Tales from a Wargame Shed
  • Blog
  • Home
  • About me
  • Periods played
    • Napoleonics
    • 17th Century Eastern Europe
    • ACW
    • Ancients
  • Scenarios and house rules
    • American Civil War scenarios
    • 17th Century scenarios
    • Napoleonic scenarios

Blog

Napoleonics: Absolute Emperor at the Club

23/2/2022

0 Comments

 
The other evening I laid on a game of Absolute Emperor at the Staines Wargames Club. I put together a scenario based on the Allied attack on the morning of the first day of the battle of Leipzig, 16 October 1813. It was deliberately a smallish game, as two players were new and the rest of us are still learning the rules. Ian and Paul led the Allies against Nick and Chris commanding the French. We used the house rules/clarifications that Chris and I had pulled together after our first two games. These don’t so much replace any published rules as clarify situations that the rules don’t directly address.

I have uploaded the scenario here. The standard victory conditions were slightly modified by giving the Allies a bonus elan point for every town they take from the French during the game.

How it played and some more thoughts about AE

To cut a long story short, the Allies won, with the French line still intact at the end but withdrawn to near their baseline.

These are my thoughts after our club night christening:

  • Absolute Emperor is a good fit for a club game as it is easy to learn and plays quickly. It is quite an achievement to finish a game before chucking-out time.
  • The AE mechanics are solid and outcomes plausible: I don’t recall anybody being unhappy with the logic of a game event. This is quite something as in my experience of some rules, players will challenge a game event as ‘unrealistic’, based on their reading of the history.
  • The rules set some interesting challenges, even with relatively few units per command. At the start of the game, one player was dismayed to have so few units under his control yet they turned out to be enough to secure his side the win.
  • It is important to explain to new players that units are divisions and not battalions: for those used to tactical level rules, it can be a challenge to ‘zoom out’ to the higher level formations. I wonder if using 6mm figures might help perceptions here.
  • Finally and most importantly: Absolute Emperor is great fun. The players seemed to enjoy themselves and they all said they’d like to play these rules again.
Picture
What next? Well, we could find another bit of Leipzig to refight but even I am feeling the need for a change from the Battle of Nations. I am thinking of an 1809 game, perhaps the Wagram scenario in the AE rulebook. I do have a soft spot for Austrians. I am also wondering about doubling the size of infantry and cavalry units, to reinforce the message that these are big formations.
0 Comments

Absolute Emperor: small battle report Möckern 1813

4/2/2022

0 Comments

 

A quick game to sort out rules queries

This week, Chris and I met to work through some of the questions that arose during our multiplayer Leipzig game on 23 January. As I mentioned in the report of that game in my previous blog post, the limited format of Osprey’s blue books means that cases will arise that the published rules don't cover. Easy to sort out in a one to one game but as we intend to play Absolute Emperor again with two or more players a side, we wanted to clarify how we will deal with them in future. So we sat down with our notes from the 23rd and played a game through as a workshop.

Möckern: a tough little fight

Picture
To give us an interesting situation I adapted a Blucher scenario for the combat at Möckern on 16 October 1813 for AE. This didn’t give that many more units per side than the introductory scenarios in the AE rulebook, though it did give an interesting asymmetry where the French had cavalry advantage while the Coalition had more infantry. Plus, I find a game based on a real engagement more, erm, ‘engaging’ than one that’s been made up. Chris took the role of Marshal Marmont, defending Möckern and the high ground beside it against my army of Yorck’s Prussians and Langeron’s Russians. See the scenario here. Although the aim was to create some situations where we could test or agree house rules, we actually had a tricky and challenging game.

How the game played

Chris set up his main line from Möckern in the west to beyond Klein Widderitzsch in the east. He had infantry on his left and mostly cavalry on the right. My Prussians advanced down the road from Wahren to Möckern and the advance guard, which was classified veteran as it included Grenadier battalions, assaulted the village. In the east, my Russians arrived between Breitenfeld and Lindenthal, to find that Chris had pushed his cavalry forward to threaten any advance beyond these villages. Meanwhile my further Prussian reinforcements started extending the Prussian line eastwards.

