I have uploaded a Blucher scenario for the fighting at Laichling on 21 April 1809, between Marshals Davout and Lefebvre and the Austrian IV Corps under Rosenberg. In a foretaste of Aspern-Essling later in the campaign, this encounter really showed the quality of the Austrian soldier in a stand-up fight.
I first wrote a scenario for Laichling in the mid 1990s, for use with the Napoleon's Battles rules by Avalon Hill. I believe it translates well to Sam Mustafa's Blucher. However, thanks to the Covid lockdown I have not yet played the scenario against a live opponent, I don't normally upload scenarios that we haven't played but I do plan to play it once we can meet up for gaming later this month. I will report on how the game goes and make any tweaks to the scenario after that.
The scenario is posted here
Over the Easter weekend I was able to play two socially distanced wargames with my son Nick, using the To the Strongest rules (TtS) by Simon Miller.
We play TtS with 25mm figures on a 6” grid. The figures are a mix of ages and manufacturers, some of them dating back to 1981 when, aged 21, I started collecting Classical Greeks by Minifigs and by the long-defunct Rospaks. I have added to the collection over the years, with both modern sculpts by First Corps and Newline Designs and older models picked up through eBay or gifted by a friend who has downsized to 15s. I now have Greeks, Macedonians, Gauls, Iberians, Carthaginians and Republican Romans. The Romans are an entire army of very early Minifigs from the collection of a gamer who had passed away. I felt honoured to re-home them. Their spears are like telegraph poles and sculpting definition can be fuzzy but they have great character. And unlike so many ‘heroic’ scale figures, their proportions are realistic. To my eye, too many 28s today look like Space Marines in togas. But I digress!
The death of Leonidas
Our first game was a battle between my Athenians and Nick’s Spartans. His hoplites had the qualitative edge while I had more lights. While the two flanks bickered, our centres got stuck in, with Nick’s lads doing marginally better. We both had success with our left flank forces, so as the fight developed, each of our right flanks had to deal with the danger of being rolled up. I was losing victory medals faster than Nick but then had the good fortune to kill his heroic general, which brought our losses into balance. The cards went my way next turn, destroying one more Spartan hoplite unit and the battle was mine. The whole thing was very close however and at game’s end I had only one victory medal surviving. Still, a win is a win!
The game felt very satisfying as a clash between two hoplite armies, with no fancy manoeuvres and no detached generals. Our lights kept busy fighting each other but the game’s outcome was decided by the hoplites.
Hannibal ad portas
Game two was between Nick’s Carthaginians and my Romans. I was seriously outnumbered and Nick set out to envelop my army. On the other hand my infantry were rock hard and their pila gave them an edge on the first turn of combat. I set out to demolish Nick’s centre while I refused both of my flanks and kept my triarii back to act as a fire brigade. Nick placed all his cavalry on his right flank and two units of elephants on his left, along with some high quality Iberian Scutarii.
My centre started well, doing serious damage to some Gauls and wiping out a unit of citizen spearmen. However, the general in command of my centre then missed a turn at a key moment when he drew two aces in succession on his first activation. This allowed Nick time to patch up his centre while his left wing trundled down as far as my baseline and turned to face inwards. I squandered my next turn in a bout of tunnel vision, trying multiple activations on one unit so it could destroy a double-disordered unit of Gauls. Of course I failed the third activation on my unit and so ended the turn without activating a single other unit in the Command. I know, I know! Basic mistake and I should never be so dumb, except I was so fixated on the opportunity to destroy the single enemy unit I was attacking that I completely forgot my own advice.
Meanwhile Nick’s left wing started grinding down the troops defending my right rear, as well as threatening my front line from the side. At this point our lines were in an ‘L’ shape, with particular pressure on my units in the angle. Then in one turn, a flurry of high card hits by Nick, met with low card failed saves by me, took him comfortably over the victory line. To his only slight disappointment, he had won without his elephants actually fighting anybody. But we agreed that they had done great work forcing me to conform to their advance.
How (not) to play Republican Romans
That didn’t go well for me, but as we played we agreed some resolutions for the next time the Romans fight. Ideally, we would seek to use terrain to negate the enemy’s numerical advantage. In this game, it was Nick who exploited rough ground to shelter his advance down his left flank. Next, the Roman shouldn’t wait around to be outflanked by a bigger force: the heavy infantry should get stuck in quickly and try to eat up the enemy centre before the flanks and rear are threatened. Once engaged, the first priority each turn must be to use the Romans’ special line exchange rule for every unit that is disordered (representing the fresh principes replacing the tired hastati in the front line). This is a really powerful advantage but I lacked the discipline to sort out the line before other activations. At least twice, my command’s turn ended before I had attempted a line exchange. Finally, we decided that if possible, every command should have just one main function. My centre command Included both front line units and my reserve. Besides making it a very big command, I was trying to deploy the triarii to face Nick’s flank attack and to fight his centre to the front. Too often, the command’s turn ended before one group or the other had completed its tasks.
