From the German 'Kabinettskriege' - Cabinet Wars: a period of limited conflict from the Peace of Westphalia (1648) to the French Revolution (1789).

Gaming Weekend - Pt.3 - Coming Up Roses

After the previous post's game was cleared away, we needed something quick to finish off the day's play.  As I had brought my 15mm Wars of the Roses (WotR) armies for Sunday's game I suggested a game of 'Never Mind the Billhooks' (NMtB).  As Martin and Steve had not played it before I offered to umpire and lead them through a game.


The game lasted longer than I thought it would and ended up with us having a rather late night.  While I have noticed before that this game starts quick but slows as the action builds, it wasn't helped by the need to explain the rules as we went, or the beer consumed as the evening wore on.  I'm afraid I haven't sold them on these rules, especially Martin, whose cavalry (two units of knight and one of hobelars) set off with the king to turn the enemy's flank ...


... and encountered a block of bills and bows who were clearly the much-beloved love-children of the Dice Gods.  This was not helped by King Edward's activation card coming up last in the pack on two successive turns!


Anyway, I'll draw a curtain over that game and move on to Sunday's WotR chit game (see Link for a description of a chit game) using DBM.  With the exception of the terrain and the absence of any of the fog effects, except for 'Edwards Luck', this was a repeat of the Barnet game at the above link.  Also, it was not played on a hex grid.

So, the battle started with Warwick moving out from his camp with the reserve to oversee the rest of the army commanded by his brother, John Neville, Marquis of Montagu; John de Vere, Earl of Oxford; and, Henry Holland, Duke of Exeter.


Coming up against them from the town of Barnet was the Yorkist army, led by King Edward IV seconded by his brother, Richard Duke of Gloucester and his trusted lieutenant, William Lord Hastings.


Almost immediately the absence of fog made itself felt as the Lancastrian guns started to take a toll on the advancing Yorkists, but battle was soon joined where the Yorkists hoped to make their better quality tell.


As might be apparent from the dice and rule book (DBM) in the above photo, and other bits in some later photos, I was fully engaged in this game and thus the photos are all game-in-progress shots complete gaming impedimenta.


Included in the next photo are the 'chits' or tiles with the commanders' coats of arms which are picked out by each player in their turn to decide which command they will play for that turn, drawing again for their next turn.


As the battle wore on, Lancastrian numbers continued to outweigh Yorkist quality until Gloucester's command became demoralised and started to flee the field; it can be seen fleeing towards the top of the photo below.


This event triggered 'Edward's Luck'[1], which almost turned the tide of battle - just one more mêlée win would've broken Montagu's command.  But it was not to be and soon the remaining Yorkist commands were overwhelmed.  


All that now remained was to determine the winner.  No-one had compromised their secret identity during the game so no-one identity was correctly guessed by the other players.  The score was therefore very much down to what had happened to the players' characters in the game.  Unsurprisingly, Steve who, before the battle started, had secretly drawn Exeter, won, with 37 victory points (VPs).  Martin, who revealed he was King Edward was left trailing a long way behind on a mere 5 VPs, mainly for managing to survive.  I, as Hastings took the wooden spoon with -1 VP!

As ever, no-one was concerned over winning or losing as these chit games are so much fun players tend to lose sight on winning and just enjoy the ride.


Notes:

[1.]  ‘Edward’s Luck’: in the fog Yorkists ignore friendly commands becoming demoralised and in Edward’s next bound he throws an extra PIP die which can be spent during his bound to control the victorious Lancastrian command, or one adjacent to that command, as if part of his command.  This represents the confusion that occurred when a friendly fire incident between Montagu and Oxford's contingents triggered the collapse of the Lancastrian army as the various faction each thought the other was betraying them.


Gaming Weekend - Pt.2 - An Austrian Waterloo

After Friday's gladiator games, on the Saturday morning we dug out Steve's delightfully sculpted Waterloo terrain for a 6mm clash between the French ...


... and the Austrians (at Waterloo?).


