On 16 August we played a 6 player game using Sam Mustafa’s Blucher rules and 6mm figures, mostly produced by Commission Figurines. The battle was Montmirail, 11 February 1814, using the small scale variant in the rules.
Montmirail is an encounter battle in which the French are heavily outnumbered at the start, while the Russians are present in their entirety from turn 1. It is a chance to use the French Guard, who actually constitute the majority of units, and to pit smaller numbers of high quality troops against a numerically superior opponent. But the Russians are no pushover: all their infantry count as steadfast and so are tough on the defensive.
Scenario and Setup
The scenario, now in its third version, can be found here. The original was a two player scenario at ‘normal’ scale, so one base per brigade. I expanded this to ‘small’ scale, roughly doubling the number of units, but then after a dry run I added a few more, based on a new guesstimate between the different sources. I stuck with the original decision to leave the Young Guard out because only Allied accounts said they were present and Allied witnesses were not great at recognising enemy units (cf mistaking naval artillery for marines of the guard at Leipzig). French accounts were clear that while the Young Guard’s then commander, Ney, was present, he had left his troops behind. If they did reach the field at all, I believe they will have done so after the battle was over.
The battlefield was mostly easy to depict. As accounts of the battle say the roads were bad due to heavy rain, I only showed the two main roads: the East-West Little Paris road and the road going north to Chateau-Thierry. I also struggled over how to depict the waterlogged low ground on the Russian right/French left. After first trying to work out a way of modelling the contours here, I concluded I didn’t need to: the issue that affected the battle was the state of the ground, not line of sight. In the end I cut out several irregular pieces from a clear plastic wallet and placed these on the table to represent the area of low marshy ground. It looked quite effective and had the desired effect on play, making the fight in this area an infantry-only affair.
How it Played
Matt took the role of General Sacken, while Chris was Von Lieven, commanding XI Corps. Keith played Napoleon, Spencer was Ney and Nick was Nansouty. I umpired at the start and came on in the last quarter as General Yorck.
At game’s start, the whole Russian army was on the field, facing (count them) four French units. Matt and Chris used the first turn to advance as far forward as possible and close down French options. Chris on the right assaulted the village of Marchais, a struggle that would last all game. Matt advanced his left almost as far as the French baseline, thereby threatening Nick’s flank. Nick slipped a brigade of conscripts into Marchais and tried to look brave with his cavalry. One of these units was almost crippled by Chris’s artillery, which had a couple of high rolling turns. Luckily for the French, Keith and Spencer then arrived with the Old Guard and some more cavalry. Spencer’s Old Guard expanded his room for manoeuvre by assaulting Matt’s cavalry on the Russian left. He pushed Matt back but with heavy losses. Infantry pay a high price for attacking cavalry, although if it is worth the gamble with anybody, the Old Guard is probably the best formation to try. Matt’s cavalry still being potent, Spencer now formed square with two Guard units and sent the other two against the left wing Russian infantry. At this point Napoleon himself joined one of these units and disappeared into the smoke, presumably ignoring the pleas of his aides to move himself out of danger.
So what happened next? The French Left and Russian Right fought stoutly over Marchais, which changed hands twice before ending the day in disputed possession (one town base occupied by French and the other by Russians). This denied either side victory points for the town. At the other flank, the French assault chewed up several Russian units but used themselves up in the process. Yorck arrived late but in time to eliminate an exhausted Old Guard unit and to fill gaps in the Allied line. In the Centre, Chris launched an attack on La Motte which was only thinly held by the French, but just too late in the day. Darkness fell with the Russians nearing their break point but still hanging on. With possession of Marchais still in dispute, and to my private disappointment as I dislike a hung result, the day ended in a draw.
What might have been
Hindsight is a wonderful thing. The Russian Left did well to take territory and let the French try to dislodge them. On their Right, Chris handled the assault on Marchais well but Nick made good use of his conscripts and the arrival of the Middle Guard allowed him to deny Chris undisputed occupation of the town on almost the last turn. I think, had Chris attacked La Motte sooner, Nick would have been stretched too thin and the outcome at Marchais could have been different. Between the two commanders in chief, Matt stayed in control of his battle while Keith got too involved in the assault by two Old Guard units and lost his overall grasp. Although a drawn battle according to the rules, I consider Matt was the better CinC on the day. By general agreement, Nick made good use of his meagre numbers.