It is of course one thing to draw conclusions after a game but entirely another to remember them next time I play. And in case I haven’t made it clear: I didn’t ‘throw’ the game. Nick conclusively won it, making great use of his army’s strengths and obliging me to respond to his movements. A classy win for Carthage.
Out of lockdown with To the Strongest
The second game was much more fluid than the hoplite encounter had been and it felt a bigger challenge for both of us. The card activation system in To the Strongest is inspired. A sensible player can minimise the risk of their turn ending prematurely but very occasionally, as when I drew two aces in succession at the start of one turn, bad luck just happens. Fair enough. On the other hand, it is all too easy for an idiot like me to get drawn into the drama of a single combat and completely forget that I should be taking care of other activations before trying again with the critical combat. I reckon a game that draws me in so completely is doing something right.
I remember that when I first read the TtS rules, I wondered if units had enough hits/lives to sustain a good game. I also worried that a squared grid might be too restrictive on movement. Neither concern survived contact with actual play. I very soon concluded that these rules are perfectly gauged to give an exciting and rewarding game, with the strong sense of what I would expect from an ancient battle. They are also so easy to learn and (crucial at my age!) to remember during play.
After months and months without a face to face game, it was wonderful to be playing again. Fingers crossed, if the road map out of lockdown stays on track, we can soon play a great many more.
This and the next blog post contain the first battle report I wrote when I created this web page. New to the whole blogging business, I put it on a standard web page where it didn't really belong. I am now tidying up the site but didn't want to lose the report so here it is again.
The 20 year Waterloo project
In 2015 we played a refight of the Battle of Waterloo, using Honour Games’ Blücher and a figure collection that started in 1995.
Back in 1995, I had just picked up Frank Chadwick's Napoleon Returns, his 100 Days Campaign book for Volley & Bayonet. At the time all our Napoleonic armies were in 15mm and I didn't have any Anglo-Allied figures at all. I thought it would be quicker and cheaper to create the Order of Battle for 1815 using plastic 20mm figures. My older son was showing interest in toy soldiers and the slightly larger figures appealed to him more than the 15s.
To spread the budget, I based only 8 foot or 4 horse on each 3" square base, with a bare strip at the back for an information sticker. I set out to paint in a toy soldier style and was helped in the early stages by my sons.
The project got off to a good start but was mothballed as my sons and I fell heavily for Warhammer and WH40K. We spent many happy years building and fighting with Games Workshop armies while the 20mm project gathered dust in the attic. Then in 2009 I chanced upon Sam Mustafa's Fast Play Grande Armee and dug the plastics out of the roof space. There were now many more plastic figures on the market than in the mid 90s and some were very fine sculpts. By summer 2010 I had painted the Order of Battle for Quatre Bras, which my friend Mark and I played to test the rules. A few months later four of us played a refight of D'Erlon's attack at Waterloo. There followed breaks for the 17th Century, then the War of Spanish Succession, tactical Napoleonics and the ACW, but in between other periods, I kept adding to the Napoleonic collection.
With the bicentennial looming I decided it was time I finally put all the figures on the table and so I invited my regular opponents to a Waterloo multiplayer refight on 12 July 2015.
The first options for a whole battle refight were Napoleon's Battles, Volley & Bayonet and Grande Armee. We still play Napoleon's Battles occasionally but they don't please everyone and can play a bit slowly unless the players know the rules really well. Both Volley& Bayonet and Grande Armee give a faster game. But a new rules book had just been published that settled the decision for me.
In early 2015 I acquired Sam Mustafa's new Big Battle rules set, Blücher. We have already played a lot of Sam's rules, especially Longstreet and Lasalle as well of course as Grande Armée. Blücher has not disappointed. For our first game We played a Franco-Austrian 1809 fight for a group of friends who game regularly but didn't know historical Wargames. It worked a treat: four complete beginners fought a large battle very happily inside one day. Keith (my longest-serving opponent) and I then played Plancenoit twice, using Sam Mustafa's 100 Days unit cards. Both games were tense and rewarding. So Blücher it was.