The mid-game saw a steady grind in the fight for Möckern, in which I pulled back the advance guard as its strength nearly gave out, and fed in a fresh brigade to assault Chris’ unit in the village. Further east, my intended assault on his hilltop position was held up by effective artillery and infantry fire, which twice inflicted a Halt or worse result on the same Prussian unit. In retrospect I could have/should have spend some of Yorck’s elan to restore this unit’s forward momentum. At the point where two of my units were disordered by enemy fire, Chris launched a spoiling attack that swept one unit away and sent the other reeling backwards. In the same turn my assaut on Möckern village finally succeeded, but I had an embarrassing hole in my centre. Next turn, having more than done its job, Chris withdrew his army along the whole front, reasoning that his elan was now dangerously low and his cavalry in particular was close to breaking. We agreed that his aggressive forward defence had held up the Coalition advance sufficiently to give him the win.

Some rules clarifications/amplifications

We agreed various fiddly clarifications but these were our main house rules:
  • If artillery deploys adjacent to friendly infantry it cannot be frontally charged on its own: the attacker must also attack the infantry.
  • If artillery is adjacent to friendly infantry that forms square, the gunners may shelter in the square. They may not fire again until the infantry leaves square.
  • If neither side wins a cavalry melee into which both charged, they will each withdraw half the usual distance.
  • If an already disordered unit suffers a further disorder result from shooting or combat, it must take a waver test.
  • Halted and disordered units may move in their turn as long as they increase the distance from the nearest enemy and do not move farther away from their commander.
  • If infantry in square is charged by infantry it may take an activation test to leave square.
  • If charging cavalry force enemy infantry into square, the cavalry may take an activation test to call off its charge. If it fails it must charge home.

When we played AE with 15mm units, an infantry unit in line was 160mm wide so we used the standard AE movement and shooting distances. For this game, we used 6mm units which were 120mm wide in line. As this distance is 3/4 of the width of our 15s, we reduced all standard distances by a quarter. Thus, Infantry fire up to 3” instead of 4”, cavalry charge is 6” not 8” and so on.

I am running a game at our club next Friday to try to attract more players. No doubt more questions will arise that we haven’t thought of yet!
0 Comments

      Enter your email address to subscribe to blog updates

    Subscribe to blog alerts

    Archives

    December 2022
    October 2022
    September 2022
    August 2022
    July 2022
    June 2022
    April 2022
    March 2022
    February 2022
    January 2022
    December 2021
    September 2021
    July 2021
    May 2021
    April 2021
    March 2021
    February 2021
    January 2021
    October 2020
    September 2020
    August 2020
    July 2020
    June 2020
    May 2020
    April 2020
    March 2020
    February 2020
    January 2020
    December 2019
    October 2019
    September 2019
    July 2019
    June 2019
    May 2019
    April 2019
    March 2019
    January 2019
    November 2018
    October 2018
    September 2018
    August 2018
    July 2018
    June 2018
    May 2018
    March 2018
    February 2018
    January 2018
    November 2017
    October 2017
    September 2017
    August 2017
    June 2017
    April 2017
    March 2017
    January 2017
    December 2016
    November 2016
    October 2016
    September 2016
    August 2016
    July 2016
    June 2016
    May 2016
    April 2016
    March 2016
    February 2016
    January 2016
    December 2015
    November 2015
    October 2015
    September 2015
    August 2015
    July 2015

    Categories

    All
    6mm Figures
    Absolute Emperor
    ACW
    ADLG
    Ancients
    Battlegroup
    Battle Report
    Blucher
    Bolt Action
    Chain Of Command
    Eastern Renaissance
    Epic 40K
    For King And Parliament
    Games Workshop
    General
    Honour Games
    Infamy! Infamy!
    Lasalle
    Longstreet
    Modelling
    Napoleonics
    Napoleonic Scenarios
    Pickett’s Charge
    Polish Armies
    Rules Review
    Scenarios
    Scenery
    Sharp Practice
    Shenandoah
    Soldiers Of Napoleon
    Space Hulk
    Sword And Spear
    Tercios
    Too Fat Lardies
    To The Strongest
    Wargame
    Wargame Campaign
    Warhammer
    Warhammer 40K
    Wars Of The Repubic
    What A Tanker
    World War Two

    RSS Feed

  • Blog
  • Home
  • About me
  • Periods played
    • Napoleonics
    • 17th Century Eastern Europe
    • ACW
    • Ancients
  • Scenarios and house rules
    • American Civil War scenarios
    • 17th Century scenarios
    • Napoleonic scenarios