Twice in the last turn of the game, the Russians were within an unlucky dice roll of reaching break point. Fortunately for them, they didn’t. This was also fortunate for me, as after the game ended I realised I had made an umpiring mistake. Around a quarter of the way through the game, I had allowed Nick to send a cavalry unit into the rear of a Russian artillery unit, wiping it out. When I checked the photographs and reread the rules the next day, I found that this charge had been illegal, since the artillery’s rear had been protected by the 1BW zone of control of a neighbouring infantry unit. If it charged anybody, the cavalry should have charged this unit. So I apologise to Matt and Chris for my error: you were two units away from breaking at nightfall, not one.
I hope the team enjoyed the game. There’s more to be explored in this scenario and I have kept the stickers on the units, in case we can have another go at it some time. It’s curious that wargamers don’t often replay the same battle with miniatures, whereas it is common to play the same board game several times over.
We played a 200 point game of Art de la Guerre last Saturday. Spencer having confessed a weakness for elephants, I revisited the lists for the battle of the Metaurus that we used a year or so ago. Spencer took the part of Hasdrubal, arriving in Italy to reinforce his brother Hannibal, while Matt led the combined consular armies of Nero and Salinator.
The army lists were adapted in two ways to reflect the scenario. First, the Gauls in Hasdrubal‘s army were made mediocre and not impetuous, to reflect their poor quality (Roman accounts say they were drunk, but more likely they were just disaffected and wobbly). The Romans were not told about this drop in quality until the Gauls’ first combat. Second, the cavalry limit for the Romans was increased as Nero’s highly irregular decision to join Salinator had given the Romans cavalry superiority, an unusual situation in the Punic wars.
The battlefield was flanked by the river Metaurus on the Carthaginian right, with open plain in the centre and rising ground on the Carthaginian left/Roman right. A hill with a steep ravine at its base ran in front of the Carthaginian left while a more gentle hill faced it on the Roman side of the table.
To reflect the fact that Hasdrubal had been retreating and turned at bay when his pursuers got too close, Spencer was obliged to set up his entire army first. He placed his cavalry on his right, his Gauls in the centre and his Spanish and elephants on his left, including on the hill protected by the steep ravine.
Matt set up with Nero’s infantry on the left, his combined cavalry in the centre and Salinator’s infantry (his largest command) on his right. However, instead of matching Spencer’s frontage, Matt deployed in some depth and his extreme right set up opposite Spencer’s centre. This left the Spanish on the hill with no opposition to their front. Matt’s plan was to grind down the Carthaginian right and centre before Hasdrubal’s left could engage. As the need arose, he was ready to peel off troops from behind Salinator’s front line to hold off Hasdrubal’s left wing if and when it did reach his flank.
On seeing the Roman deployment, Spencer began racing his cavalry to the left behind his front line, in an attempt to get around the Roman right flank. However the gap behind his line was narrow and Matt charged this horse as they tried to pass. The horse managed to evade but now found themselves penned in behind the Carthaginian centre. Thwarted in their plan, Spencer’s cavalry then returned almost to their starting position on the right flank and got stuck in. It was a valiant attempt to seize the initiative but Matt had neutralised it by maintaining his objective, ploughing forwards and restricting Spencer’s room for manoeuvre.
Unusually for a game of ADLG, we ran out of time before a clear victory was won. A points count gave a draw, although we agreed that the moral victory was Matt’s. Certainly for most of the game, the Romans chewed up their opposition and caused much more serious losses than they incurred. However in the later stages, when Spencer’s cavalry stopped manoeuvring and started fighting and his left wing engaged Matt’s right, Roman losses rose quite fast. The outcome seemed much less certain at the point when we finished than it would have, had we stopped three or four turns earlier. Even so, I think Matt would have carried the day as he still had more hitting power in a position to do damage.
