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

Some New (to me) Napoleonic Rules

The concluding episode from a couple of days gaming with three friends.

Game 3-of-3 (see previous posts for the other two games)

I had been intrigued by the comments on the 'Hinton Spieler' blog about the use of Neil Thomas' Napoleonic Wargaming Rules (henceforth NTNWR) and as I often play Napoleonics with my friends, I thought we should try them out.  My thinking was that they should at least be quick and allow us to finish a game before everyone had to leave for home.  


As three of us have 6mm Napoleonic armies, that was always going to be what we would use for this game, with Martin's Bavarians and my French taking on Steve's Austrians supplemented by a few of my Prussians to make up the numbers.

To save time we used the existing Hexon terrain layout from the previous games, minus the mountains and with the trees replaced by my smaller woods and some built up areas.

The deployment of the four 8-unit armies (one each) is shown below.


While that looks like a lot more than 8 units each, we were treating each NTNWR 'unit' as Brigade of four units ('bases' in NTNWR), each of four bases ('hits' in NTNWR).  Thus, instead of keeping a record of hits (or using markers) until a base was lost after four hits, we simply removed a base for each hit.  I knocked up some simple, but in the event quite restrictive, rules for how a brigade would deploy, depending on the formation (if Close Order foot). 

The brigades (less Martin's Bavarian cavalry and one of Steve's Austrian cavalry, both out of shot), that effectively constitute what is called a 'unit' in NTNWR are shown below.


As you can see, if you count them, we each have eight units, allowing for those just out of shot.  But using lots of 6mm figures in place of 28mm makes for armies that look far more Napoleonic in scale.  We also used the ranges and movement distances as in the rules.

I took few photos during the game and made no notes so I won't attempt a narrative of the battle.  Instead, I'll include a few more photos then go on to record my impressions of this my first experience with these rules.

The early turns were dominated by artillery

With no interpenetration brigades were awkward to manoeuvre

The Bavarian battery and troops in the built-up area looked formidable

The Austrians tried - and failed

Cavalry found it difficult to get past their own infantry

The Imperial Guard hung back all game to avoid getting hit!

In the end the Austrians were defeated and had to yield the field, although to be fair it was because many of their actions were driven by the spirit of play-testing, i.e. attempting the difficult to see how it worked out in the rules.

Post-Game Punditry

First, and probably most important, the game ran pretty quick, but lasted some time because, not only were we unfamiliar with the rules, but we had quite long discussions about how every new encounter played out.  So, while there are some big simplifications in the rules it has to be born in mind that addressing some of the observations below risks slowing the game down, and I do want my games to run to a clear decision.

Pros (quick play is a given)

1). I very much liked the ability of infantry to easily repel frontal attacks by cavalry while fresh without forming square.  The way this degrades as the units become worn, and need to be in square to survive, punishes the use of cavalry against any but sorely tried infantry (unless of course you can hit them in the flank).

2). The difficulty of manoeuvring units due to the prohibition of any form of interpenetration stops armies from being overly responsive.  This together with, IMO, the relatively slow movement (infantry columns move 12cm) goes a long way to making up for an I-GO U-GO sequence and the absence of any command-and-control (C2) mechanism (the player has freedom of action to move each unit as he wishes).

3). Our reading of the rules was that units cannot change facing to their flank and that formation changes did not include a change of facing.  This was very restrictive but on balance I felt it was a 'Pro' as, in the absence of a C2 system, it forced one to live with the consequences of earlier decisions.

4). Counter-battery fire was, to me, pleasingly ineffective.

5). The differentiation in range between rifles and muskets seems over done but the reduced hit rate of Light Infantry (and only they have rifles) compensates for this.

Cons

1). The inability to pass through friends in any way makes it very difficult for second-line units to advance to attack if the first-line unit is defeated.  That and the second-line has to be some way back or the first-line when defeated will lose heavily if its retreat is obstructed by the second-line troops.  On top of this, the retreat distance being only a half, or full, move means defeated infantry will take some time to clear the way for any follow up troops.  Without any clear idea of the time or figure scale in the rules it's hard to judge whether this is reasonable, or not. 