A unit in Blucher mostly represents a brigade although some French Cavalry units represented whole understrength divisions. Each unit starts with a number of élan points (typically 6) that reflect its fighting quality. These determine how many dice to roll in fire and hand to hand combat. The dice can also be affected by attributes such as a good skirmish ability; attached artillery; shock power in the attack and so on. Élan is lost through combat and when reduced to 1 élan point, a unit dissolves. Blucher rewards the side that keeps fresh troops to throw in when the enemy is wearing down. The mechanics of the whole game are simple but subtle.
Blücher is relaxed about figure and ground scales, encouraging players to adapt to the battle in question and the size of their collection and games table. In this case, I went for one inch to represent 100 yards and one unit to be a brigade. This scale, is already used in Napoleons Battles, Volley & Bayonet and Grande Armee.
Fortunately, the 3" square units I have been collecting over two decades fit well with Blucher's scale so I didn't face a rebasing challenge. The Frank Chadwick Order of Battle for 1815 also reads across well, although his rules required many more commander figures and skirmisher bases. I'll have to find a use for all my surplus generals!
The main task was to repaint the rear strip of the unit bases from green to earth brown. This was the third colour change since the project began but Earth brown bases seem to be the least intrusive so far. I also bought a lot of mdf dice cells from Warbases and glued one to the back left corner of every unit. The dice would show the number of elan points remaining, while their colour would show what special attributes each unit had. For example, white would be skirmish only; black skirmish and attached artillery; green for conscripts etc. I also wrote these attributes on the unit labels.
Preparing the table
My usual gaming table is 8' by 4'. For this game I added an extension, which took the table breadth to 10'.
I thought the map would be easy to translate to the table, but was surprised to find several variations between the maps I looked at. You might expect this battlefield to be so well known that all maps would be identical. I went with the maps in Mark Adkin's Waterloo Companion where there was confusion.
With such a large ground scale and 20mm figures, it is a challenge to represent villages. I made a lot of square bases of cobbles, cut from moulded plastic card for model railways. I stuck some low walls around the edges of each base and placed buildings from my 15mm collection on them. Not that impressive to look at but at least the troops are now defending something. I also considered making La Haie Sainte and Hougoumont bigger to accomodate larger bases but decided the space in the Centre of the battlefield was cramped enough as it was, so the chateau and farm's footprints are to scale. This made it impossible to garrison either the farm or chateau with a standard Blucher unit. I created a scenario-specific house rule to handle this, discussed below.
As for contours, I wanted to create reverse slopes but not overdo the sharpness of the crest line. I used flat contour shapes, mostly cut from plywood and MDF, to make sure the battlefield has the right rolling feel. My polystyrene hill models are too steep and high for the job. The only penalty the contours conferred would be on line of sight and incoming artillery fire. I wanted to create space to East and West of the field, to allow for possible developments on either flank. For the sunken road, I relied on the distances provided by Adkin. To represent it, I lined the road with a hedge made of cut up pan scourers. This is confined to a few inches eastward from the Mont St Jean crossroads. I kept the oval sandpit from a refight of I Corps' attack a couple of years ago.
The day was set to run from turn 9 to 36, using the high summer game length in the advanced rules. The French were first side and each side had 3 Momentum (MO) dice per turn. I decided to use the multiplayer rules from the book, where every player on a side keeps a tally of MO use and the turn ends when the first player reaches the MO limit.
I decided that the Anglo Allies would mobilise by division and not by Corps. The Corps in Wellington's army of 1815 was more an administrative designation than operational, and it felt wrong to treat it in a way comparable to a French Corps. However, I did allow the Allies to pay only 1MO per unit in an activated division. (If you don't know the rules I've probably lost you. Basically, this meant that an Allied player could not activate more than one division in a round, so mostly in smaller packets than the French).
Morale levels were set at one third of army totals, so 17 for the French and 11 for the Allies. Reinforcements to either side would increase this limit, which meant the Prussians would not have their own morale level. I did not give the French a higher level for The Napoleon effect: while hard-hitting, the French army of 1815 was brittle.
The Orders of battle we used are on the Napoleonic scenarios page here.
For the order of battle, I decided not to tamper with the troops on table on the morning of the 18th. After all, this wouldn't be a Waterloo refight without D'Erlon, Reille and the rest. I did however leave the players to choose their deployment. Also, I wanted to create some uncertainty for both sides over who might appear in the distance and when. I wrote a decision tree which required a dice roll every few turns. The decisions were, broadly in sequence:
Will Blucher commit to reinforce Wellington?
Will Grouchy begin to move earlier in the day than he did historically?
Will Grouchy try to drive through Wavre; seek to reinforce Napoleon directly via a side route or a mix of both?