It’s always interesting to see how players interpret their brief. Matt took a risk by deploying on a narrow but deep front. At first it looked like he was inviting a Cannae-style envelopment. Had the terrain been more open he would have been in serious trouble. But the ravine-fronted hill on Spencer’s left, while strong defensively, would also impede a Carthaginian advance to envelop the Roman right. It was probably this fact that prompted Spencer to try to send his cavalry around Matt’s right. He nearly succeeded but Matt fended off the attempt with his steadily advancing legionaries. When Spencer did advance his left and it eventually made contact, it did a lot of damage but too late in the game to swing the balance.
It was fun playing a scenario as opposed to a straight points battle. At least, I found the narrative more compelling for knowing who the players were supposed to represent. As usual, the players were great company and courteous to a fault: maybe next time we should play something from the Lace Wars so each can invite the other to shoot first...
Figures are a combination of 25mm Minifigs, Garrison, Newline, Black Tree and First Corps. The Roman army in their entirety are very old Minifigs and they really can’t combine with other ranges, but I am very fond of them, telegraph pole spears notwithstanding.
On Monday evening we played two 100 point games of Art de la Guerre. The aim was to introduce these rules to Spencer, in return for his recently introducing us to Chain of Command. It was also Matt’s first outing with his early Imperial Romans. He hasn’t painted 100 points’ worth yet so we supplemented his army with Iberians. Spencer led a horde of impetuous Gauls. I haven’t known him long but somehow I knew they’d suit him.
After a couple of turns learning the ropes, Spencer got into the swing and sent his lads flying every which way, marching down his right flank, moving up the middle and sending a very cheeky scout around Matt’s right to capture his camp. The Gauls also had the better of combat and this, plus the VPs for plundering the Roman stockade, won Spencer a rapid victory.
Game two was a different proposition. Spencer tried again to distract Matt with his light cavalry but they were quickly chased off the field. As the centres closed, a Gallic chariot charge on their right nearly succeeded but as more supports were committed, Matt won that combat. In the centre the Gauls (mostly) bounced off legionaries and in relatively short order, Matt had his revenge. One game all.
The difference between the two games was interesting. In the first one Matt came forward, making it easier for Spencer to swamp his position. In the second he held his line back, with woods on his left and a difficult hill anchoring his right. On this more constricted front, the Gauls couldn’t get the overlaps and in a straight face to face contest, the odds favoured Rome.
Both games were good fun and I think we’ll get Spencer back to try ADLG again. For the second game we allowed each side a few rerolls as suggested in the optional rules. Matt had observed that a bad roll in a critical moment can be devastating, especially in a 100 Point game, and the rerolls did help here. Next time,we will field 200 point armies as they do make for a more varied game.
ADLG is an easy rule set to learn and it delivers decisive results. Light troops work very convincingly and the evade rule is particularly effective. But I have two low level grumbles. The first is the rules for flank and rear attacks, notably when gaps appear, which for the life of me I can’t retain in my head. Did they have to be so fiddly? The second is the appearance of the table in the closing stages of a game, when the battle lines end up looking like a mouthful of broken teeth. It may be simpler and make sense in gaming terms to remove bases in the middle of the line while their neighbours plough on, but this doesn’t fit my imagination of a line slowly crumbling until everybody goes. I think this is probably just me and I still enjoy the mechanics, - but the game gets less photogenic as play wears on.
That said, any rules that permit two satisfying games on one weekday evening have to be doing something right.
This week I finally played my first game of Chain of Command. I have had the rules for about four years but found them a daunting read and never got around to trying them. Somehow Bolt Action was that bit easier to grasp. Then along came Spencer, member of the Staines Wargamers and keen CoC player, who very kindly agreed to run a game in the shed for me and Matt, who has played it a little but is also pretty much a beginner.
What can I say? I am hooked. These rules are so much more intuitive in play than in print. We had a platoon of regulars each, with no supports. Matt took the Brits and I had the Germans. It was a patrol encounter with a twist: there was a crashed kubelwagen near the middle of the table that I needed to control and Matt needed to deny me.