This game was a follow-up to our first attempt (Link) to use Neil Thomas' Napoleonic Wargaming Rules (NTNWR) with 6mm figures, but using a brigade of 4 units, each of 4 bases, to represent what is a single unit in the rules.  As we're still tweaking, Steve commanded the French and Martin the Austrians (including a few of his beloved Bavarians) while I took notes on anything we felt wasn't right and suggestions for changes.

After two turns the table looked like this ...


... I like to think this looks like a Napoleonic battle, or at least a contemporary print of one.

In the foreground of the above, the French heavy cavalry ...


... and their Austrian counterparts ...


can be seen facing off against each other as they protected their infantry who were in a foot-race to occupy Hougoumont.  Beyond that, the French columns can be seen advancing (left to right) to the attack ...


... while the Austrians seek to take up a more advanced defensive position[1].

And, in the far distance, at the top right, the Bavarian cavalry are seeking out an opportunity to turn the French left flank.


Inevitably, it was the cavalry on both flanks that first came to blows.  The honours were roughly even with the French heavies prevailing ...


.. while their lighter brethren were bested by the Bavarians.


Observation 1: heavy cavalry combat is more lethal than that between lights as they throw twice as many dice in combat.  I see no reason why an even fight between two bodies of heavy cavalry (HC) should be bloodier than one between light cavalry (LC).  Also, cavalry on cavalry combat usually results in few losses until one side ends up being pursued by the other.  I propose making all cavalry fight on the 'default' one combat die per unit (like LC) when fighting mounted opponents of the same type.  I am also considering making defeated cavalry rout, removing the option to simply fall back facing their opponent when defeated.

While the cavalry on both flanks were whittling each other down over several turns, the French voltigeurs (open order light infantry) won the race to Hougoumont; occupying it just as the Austrian infantry rocked up[2].


The resulting Austrian assault on Hougoumont was repulsed with loss.

In the centre, the Austrian guns were still advancing to get into position, while the French guns, taking advantage of 'Wellington's ridge' (La Haye Sainte in the background) were already starting to inflict losses[3].


While the light cavalry contest was dragging on, ...




... the heavy cavalry fight, courtesy of their higher lethality, had ended leaving the victorious French heavies unopposed.


This in turn forced the Austrian infantry that had been rebuffed from Hougoumont to form square or face the consequences.


The French infantry, in the centre, had still not reached the Austrian line ...


... which had now shaken itself out into some sort of order and finally got their guns into action.


The much-anticipated infantry clash did not take place; the French brigades (units) being unable to close as the rules do not allow formed infantry to charge formed infantry unless they are stronger i.e., they have more units.  

Observation 2: without a significant artillery advantage this makes it difficult to put in an attack that is strong enough to go in after advancing through the enemy's artillery and facing defensive musketry.  I haven't formulated any rules mods for this yet, and maybe I'm okay with it as is.

After realising their attempt to whittle down the Austrians was only going to be a case of mutual annihilation the French chose to pull back to their ridgeline, ...


... take up a defensive position, and challenge the Austrians to attack if they fancied their chances were any better.


The French, were heavily influenced in their decision to not press on by the presence of the Bavarian cavalry (at the top left table-edge in the above) that were now wandering unopposed in their rear having finally disposed of the last few French chasseurs à cheval.


With the Austrians declining the invitation to attack, the battle ended indecisively in a draw - not surprising for a contest between two, supposedly, matched forces.

Post Mortem

Overall, I felt the rules gave a convincing game with few exceptions.  First, expanding on the two observations made in the narrative above: 

Observation 1: in addition to the earlier comments, the cavalry combats dragged on far longer than I would expect.  The rules say the defeated side in a combat chooses to retreat either half a move facing the enemy or full move facing away from the enemy.  The former means the cavalry just bounce off each other and then try again.  The proposed rule to make defeated side (not if a draw) in a cavalry vs cavalry mêlée do the latter (I shall call it 'rout') solves both these issues.

Observation 2: while I agree with the rule writer's view that formed infantry will be unwilling to close with formed infantry unless they believe they have an advantage I think troop quality to be as important as numbers.  Here I propose that higher quality units would, only for the purpose of determining whether they will charge, be treated as having an additional unit for each level of quality they are higher.  For example, an elite brigade charging a levy brigade, being two levels higher, could still charge even if weaker by one unit.  Poorer quality brigades wishing to charge would ignore any quality difference i.e. they just take account of numbers.  I may even allow generals, attached to chargers, to be counted as an additional unit.