If Grouchy assaults Wavre will his pressure on Thielmann be heavy and if so, will this affect the pace or quantity of Prussian reinforcements arriving at Waterloo?
How fast will reinforcements (of either nationality) march towards the sound of the guns?
I won't go further into the mechanics but the probabilities varied according to my preconceptions. For example, I wanted there to be a possibility that Blucher would not commit to move to Waterloo, but the chances of rolling this result were very small. The outcomes therefore ranged from the Prussians arriving pretty much as they did, all the way to no Prussians arriving or even a small French reinforcement. But to be frank, the chances were stacked in favour of history repeating itself.
The player briefings and battle report are in the next post.
I have been running a second Shenandoah Valley wargame campaign, this time with four new players, two rebels and two Federals. We are using the map and rules from the first campaign (here) but set later in 1862, with more forces and four separate commanders: Frémont and Banks versus Jackson and Ewell. To cater for four players I made one basic change from the historical situation: Ewell is not subordinated to Jackson. Otherwise the troops are based on those present in the historical campaign.
The first five turns have seen various skirmishes and one or two bigger actions that I have resolved with weighted dice rolls, using a board game-style combat results table. But this turn we had our first big battle at which both sides were determined to slog it out, so I played this on the table with instructions from the three players whose characters were on the field. The location is Strasburg, on the Valley Pike, where Jackson, played by John, attacks Frémont (Keith) and Banks (Dave) from the West. Jackson had earlier bundled two federal brigades out of Moorefield and then Wardensville. In response the Federals, who had been moving southwards down the Valley, concentrated on Strasburg ready to protect their main supply line.
Rules and figures
I used the On to Richmond rules published by the Courier in the 1980s. These rules got me into ACW gaming and although I haven’t played them for several years I had fond memories of them. My usual rules, Longstreet or Pickett’s Charge, were too small scale for the numbers involved while OTR uses brigades as units and a scale of 1” to 50 yards. OTR uses a card-activated sequence of play, stand removal and D10 and D100 dice rolls. Figures were 12mm Kallistra figures on 1” frontage bases, two of which counted as one OTR stand.
I created a map using Google Maps and historic maps of Cedar Run and Fishers Hill, the two battles that took place historically, one north and one south of Strasburg. I sent briefings to the players that I won’t post yet as the campaign is still happening. The players sent back their dispositions and plans for the battle. I set up the table on Thursday and played the game the next day.
3rd West Virginia Cavalry
Two artillery battalions
One artillery battalion
Three artillery battalions
The Federals deployed Cluseret and Schenck in entrenchments along the railway embankment around Strasburg. These were the brigades that Jackson had previously ejected from Moorefield and Wardensville. Artillery was placed in the fort northeast of the town. Other troops were deployed in hiding, some within Strasburg town and some behind woodland in the northeast corner of the table. 3 West Virginia cavalry deployed to the west of the position on Fishers Hill, the high ground south of Tumblers Run. The federal plan was to hide its strength until the rebels had fully committed to an assault.
Jackson started with two large brigades on table: Garnett and Fulkerston, each comprising two formations in OTR, plus an artillery battalion. Connor’s brigade arrived from Wardensville soon after with further artillery.
Jackson began his attack against the enemy’s left flank, ignoring the federal centre and right. Frémont’s cavalry, defending Fishers Hill, tried to slow Jackson’s advance. The cavalry successfully held up Garnett, the leading Confederate brigade, while Milroy’s brigade, previously out of sight, formed up behind the railway line to complete the federal defensive line facing west northwest. It’s job done and now under great pressure, the cavalry mounted and retired behind the federal earthworks.
To Garnett’s left, Fulkerston’s Confederate Brigade advanced in line on the Federal earthworks. Its first volley so disrupted Cluseret’s brigade that the latter abandoned their position. Fortunately for Frémont, as Fulkerston advanced his left wing had come under fire for the first time from federal artillery in the fort and was forced to pause to regroup. This gave time for Bohlen’s Federal brigade, waiting in reserve, to reoccupy the abandoned earthworks before the rebels could reach them. The right wing of Fulkerston ‘s brigade however managed to close with the federal artillery that was now alone behind the earthworks and overran it. Before more rebels could join Fulkerston’s left, it was counterattacked by Bohlen and Cluseret, who had regrouped and returned to the combat. Fulkerston’s whole Brigade now settled into a firefight with the Federals and declined to advance again.
Jackson’s reinforcements, Connor’s brigade, now arrived on the table and started moving towards the right flank. At that point two fresh federal Brigades broke cover from the woods in the north-east and marched hard towards the rebel left rear. Brought to a halt in front of the earthworks and now clearly outnumbered, Jackson redirected Connor to face the advancing federal reinforcements and he recalled the troops assaulting the federal left.