Chain of Command has been around for a long time so I presume it’s main design elements are pretty well known. The salient features for me are the patrol phase, jump off markers and Command dice. Spencer offered some useful tips for using the patrol phase to win ground, which was actually an intriguing game within the game. When it ended, Matt had a row of jump off markers in the centre of the table while I had two markers facing his in the centre and a third a little behind his left. I hoped this would give me a flanking advantage but in the event my daft deployment nearly cost me the game.
Once we started placing figures, I quickly got into trouble. I deployed my first squad from the jump off point on my right flank in the open, placing the LMG team on overwatch and going tactical with the rifle team (increasing their cover save). Matt then deployed his first team in the building on his left, fired at my squad and began to dismantle it. Thanks to rolling several sixes, he played three phases on the trot, by the end of which I had lost my LMG team, junior leader and a couple of riflemen. My remaining troopers were pinned in the open. Bummer.
When my next turn came around I could do nothing to help the battered squad so deployed my remaining two squads and senior leader on my centre and left, close to the kubelwagen. Matt meanwhile deployed his second section beside his first on his left and his third section in the centre. I think his decision to reinforce his first section gave me a chance to recover from my stupid first move, as although he could now wipe out my first squad, I had more weapons firing at his troops in the centre than he had firing at mine.
To cut a long story short, my left hand squad and senior leader reached the kubelwagen and lined a hedgerow, from which they won a duel with Matt’s third section; Matt moved his second section forward but they were pinned by my central squad; and he took his first section out of their building to put an end to my first squad and neutralise its jump off point. By game end, I had lost one squad and a jump off point, but Matt had lost two sections, two jump off points and control of the kubelwagen. I used my first and only Chain of Command die to end the turn and Matt’s force morale fell to zero.
The game was exciting throughout and I only just managed to swing the win. The dice favoured Matt at the start with his series of rolled over phases but later on, I had some well above average shooting results, so (as always) the luck evened out. Spencer was an excellent tutor and umpire, advising us both on rules niceties and options. I found the rules far easier to absorb in play than they had been while reading the book. I think this is true of all rules to an extent but I do find Lardies rulebooks especially hard to navigate.
As for subtlety, I am sure it will be several games before I start to get the hang of how to play properly.
Having played a great deal of Bolt Action, I suppose I am bound to compare the two rules. BA is easy to learn and plays quickly. It has lots of tension and is always fun. It can however see some pretty unlikely tactics, the ranges are way too short and a lot of hardware appears on table that should be a long way away. I also hate the fact that some players create gamey army lists to get a killer - but unhistorical - army, but that isn’t the fault of the rules themselves.
By contrast I think Chain of Command will take longer to master, even with the help of Spencer. But it will be worth the effort. CoC is definitely exciting to play. I really like the friction and uncertainty from the Command dice; the combat mechanics are not that complicated once you learn them and the players are faced with a wider range of tactical choices than with BA, both in what their figures can do and how they can operate.
Of course, the most important factor to affect enjoyment in any game is the other player. Matt and Spencer were great company and the evening flew by. Spencer has recklessly agreed to come again. Before he does I’ve got some jump off points to build.
We managed to get an evening’s wargaming in over the Easter weekend. My son Nick is always happy to learn new systems so we agreed to try What a Tanker by the Too Fat Lardies. I had picked up the rules at Warfare in November along with a couple of MDF dashboards that the Rubicon team were selling. We took a Sherman and a Stug III G and set up a random table in the kitchen.
We played three games in all, the first one as a cooperative venture to make sure we understood the rules. As it turned out we got the hang of the mechanics within the first couple of turns. We didn’t miss the absence of a quick reference sheet as this function is mostly fulfilled by the dashboard. Also the rules are nicely intuitive: you just have to remember what actions the dice stand for and any special rules for your AFV. We were very soon focussing on how to play, rather than on what the hell the rules meant.
