather just in case the opposition were foolish enough to do try an attack across the rough ground.

The battle commenced with an artillery bombardment.  One of the things I like about the TotSK rules is that long range artillery bombardments may disrupt troops maneuvering but unless massively concentrated they will not cause casualties (a loss of moral in these rules.)


The  infantry of the  Grand Alliance ( Austria, England, and the Dutch Republic) under Marlborough  advanced on the French, slowed down by the rough ground separating the armies on the left of the French lines.  The British horse pulled away from their position on the French left and rode with some hast behind the British lines heading to the other flank. 




The French cavalry advanced smartly against the  Grand Alliance cavalry.  The Duke of Villeroi plan being for his superior cavalry to crush their opposition and then to flank the allies infantry lines. 

The cavalry wings clashed, over 150 squadrons of cavalry, 20,000+ cavalry charging and counter charging.  A nice detail in the TotSK rules is that defeated cavalry flee a full move from a losing combat unless they have reinforcement to their rear in which case they fall back behind their support.  This givens a nice rolling combat with weakened horse falling back behind reinforcements.


In the centre the allied infantry assaulted Ramillies and then Offus and finally Autra-Eglise.    Unlike the cavalry fight the infantry combat was a slower grind.  The rules give a bonus to moral tests for troops with rear support  and infantry  inherently harder to break than cavalry (3 hits opposed to 2).


The cavalry fight was going against the French when  the arrival of the British horse pulled from the opposite flank made it even more difficult for the French and lead to the eventual collapse of the French cavalry wing.



The Allied cavalry started to wrap around the flank of the French army.  The French infantry still held the three villages of Ramillies, Offus and Autra-Eglise although the fight was starting to slowly swing in favour of the allies. However with the allied horse free to swing onto the flanks and rear of the French Army,  the Duke of Villeroi conceded the field  and victory to the  Grand Alliance.



Comments
This wargame ran very close to the original battle.  I found the Twilight of the Sun King rules to be quick and to give a "realistic"  outcome.





Thursday, 21 November 2024

Twilight of the Sun King: Rules for the Re-fighting Large Battles 1680 to 1721- 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.



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.

I wanted the battle to contain the following elements:
  • Crossing a small stream (as per Blenheim and Ramillies)
  • Attacking a village 
  • Cavalry frontally charging Infantry
  • Infantry v Infantry
  • Cavalry v Cavalry
  • Artillery 

 

Kampe in Reihen

Twilight of the Sun King

Honours of War


Battle review

 Review

Review

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 player12+ units per player. Unit is brigades8-12 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

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)