2). Artillery, unlike any other troop type, has nationality modified effectiveness that make the best (French & Russian) twice as lethal as the worst (British & Spanish).  This sits uneasily with the simplified approach to other troop types, where all infantry, from Levy to Elite (the latter including Old Guard), fights on exactly the same factors, the only difference being in their respective morale tests.

3). Artillery is also equally effective against all target types, the only saves coming from being in cover or an artillery (dispersed) target.  Infantry in line are therefore just as vulnerable as infantry in square.

4). The lack of clarity over whether you can charge through a battery to attack the Close Order infantry unit protecting it meant we just avoided doing this.  But reading some of the voluminous pontification surrounding the rules makes me think this is what should happen.

5). Close Order infantry being unable to charge other Close Order infantry unless stronger than them seems sensible if restrictive.  But it is not made clear about what happens if the defensive fire reduces the attacker to the point where this is no longer the case.  As the defensive fire only occurs because the charge takes place, we decided that the charge would go in regardless.

6). There is no concept of disorder, i.e. temporary loss of effectiveness; units are ready to act immediately after a mêlée.  All loss of unit effectiveness (apart from tactical and terrain effects) is permanent.  But this simplification no doubt speeds play and reduces bookkeeping. 

7). Morale tests only result in the loss of unit strength (troops) and never a Retreat, this kept things simple, but combined with the 'bloody' nature of combat in these rules meant units once committed would get ground down to nothing rather than flee.

8). The Army Lists are a bit 'gamey', Austrian Grenzer in 1809 having rifles and Prussian Jäger in 1813 having muskets?  I think this is because NTNWR assumes the units are an amalgam of units and therefore Austrian light troops include ger and Prussian ger include some musket skirmishing troops?

Conclusion

Despite having written more under Cons than Pros, I definitely intend trying these again, as looking back on the game they are growing on me.  Many of the aspects that seemed problematic often only appeared so until something else happened that seemed to balance things out.

I think some house-rules are inevitable, I'm an inveterate tinkerer, but hopefully I won't overcomplicate it and spoil their simplicity.


Holding the Gap of Rohan

The continuing tale of a couple of days gaming with three friends.


Game 2-of-3

Wanting a quick game that we could finish and still get to pub not too late, we opted for a game of Dragon Rampant using my Lord of the Rings figures I'd recently had painted up by Fernando Enterprises in Sri Lanka (see earlier post for details).

The terrain from our previous game (previous post) was quickly rearranged, removing the 15mm settlements and opening up the battlefield a bit.  The two armies consisted of:

The Goodies (Rohan & Gondor): Martin and Me
  • 1 x Elite Riders - Prince Theodred
  • 2 x Heavy Rider - Riders of Rohan
  • 1 x Heavy Foot - Rohan Warriors
  • 2 x Elite Foot - Rangers of Ithilien
  • 1 x Greater Warbeasts - Giant Eagles 
  • 1 x Lesser Warbeasts - Eagles

The Baddies (Isengard): Steve and Keith

  • 2 x Bellicose Foot - Uruk Hai
  • 4 x Light Foot - Orcs / Goblins
  • 1 x Scouts - Orc / Goblin Scouts
  • 1 x Light Riders - Warg Riders
  • 1 x Lesser Warbeasts - Wargs
  • 1 x Greater Warbeast - Cave Troll 

With various special abilities added to these troops the total points value of each side was 61 points.  With our scenario calling for the forces of Isengard to pass through the Gap of Rohan (exit off the opposing table-edge) we should have perhaps given them an edge as they needed to make all the running.

I didn't take a photo of the table set up, but I deployed on the left opposite Steve with, on my left, the Eagles and a unit of Rangers.


And, towards the centre, my other unit of Rangers backed up by the Giant Eagles.


As can just be made out in the above photos, Steve had a band of Uruks, two bands of Orcs, the Orc Scouts and a pack of Wargs.