Under the cover of Garnet’s Brigade, which had only just become meaningfully engaged in the attack, Jackson successfully extracted his right wing. Two of Frémont’s brigades followed up initially but having fought hard all day, they rested on the field, while the two brigades previously defeated by Jackson remained in the entrenchments before Strasburg. Banks took over the pursuit with Kimball’s Brigade and the 3rd West Virginia cavalry, which had passed through the town and moved north to support Banks. Jackson instructed Connor and his supporting artillery to cover the retreat of the other brigades and while this Brigade was mauled by Banks, it gained time for the rest of the rebel army to get clear.
As the battle ended Tyler’s brigade arrived to reinforce Banks from Kernstown.
Overall Jacksons army had faced odds of over 2 to1 and was fortunate not to suffer more serious losses. His decision to attack the federal left saved him from a much more serious defeat. Banks, hidden in the north-east woodland, had been ready to take Jackson in the left rear once he had become engaged against Frémont. Once it became clear that Jackson would not come round to the north, Banks left hiding in a dash to cut Jackson’s retreat route.
Banks and Frémont dined in Strasburg that evening, satisfied with their success but a little disappointed that Jackson had not been caught completely in their trap.
The Federal battle honours for the engagement went to Milroy’s brigade and to Cluseret who, after first running from the enemy, recovered and then helped repulse them from the union position. In Jackson’s army the most resolute troops were Fulkerston’s brigade which made it into the earthworks despite heavy small arms and artillery fire. Garnett was less impressive, allowing himself to be slowed down by a small but determined Federal cavalry regiment. He nevertheless fought a solid fighting retreat and suffered very few losses from the engagement. Connor fought splendidly against superior numbers but paid for his stubbornness.
I now have to roll these results into the outturn report. I very much appreciate the readiness of all four players to devote their minds to this campaign and to allow me to determine their fate on the table. It must be frustrating, especially for the side that comes second!
Reduced by the lockdown to reliving past glories, in my last post I included a link to a Waterloo AAR from 2015. That was the very first report I wrote for this site and I hadn’t yet worked out what readers might find useful, so I didn’t include an order of battle. Steve has asked if I still have this so I have looked out the paperwork from five years ago (remember the golden wargamer’s rule: throw nothing away!).The order of battle, including the reinforcement schedule for the Prussian army, is here.
Among the briefing notes and place names in the file box I found some of the messages exchanged between the players during the game. It brought back the jeopardy of a multi player game. As soon as we reach Defcon 1 and are allowed to mingle again, I am arranging the biggest multi player battle my shed can hold!
The anniversary of Waterloo is usually an excuse for us to arrange a Napoleonic game. In the past few years we have covered Ligny, Plancenoit, D’Erlon’s assault and two full battles of Waterloo. Sadly we’ll have to pass on a face to face game this year. Instead, I have been busy rebasing my 15mm Napoleonics from Napoleon’s Battles to Lasalle, in anticipation of the release of Lasalle 2 at the end of the year. I have chosen 40mm base widths, with four foot or three horse in line per base. I know it isn’t fashionable but I prefer to base infantry in one rank rather than two. I think this is due to my origins in Bruce Quarrie’s 1970s rules: I don’t like the distorted depth that two-rank bases give to a battalion (although my 6mm Napoleonics are in two ranks).
In 2015 I hosted a seven-player refight of Waterloo, which was our first use of Sam Mustafa’s Blücher rules. It was great fun. The report of our game and the preparations for it is here.
For the past few weeks Matt, Spencer, Dan and I have been playing a campaign based on Jackson’s Valley campaign in 1862. Matt is playing the man himself, Spencer is Federal General Banks, Dan is supplying instructions for devolved commands and I am umpiring and playing battles out where necessary on the tabletop. So far Banks has had the numbers and Jackson the speed.
The map and play mechanics are explained in previous blog posts. To keep a bit of pace, each ‘turn’ the players provide orders for three impulses at a time. I then play these out, interrupting the turn to resolve clashes, either with simple dice rolls or, as has now happened twice, to fight a figure wargame. If a player’s character is ‘present’ at the battle I ask them for instructions. If they are absent, Dan steps into the role of the detached commander.