We also really enjoyed ourselves. For those who have yet to play the rules, the core mechanic is the roll of 6 dice for each vehicle at the start of its turn. Each result allows for one action (drive; acquire target; aim; fire; reload; and wild die). The player can play these dice in any order. A tank can lose dice, temporarily or for good, as a result of enemy fire. We found that being restricted by the dice rolls caused some frustration but not so much so as to spoil the enjoyment. In fact it created some exciting moments as a tank found itself unable to exploit a perfect opportunity. And not only do the action dice work well as a mechanic, they are a very effective antidote to the usual wargaming problem of the all-seeing player’s eye in the sky. And even a little reading of tank crew memoirs throws up many examples of the limitations on visibility and awareness for a crew shut up inside an AFV.
Our games involved a lot of cat and mouse creeping around the field, each trying to get a shot in while taking maximum advantage of cover. We learned quite quickly that a flank or rear hit is far more effective than a hit on frontal armour. We also realised that it isn’t always smart to keep firing: that wild die might be better used to move back into cover at the end of the turn than to stay in the open and fire another round.
We also agreed that a straight duel to the death between two tanks can lead to some strange behaviour, as each player hangs on in there for longer and takes more risks than would be sensible in reality. At one point we were following each other around a building, each hoping to land a rear shot. There is little incentive in the basic game to apply the principle of ‘shoot and scoot’! I guess the answer is to have more than two vehicles on the table and/or to create scenarios that encourage ‘historical’ behaviour.
We agreed that What a Tanker is an elegant and exciting set of rules. In years gone by I think we would have called it a Beer and Pretzels game. I would mean that as a compliment.
I try to arrange a couple of multi player wargames a year and have started thinking about a theme for the next one.
Choice of period mostly depends on what I have read most recently. This time I have gone Napoleonic, as I am thoroughly enjoying John R Elting’s Swords Around a Throne. This period is also a reliable choice for most other players.
Sam Mustafa’s Blücher rules have proved a good set for our multi player games, being easy to learn yet still atmospheric and satsisfying to play.
Choosing a Battle
I have selected Montmirail, 11 February 1814, the middle and largest engagement of the 6 Day campaign. We played and enjoyed it in the 1990s using Napoleon’s Battles. It is a three way battle with the French heavily outnumbered at the start, with numbers increasing through the day. It is also notable for the preponderance of Guard units in the French army so actually gives you a chance to use all those guard units in anger.
I started with F Loraine Petrie’s Napoleon at Bay, a clear and balanced analysis of the campaign. I also have the French language Napoleon, 1814 by Jean Tranié and JC Carmigniani. On line, I found an excellent source called les batailles, website address http://www.lesbatailles.com/page9/page9.html. This has a detailed and careful account with extensive orders of battle and clear maps. The Wikipedia article on Montmirail is ok but this includes some mistakes about the units present and its account of the battle is less clear.
Creating the scenario
At the standard Blücher game size, Montmirail comes out as a small engagement with few manoeuvre units on either side. But using the option for small scale scenarios, it becomes more interesting.
Sam Mustafa is not worried by the constraints of fixed ground and time scales in Blücher but I still want a framework for scenario planning. Fortunately his previous grand tactical set, Grande Armée, was clearer on these issues so when Blücher is unclear I refer back to them. Since this is a small scale battle I settled for 1BW to equate to 150 yards. For time, I decided one hour would be represented by 4 game turns each. This is important for planning the arrival of reinforcements.
The playing surface came out as follows on an 8x4 feet table, with 1BW of 150 yards being 3”. The Allies deploy at the top of the table and the French reinforcements arrive at the bottom. The grid is read as lettered columns and numbered rows (thus, Fontenelle is in box G1). The darker areas to the left are lower than their surroundings although the only time this matters is when units cross the contour line.
Creating a reliable OOB is difficult at the best of times but even more so for 1814, when some Allied strengths had fallen drastically and bookkeeping for all armies, but especially the hastily assembled French forces, was sketchy. Accounts differ radically but I decided to trust the Batailles website as this seems very well sourced and argued. It also, to be frank, produces a game OOB that seems nicely balanced, which is important for player satisfaction. I accepted the seemingly majority view that there was no Young Guard at the battle. Marshal Ney, commander of the Young Guard, was present on his own and led Friant’s division with distinction, but his young guardsmen were several kilometres short of the battlefield.