Additional observations.

Observation 3: limbered artillery getting the same, generous, saving rolls as deployed artillery seems very wrong.  This is a simple fix; just reduce the effectiveness of their saving throw when limbered, but I need to give some thought as to how much to reduce it.

Observation 4: the rules are unclear as to whether brigades (units in the rules) can, or should, split their fire between targets to their front.  I am leaning towards enforcing the ±45° arc of fire for each unit (base in the rules) but otherwise letting them choose their target.

Observation 5: there appears to be nothing stopping brigades / units fighting to the last man / figure or 'hit'.  These remnants, especially cavalry, will find it easier to slip through gaps and to get round behind the enemy and be a severe nuisance.  I propose that any brigade reduced to one unit may not attack and must retreat to avoid combat that would result in the enemy throwing three times as many dice in combat.  They would retreat before contact in the opponent's turn such that they do not impede the opponent's move.

Observation 6: on more realistic terrain, like that we used in the above game, not allowing cavalry and artillery to at least pass through woods and towns (impassable in the rules) is very restrictive.  The proposed change is that such troops stop on reaching the terrain, then in their next turn, just one unit is placed on the other side.  In the turn after that it is joined by the rest of the brigade, and can move off in the next turn after that.  The single advance unit that passes through first, if engaged, fights on its own (discount the rest of the brigade).  If it does not win the mêlée it must retreat to rejoin the rest of the brigade which takes a morale test.  This passage will not be allowed if the terrain is occupied by enemy, but is allowed if occupied by friendly, formed or light, infantry.  Only one brigade may pass through in a turn.


I hope to try out these rules again soon to see if these proposed modifications deliver the desired effect.  Watch this space.




Notes:

[1.]  Doing this in the face of an imminent French attack was risky, but necessary to avoid fighting in their deployment area and suffering from the bane of all wargames, the table edge!

[2.]  The Austrians had set out in line, and only changed to column en-route.  Had they been in column when deployed they might've got there first.

[3.]  We had finally realised that in NTNWR only the troops and guns of the player whose turn it is can fire (with the exception of defensive fire when charged).  This was why we had found artillery and musketry overly bloody in earlier games.


Gaming Weekend - Pt.1 - The Circus

The past weekend was a long overdue meet up with some long-time wargaming friends, Steve and Martin, at Steve's place - unfortunately the fourth, Keith, couldn't make it.  Martin and I arrived Friday evening and after a good supper (Green Curried Fish and beans) we moved on to the beer and a couple of quick games of Ludus Gadiatorius using my mini-amphitheatre featured in an earlier article: When it's Too Hot to Paint.

In the first game our randomly selected characters ...

   Me             Steve           Martin

... sized each other up across the sands of the arena.


But why am I not looking at my two opponents you ask?  Well, my attention had been seized by a couple of lions that someone had let loose to enhance the entertainment. 


As a Bestiarius, I decided I would take on the lions and leave the other two to their classic gladiatorial match up.  This was a mistake, as apart from encouraging the lions to take chunks out of me they also seized the opportunity to stab me in the back when opportunity presented.


Then, as they realised that I, in my badly wounded condition, offered little threat they turned on each other.  At the same time the lions also decided that I wasn't the one they wanted to eat, and so down went Steve ...

... shortly followed by Martin as I carefully backed away towards the exit.

Being munched by lions, meant the Emperor's thumb could not influence their fate and both were ruled dead.

For the second game, we randomly selected some new personas:

  Me             Steve          Martin

This time there was only one lion, which Steve rapidly dispatched while Martin and I hammered away at each other to little effect.


I succumbed next as I recklessly neglected my defence to put everything into an all-out attack on Martin, not helped by a dart in the back from Steve.


Steve might've regretted his choice of target as Martin made short work of him once he managed to catch up with him.


So, with Martin declared the winner (sole survivor) the Emperor, clearly entertained, gave both Steve and myself the Thumbs Up to fight another day.