The story so far
I am having to delay these reports a little to keep the opposing generals in an appropriate state of ignorance. But the bones of the campaign so far are as follows. Banks began the campaign by sending half his army westwards out of the valley into the Allegheny mountains, then southwards to try to get around and behind Jackson’s army. The road net outside the valley is not good and so this movement took some time, during which the other half of the federal army sat tight at Strasburg. Jackson was alerted to the movement and in turn warned General Johnson, commanding the tiny Army of the North West in the Alleghenies, to block the Federal advance. Meanwhile Jackson withdrew his own small army southwards and took a portion with him to support Johnson. There followed the battle of Franklin, at which the Federal force, ably led by Dan, broke the rebel left and pushed them back on Harrisonburg and McDowell.
The momentum then swung Jackson’s way. Unknown to Banks, Jackson was reinforced by Ewell’s division arriving from the east. While still outnumbered in the Valley overall, Jackson now had local superiority as well as the benefit of surprise. His odds further improved when Banks recalled part of his detached command to Strasburg, leaving the victors of Franklin only two brigades to continue their advance against Jackson’s left rear. In the next eventful turn, there occurred two significant combats, in both of which the rebels began with a marked advantage. Had the time come for Jackson to show his mettle?
The Battle of Harrisonburg
Following up on his victory at Franklin, Federal general Shields advanced eastwards into the valley. He caught up with Jackson at Harrisonburg, where he saw the rebels deployed on a line of three low hills west of the town. Shields’ role was once again taken by Dan, who planned to attack first on the right, then to close with his centre and left once his right wing had taken the leftmost rebel hilltop. This plan saved him from total destruction. His right wing advanced on the enemy hill, which was occupied only by dismounted cavalry. The rebel horse mounted and charged down from the hill into Shields’ cavalry, the combat continuing for a couple of turns on the far Southern flank of the table. As Shields’ leading regiment neared the crest of the seemingly empty hill, a line of Louisianans charged into view and bowled the federals back down the slope. It was Trimble’s brigade of Ewell’s division, freshly arrived to reinforce Jackson. At the same time Taylor’s brigade from the same division appeared round the side of the hill and charged towards the federal centre.
The federal right was all but destroyed. Fortunately for Dan, his centre and left were still some distance from the rebel positions and so avoided being caught in the flank. They were able to withdraw, but the rebels pursued vigorously, obliging the Federals to detach a regiment of infantry, their last unrouted cavalry regiment and a section of smoothbore as a rearguard. Under the protection of this rearguard, the rest of the command fled westwards back to the Alleghenies. The brave rearguard was eaten up however and four cannon were lost.
I played Harrisonburg using Honour Games’ Longstreet. It was at the limit of the rules’ applicability: a couple more brigades and I’d have used On to Richmond. The mixture of random cards and orders from absent players worked well again. I felt sorry for Dan that he was walking into a trap but on reflection, that is the appeal of a campaign: surprise attacks are harder to set up in a one-off encounter. It was also an advantage that Dan wasn’t there in person. When a player gives up their time to play a face to face game, one wants to give them a fair chance of winning. In this case, the only question was how badly Dan would be beaten up. As it happened, his plan probably gave him the least bad outcome, since his initial attack revealed the rebel reinforcements before the rest of his army had advanced too far. When I sent him the news of the trap in mid-game, he supplied the orders for the rearguard defence, which again helped save men (at the cost of the rearguard and 4 cannon). He also didn’t seem to mind having been set up!
While Shields was retreating in the south of the valley, a lone federal brigade at Front Royal was manoeuvred out of its position by superior rebel numbers. This brigade withdrew to Middleton in good order, to cover the road to Winchester. But it seemed at turn’s end that Banks’ position in Strasburg was at risk of encirclement.
Remove me from this hell!
I would say that fully half of the campaigns I’ve played in over the years have ended through a trailing off of interest rather than the achievement of a set objective. I don’t want this campaign to go that way. I have included the following text in the latest situation reports for both sides:
“Many wargame campaigns don’t so much finish as fizzle out. They continue without a clear end point, until eventually one or both players lose interest. That will not be our fate! The historical campaign ended when troops in the valley were called away to take part in a major operation in Virginia. In game terms, I am now checking each turn whether that moment has arrived, at which point I will adjudicate the effect of the campaign on your personalities’ reputations.
I want to be sensitive also to your ‘real world’ wishes. In submitting your orders you may express your preferences for continuing the fight in the valley or for requesting to join the impending operations in Virginia. These will affect the dice roll for campaign’s end.”
I must say this small campaign has been fascinating, watching the player’s shadow box with limited knowledge of each other’s dispositions. I think both have several reasons to be pleased with their performance. I also think the campaign can still go either way, but the next turn or two should produce a decisive result.