Martin, commanding the forces of Rohan, formed our right wing.

While opposite him Keith had a band of Uruks, two bands of Orcs, the Warg Riders and the Cave Troll.


While I held back defending a couple of gaps between the impassable rocky outcrops, Martin led forth the Rohirrim; Forth Éolingas!


But some failed activations for Martin, and some unstoppable wild charges by my forces, saw the action begin in earnest on my flank.  The Giant Eagles quickly tore their way through the opposition taking heavy losses but resolutely passing all their Courage tests.


With my Rangers keeping the rest of Steve's troops at arm's length with their archery, Keith's Uruks charged the Rohirrim, who despite counter-charging took heavy losses but returned to the fray the following turn.


This time they were more successful, but the Uruks passed their courage test and the riders fell back.


The next few turns saw several more charges (but no photos!), that saw the Rohirrim drive off the Uruks and Orcs and turn to fall on the last hope of Isengard, the Cave Troll.


At first the Troll held his own but, as the riders fell back from combat and started to pelt him with arrows, the end was clearly in sight for the forces of darkness.  Then, to delight of all, the baddies conceded the field and the players all trotted off to the pub.


Pony Wars in the Baltic?

Three friends came over for a couple of days gaming during which we managed three games.

Game 1-of-3

To kick off the action we went for a game of Pony Wars.  The only fly in the ointment being that none of us have any US Cavalry or Plains Indians figures.  But some time ago we'd adapted the rules to work with Teutonic Knights and crusaders saving the colonists from the rampaging hordes of Mongol raiders.  It changes the dynamic a bit with the 'good guys' not outshooting the raiders but having a big edge in mêlée.

Anyway, not letting this stop us, the table was set with all my Hexon terrain to provide passes that the rescuers would have to pass through (at risk of ambush) if they took the most direct route to the settlements.  A couple of companies of knights can be seen setting out from the walled 'town' at the bottom the photo below.


Smack in the middle of the settlements was the governor's villa.


So, the nearer settlements were ignored in an attempt to reach the governor first, no doubt leaving the occupants wondering where all this heavy metal was going.


But that plan quickly went for a burton when the first two small raiding parties to arrive both headed straight for the villa.  The test for what they did on arrival at a random point on the table edge saw them both electing to cross the table through the centre; which resulted in them catching the governor's villa between them.


The outcome wasn't pretty; the occupants being quickly massacred and the villa ransacked and set alight - the intended rescue party can be seen approaching through the pass.


At this point a few raiders snuck into the hills and started sending smoke signals to draw in more raiders; although with all the smoke issuing from the villa behind it, it's a wonder they could make it out.


So, while the would-be rescuers visited righteous retribution on the bloodthirsty raiders ...


... another company managed to intercept a large body of raiders just before they could descend on another settlement. 


At this point the photos dried up a bit as the action became more frenetic with raiders arriving from all directions ...


... into the middle of which wandered a wagon train of settlers.  These were met and directed to the town, but proved obdurate, at first pressing on regardless and then deciding to circle the wagons to fight off any raiders.  But the knights persevered and eventually persuaded them to head to safety under their protection.


Amidst all this human violence ...


... Mother Nature pitched in with a landslide that blocked one of the passes.


With the Teutonic Order at full stretch and spread across the countryside trying to counter so many bands of raiders ...


... little was left to defend the town, and after seeing off two large bands, the remnants of my command plunged into another small group of new arrivals.


At this point the dice turned against me with my men all slain I was left with no alternative but to place my trust in the Lord and take them on single-handed.


It did not go well.  But, with my horse down I held forth my crucifix knowing that the craven heathens would not dare to assault one so beloved by our Lord ...


... but they did!  


A sad but noble end, as our gallant sacrifice kept the way clear for the rest to escort the remaining civilian settlers to safety.

A quick totting up of victory points at the end saw us with a very healthy positive score, and as the rules call anything positive pretty good going, we congratulated ourselves and set the table for our next game.

Which will be the next post.