In the next post I will discuss choice of figures, summarise the events of the real battle and upload the final scenario.
Moises has asked what became of my planned Bolt Action British force that I was building in 2016. I have collected pretty much everybody I need for a reinforced platoon. I like to play them as regulars, with three full ten-man sections. The MMG appears in most games along with the PIAT, although I have not so much as dented a German tank with one yet. I also tend to take one or both mortars, which rarely kill many enemy but do oblige them to change position, which is useful against a well placed team weapon. I also picked up the Warlord sniper in a gilly suit, mainly because it is such a lovely model. Also, while I like the 6 pdr, I don’t field it too often as unless I am expecting to defend against armour, it is rather too easy to ignore. I have used the Bren carrier to carry weapons teams, which adds some mobility. The Cromwell has come out from time to time but represents a big investment in the size of game we mostly play.
The current army looks like this
Officer plus two men 95 (first lieutenant)
3 x ten man infantry sections 369
(each with lmg and smg)
MMG team 50
PIAT team 40
Sniper team 50
Light mortar team 35
Medium mortar team 50
QF 6pdr antitank gun 75
Bren carrier 60
Cromwell tank 205
In a mad moment I bought the TankWar starter set so also have three Shermans painted as Guards Armoured Division. They have only seen action in a few Tank War games but I like to know they’re there.
I don’t have ambitions to add to the army at present, except to get some new Bren teams if I find some I like by another manufacturer. I just can’t get excited about the plastic Warlord Bren teams: they are too hard to distinguish from the other plastics. I’d like some Bren teams firing prone or something similar. I have also got an M10 Achilles waiting for assembly. I don’t exactly need it but I’ve liked the Achilles since I had a Minitank model of one many years ago.
I like to build both sides for a period so have a late War German force, that again is about at its limit I think. As Matt, my most frequent current opponent, runs Americans, I have tended to play the Germans more often than the Brits for some time now. But after getting these lads out of the toy cupboard, I’m thinking they need another outing soon.
I had a gaming-heavy weekend last week, starting with the annual trip to Warfare in Reading. This continues to be my favourite show on the circuit. The stalls seemed pretty busy and I hope the traders made enough to come back next year. I picked up some 20mm AFVs and scenery bits for Battlegroup, a copy of the Lardies’ What a Tanker! rules and a lot more MDF 6mm Napoleonics from Commission Figures. I bought my first Commission figures at Warfare 2017 and am really impressed with them. At playing distance they are indistinguishable from metals and at £2 for 96 infantry, they are fantastic value.
My friend Keith came up to Warfare from Devon and stayed overnight. We played a game of Blücher when we got back from the show. I’d written a scenario for Möckern, the northern battle on the first day of the battle of Leipzig, 16 October 1813. I had first planned to use 15mm figures but realised I had enough 6mm figures to play it at that scale, provided I paint up a couple more French units. I wanted to see how 6mm units affected the feel of the game so after a couple of evenings with the paintbrush I had the full order of battle. The two extra units were of the French Naval Artillery, who wore blue greatcoats with red epaulettes and were mistaken by their opponents for sailors of the Guard.
The scenario is on the Napoleonic scenarios page here. The background to the battle is as follows. On 16 October 1813 Napoleon’s army stood at bay in the city of Leipzig, surrounded by advancing Allied armies. Napoleon’s plan for the day was to strip his northern flank to reinforce an attack by his troops facing Schwarzenberg’s Army of Bohemia to the South. He ordered Marmont to take his VI Corps out of its entrenchments north of Leipzig and set off southward. However, after Marmont had abandoned his position and was approaching Leipzig, Blücher’s Army of Silesia appeared from the North. On his own authority Marmont halted his retreat and took up a defensive position before the city, with his left flank resting on the village of Möckern. Thanks to Blücher’s aggressive advance, Napoleon would now have fewer troops at his disposal against Schwarzenberg. Moreover, his northern flank was significantly at risk from Blücher’s advancing army. Fortunately for Napoleon, Blücher did not take full advantage of his opportunity on 16 October. Blücher believed that significant French forces were approaching from the North East and he feared an assault on his left flank. He spent most of the battle on that side of the field and he held back much of his army in anticipation of an enemy attack that didn’t happen. The burden of the day’s fighting consequently fell most heavily on Yorck’s First Corps.