Last weekend we had the first figure wargame within the framework of our Shenandoah Valley campaign. It took place at Franklin in West Virginia, between Shields’ Federal division of Banks’ army and Johnson’s Army of the Northwest, reinforced by Jackson and a brigade of his foot cavalry. Shields had been sent in an outflanking manoeuvre by Banks, played by Spencer.
The mechanics of the game: playing with a split personality
I played the game using Sam Mustafa’s Longstreet rules and my 12mm Kallistra figures. The 72 x 48 BW map came from a Google satellite map of Franklin WV. I drew on the historical orders of battle for the troops present.
Matt, who is Jackson, was present and so gave me his instructions for the battle direct. As Banks/Spencer was not present on the field in person, I recruited Dan to provide orders for the Federal force. Each had a scenario briefing as if for a face to face game. Matt supplied general instructions for the Confederate side while Dan really went to town, with full instructions and four maps showing his intended dispositions and movements.
Between them, the instructions from the players supplied all I needed to play the game in accordance with their wishes. The use of an action deck in Longstreet adds a random quality to solo play. I decided that the federals would hoard/play cards favouring attack and the rebels would use those with a more defensive benefit, - although I made sure to keep Rebel Yell cards for counterattacks. At the start of each turn, I checked what interrupt cards were in the passive player’s hand and rolled a die to see if they would be played this turn. This worked very well, - almost spookily in the case of the so-called “couldn’t hit an elephant” card which represents the enemy general being hit. The union side played this card at a key moment with devastating results, which was a parallel with the wounding of general Johnson at the battle of McDowell in the historical campaign.
A brief account of the battle
The rebels deployed along the south bank of Friends Run, which flows from west to east above the town of Franklin. Two batteries were entrenched on high ground to the left and certain infantry units were also behind light earthworks along the run. Johnson’s brigades were in the left and centre while Fulkerson was in reserve on the right. Most of Johnson’s Command were recruits while Fulkerson commanded two regiments of veterans.
The Federals deployed their artillery on a ridge at the right of their position. Next to them was 2 brigade, in depth to the west of Petersburg Pike. Then came 1 brigade to the east of the pike, with cavalry at the far left, by the south branch of the Potomac. Each federal brigade was much bigger than a rebel equivalent and overall the Federals had significant numerical superiority, although they had no veteran units.
The federal attack consisted of an advance in the centre by a line intended to engage the rebels with fire but not to assault. Meanwhile two assaults were made against the rebel wings, each containing two regiments, one behind another. Their cavalry was to try and get around behind the rebel right if the chance arose. In the event it failed in the face of cavalry on the rebel right.
Overall, the rebel right and centre held and even counterattacked successfully against the left hand federal assault. On the rebel left however, the union assault rolled right over the front line, helped by the supporting fire from their artillery, which both reduced the Confederate infantry and made some successful counter battery fire. Just at the point when the rebel second line were poised to counter attack, general Johnson was severely wounded. (If you don’t know these rules, the ‘elephant’ card involves removing action cards from the victim’s hand. On this occasion the rebels lost 5 cards out of their hand of 6, which seriously restricted their options at this crucial juncture). This allowed the Federals to press their advantage and push their whole right wing over Friends Run while the rebels were off balance. The rebels could not restore their line and soon found their position unhinged by a federal force deep behind their left and in a position to roll up their position.
One of Matt’s instructions was to preserve his troops as a force in being and as the federal position was now so favourable, I decided the rebels should withdraw now or face major losses. Fulkerson was still in good shape, so his brigade formed a screen behind which Johnson’s brigades retreated. The Federals tried to catch as many rebel units as possible and nearly cut off their retreat along the Pike but the rebels left the field in reasonable order.
So the first battle has gone the Federals’ way. The players have received their status reports and I am waiting for their orders for the next turn. Dan has won his place as go-to surrogate for future games in the campaign. For my part, I spent two very happy days in the shed, remembering just how much I love these rules. I also realised you can never have too much split rail fencing, so have started work on some new lengths in preparation for the next round in the campaign.
Matt and I played an impromptu game of Blücher last Wednesday, having established that this really would be our last chance for a wargame before he moves away. I already had units based and labelled for the Waterloo campaign, so we played a game loosely based on the first Prussian attack against Plancenoit. Matt commanded two brigades of the Prussian IV Corps plus Corps cavalry, while I had the French VI Corps, plus Domon and Subervie’s cavalry brigades. Matt’s IV Corps artillery and the French Young Guard would enter as reinforcements. We had two MO dice each.