The scenario gives the Allies only those forces that were committed early enough to affect the outcome. By doing this, what would otherwise be a walkover becomes a tense contest.
As the Allied commander, Keith began the game with an attack by Prussian Grenadiers on the village of Möckern, which was held by a Naval artillery brigade. The Grenadiers were his best troops but the odds were still against them. Even so they kicked my troops straight out of the village. My reserve brigade pushed the Prussians out in my next turn but Keith’s second brigade was on hand to bundle out my troops again. By this time his main body had come up and assaulted my centre. Now that more of my units had been pinned by this advance, I had no more reserves to retake Möckern. Before long I reached my morale limit and the day was lost.
The game followed the events of the historical battle pretty well. I might have hoped to hang on to Möckern for a bit longer at the outset, as the dice were firmly in my favour. But it was fitting that Prussian Grenadiers should roll the best possible result. I particularly like the way Blücher handles fighting for built up areas. Victory goes to the side with the last formed reserve. If you want to hang on to a town it is vital to have fresh troops in support within a Charge move away. The new occupants will be easier to evict if you don’t give them the time to form town order.
In hindsight I made two important mistakes. One was to open fire with my artillery at too long a range and against the wrong targets, thereby wasting shots. The other was to advance cavalry to engage the enemy near his baseline. Thinking about it after the game, I should have held all my force back to wait for the enemy assault. A cavalry unit is if anything more dangerous when uncommitted. I was already outnumbered and there was no merit in reducing my strength still further.
How did it feel using 6mm figures? Very satisfying. We liked the impression of distance and the look of the table was more convincing than with my 8-man-per-brigade 20mm armies. I had to make do with some unfinished movement trays that weren’t quite the right shape but I was still happy. I am now waiting for pay day to order a new batch of proper-sized trays.
I love this hobby!
I have had another go at the house rules for adapting FK&P to Eastern Europe. For now we are just looking at the troops needed to refight the battle of Berestechko in 1651, so involving the Polish Lithuanian Commonwealth, Zaporozhian Cossacks and Tatars. When we are happy with these I’ll have a look at Muscovy. The current house rules are here . This is a lot of fun to do. Poor Matt is going to find himself in the gaming equivalent of Groundhog Day before we are satisfied.
In a recent blog comment, Neil Burton asked if I could provide some sources for warfare in 17th Century Eastern Europe. I’m afraid most of my detailed sources are in Polish but there are some useful Ospreys and a growing collection of material in English on the Intranet.
Polish Armies 1569-1696, by Richard Brzezinski, is published in two volumes by Osprey (numbers 184 and 188 in the Men-at-Arms series). Volume one concerns the ‘national’ Polish formations and volume two is about the ‘foreign’ section. The illustrations by Angus McBride are particularly good. These books only suffer from the limitations of the format: while a great introduction, they barely scratch the surface of the wars of this period. Richard Brzezinski wrote another useful book for Osprey in the Warrior series, published in 2006, called Polish Winged Hussar 1576-1775.
Another really helpful source of information are the rules With Fire and Sword, by the Polish company The Wargamer. They provide lots of information about the different troop types as well as campaign backgrounds and tailored orders of battle. I am not attracted to the rules themselves but they are still worth getting for the background material and illustrations.
On the Internet, there is a lot of English language material on Wikipedia. The following links are good starting points and each will take you to several other useful pages, especially about battles.
The following site is dedicated to Polish renaissance warfare.
The last site to recommend is the home page of a re-enactment society, which contains a varied mix of useful articles, from dress and equipment to discussions about tactics. I have spent a lot of time on this site and really enjoy searching it.
In case you speak Polish, these are books I have picked up for myself in recent years. New titles appear regularly and it is worth entering the name of a battle on Amazon to see what comes up. I found the two books about Cudnów (1660) that way.
i wish this period and theatre was easier to access, since I find it so fascinating. But by looking here and there across the Internet, you will find a great deal of interest.