The terrain was impressionistic but not too far off the real geography. Matt’s Prussians emerged from the Bois de Paris on the Eastern table edge, to find VI Corps deployed on high ground to the north east of Plancenoit. The Lasnes stream bounded the southern table edge. The village of Plancenoit was an objective for both sides and victory would go, either to the side occupying it at game end, or to whichever broke enemy morale first. The village was unoccupied at the start.
I realised before the first turn that I had already broken the scenario, as the Blücher reserves rule meant that Matt could bypass VI Corps and walk his whole force into and around Plancenoit on his first turn. He is too canny a player to miss an open goal like that. As we were trying to recreate at least the flavour of the historical encounter, we agreed that Matt should treat the village as notionally occupied by the French, meaning that no unit on reserve movement could approach closer than 4BW away.
Matt began the game by advancing on Plancenoit on his left with one brigade while screening my French on the high ground with the other. In response, I shifted some of VI Corps to my right, sending one unit into Plancenoit. This had time to form garrison but would soon be ejected by a combined attack by two Prussian units. Meanwhile Matt tried to cut the village off from the rest of the French force by sending cavalry against my centre. The results there came out about even but I was left with a dent in the line. The French Young Guard then arrived and assaulted Plancenoit, failing to break in on the first attempt but kicking the Prussians out with the second attack.
Matt’s IV Corps artillery arrived and I started to pull back my left hand infantry unit, which had started to look shaky due to Prussian gunnery. On reflection this was a mistake as the unit soon found itself caught between enemy infantry and cavalry, with no support within reach.
By now the turns were running down and Matt concluded he couldn’t eject the Young Guard with his depleted left wing units. Instead he drew back his left and focussed on reducing my morale before the turns ran out. I would have been wise to move back my own command and play for time, since Plancenoit was firmly mine. All I needed to do was hang on for a couple more turns. However we were both one morale point away from defeat and I thought I might break Matt as well as holding the village. What a glorious victory that would be! Of course it went wrong and Matt broke my morale first. Gamer, Know your limits!
So the game ended with Matt victorious. VI Corps was badly battered and the Young Guard held Plancenoit, while the Prussians were stood off from the village, with one brigade nearly used up but the other still in goodish shape. Historically the Prussians would soon be reinforced and retake Plancenoit, only to be ejected again by French Old Guard, before the weight of Prussian numbers, combined with the failure of the Middle Guard to break Wellington’s centre, would oblige the French to give up the village for good and join the general retreat.
This was an exciting and absorbing fight, despite its last minute arrangement and the small number of units. Rarely for me, I still haven’t felt the temptation to fiddle with the rules, as they continue to give plausible outcomes and to be great fun to play. With time for preparation I would have checked the map more carefully and given the scenario a dry run, which would have highlighted the risk that the reserves rule could be used to change the nature of the encounter. I could address this by changing French deployment to allow them to occupy Plancenoit at the start, even though this wasn’t actually how VI Corps initially deployed. Alternatively, we could decide that the Prussians cannot take a reserve move because they have been force marching all day from Wavre.
The figures we used are a mix of 1/72 scale plastics, which I have collected over many years to create the whole 1815 order of battle, originally based for Volley & Bayonet and Grande Armée. The number of figures per base is a bit sparse but I started this project on a budget. For games set in other campaigns besides 1815, I do prefer 6 or 15/18mm.
All in all, our impromptu game was great fun and I’m glad we were able to fit it in.
Late in 2018 I posted some house rules for adapting For King and Parliament to campaigns in Eastern Europe. These included unit statistics for Cossack and Commonwealth armies, around the time of the Berestechko campaign of 1651. Recently I extended the stats to cover Muscovy. I have been rereading an account of the 1660 Cudnów/Chudnov campaign, in which a Muscovite army advancing in Ukraine was checked and later defeated by the joint Polish forces of Lubomirski and Potocki. 1660 offers lots of scope for scenarios, including a meeting engagement, a set piece battle with a surprise twist, a rearguard action and an assault on a fortified camp. I have three different accounts of the campaign including detailed orders of battle and it cries out for some wargames.
Back in 2015 and 2016 we fought several games based on 1660, first using Pike and Shotte and later using the Spanish set, Tercios/Kingdoms. Both rules gave satisfying games and I particularly like the mechanisms in Tercios, but I’d love to see how the bigger actions in particular play using FKaP. The first scenario I plan to run is the battle of Lubar, in which the Muscovite general, Sheremetyev, offered battle in the belief that he outnumbered the enemy. It was his first and only foray into an open field.
I have uploaded the new unit stats and FKaP army lists for Cudnów here, I am still working on the map and scenario for Lubar and will put this up when it is a bit more polished.
I have played wargames for five decades. Recently retired, I have even more time to devote to it. More about me here.