Showing posts with label Black Powder. Show all posts
Showing posts with label Black Powder. Show all posts

Tuesday, September 13, 2016

Rethinking Napoleonics

The recent game of Sharpe's Practice at Pacificon got my creative juices flowing for Napoleonic's again.  My group has been happy with our adaptation of rules that combine Black Powder, Kings of War, and some house rules together, but ... there are still fundamental issues I have with Napoleonic wargaming in 28mm.  The good news is I have a way forward and I've excited to play test out some significant modifications to the "Empires at War" rules.  In fact, if all goes well, I'd say there will be little remaining in common with either Black Powder or Kings of War.


Cavalry and Charges

One of the most overlooked and mistreated aspects of Napoleonic wargaming, in my opinion of course, is cavalry.  I've seen all sorts of mistreatment - from a cavalry action on one flank that is essentially a game unto itself, until one side late in the game squeaks out an advantage (which may be pointless), to cavalry mixed in among infantry that forms square and shoots the cavalry to pieces, to cavalry charging into a unit, destroying it then sitting there doing nothing while getting blown away.  So ... what to do about all this?

Of course, for a rules set it is all about generalization and/or the 80/20 rule.  There are always exceptions to the rule of thumb, especially for a conflict that ran as long, and spanned as many armies and battles, as the Napoleonic Wars.  That being said, in general you would see small amounts of cavalry attached to brigades or divisions, with significant formations of cavalry being deployed to a flank position or - perhaps most commonly, in a reserve position behind the main line to react to enemy breakthroughs or to exploit opportunities.  With that in mind, my thinking here is to do the following:
  • "Full" cavalry formations are not deployed initially on the tabletop (unless there is significant space in the "rear area" of the table, but that is unlikely if you are playing 28mm.  Instead, they arrive later in the game.  Army commanders will roll a number of dice per turn.  Commander qualities will apply but be simple/straight forward ... either a command is poor, average, or good.  Let's say a command gets three dice (regardless of quality).  At the start of a turn, the commander rolls those three dice.  If the command is poor, they must discard results of 1, 2, or 3.  Average discard results of 1 or 2 and good commanders discard results of 1.  The remaining dice can be used for a few different things (and can be saved across turns, with a limit of 3 being saved and rolled over into the next turn).  It takes 4 of these command dice to call a reserve brigade (not just of cavalry, but any formation) onto the table in the "center" of the table (divide your side of the table into three sections, left, center, and right).  5 of these dice allow you to shift the entry point to either the left or right thirds.  An opponent on any turn following the entry of a reserve brigade, may use 4 dice to bring their brigade onto the table in the opposite sector (not additional dice required) - this representing the opposing formations reacting (if able given the number of dice) to the commitment of reserves.  I'll stop there, but that should paint a general picture of my intention to have cavalry act more like a reserve reaction/exploitation formation.  Cavalry units attached to infantry brigades would deploy normally with their brigades ... these rules would govern any reserve brigade, not just cavalry, but dedicated cavalry brigades would always start in reserve (unless specified differently by a scenario).
The second consideration I had was charges.  Loosing an entire cavalry brigade or division was career ending, potentially army ending, and certainly made headlines at the time.  As a result, many commanders were hesitant to commit cavalry unless desperate or confident of the outcome.  Lots of cavalry charges can be found throughout many battles, but commonly when a cavalry unit charged they would go as hard and far as they could ... then they'd be out of the battle ... if not permanently, at least for a significant amount of time while they reformed.  My thought here is:
  • Makes charges an "all or nothing" thing.  First, for cavalry specifically, rather than charging they can declare a "threatening" charge against an infantry formation (which burns their order/activation).  The cavalry unit does not move but the infantry unit is required to form square (of course, the cavalry have to be able to charge the unit following the normal rules).
  • For charges that do happen, use breakthroughs and fight melee normally, with victorious units either being required to declare another charge immediately following a victorious charge, or finishing their action "for the day."  Once the fighting is done and the unit has "gone the distance" - the unit must either consolidate on the position or withdraw, but either way, that unit is no longer capable of charging for the rest of the game.  This represents the big charge/push followed but such a level of disorganization and need for reforming that the unit is not destroyed, but other than defending itself, as spent itself for the portion of the battle being fought in the game.
Clearly all this needs to be play tested ... but hopefully the intention is clear.  Units didn't bounce around constantly in good order charging everything that moved or looked at them funny.  A charge was a big deal, and when done, was usually the end of the unit for many hours if not an entire day or battle (depending on the number of casualties sustained).

Ranks

The part of this is ranks.  Now, again, rule of thumb.  With so many armies and constant reorganizations occurring throughout the war, there is always an exception.  That being said, in general we can say that the British used the 2 rank system (ok, you can argue there was an incomplete third rank in some cases being used to replace casualties, but the primary formation was a 2 rank system).  Most everyone else used the trusty old 3 rank system.  Although this is a well known fact about Napoleonic formations, I've never seen this employed on the tabletop.

First, I've decided to shift my collection to a 1:20 (or so) figure scale.  This means I'll use 36 figure battalions for the French (for example).  I've seen many use this figure ratio and unit size, but they base the figures normally 3 wide by 2 deep.  I've decided instead to use the three rank system, and base each "company" 2 wide and 3 deep.  Pictures below of what I mean ...

Line formation.

Line formation.

Attack column.

Attack column.

Anyways, that occupied my thinking this past week ... and my first unit to get converted over is some relatively new miniatures from Perry Miniatures that I needed to base anyways.

In other news, I've submitted a large order to Perry Miniatures for a Russian army, and for lots of casualties and battlefield extras (wagons, ambulance, etc.).  I'm also going to finally wrap up the last touches on my Austrian army (which is rather large) --- which is significant as those units are going from 24 figures to 48!

Monday, May 2, 2016

Battle of Castalla – Napoleonic Battle Report

This past Sunday the group got together for a long overdue Napoleonic game.  Roy Scaife put together an excellent scenario around the Battle of Castalla.  This post serves as both the scenario information and the battle report.  This scenario will be run at KublaCon 2016 this year (Saturday morning of the convention).  We used my hybrid (essentially combines Black Powder and Kings of War) set of rules based on This Hallowed Ground but modified for Napoleonic's.


Battle of Castalla - April 13th, 1813


The British army under Arthur Wellesley is gaining ground throughout Spain. With victories at Ciudad Rodrigo, Badajoz, and Salamanca, and help from Napoleon’s blunder into Russia, the Marquis of Wellington is clearing the French from the Peninsula. The French are falling back, but they are fighting hard for their emperor Napoleon having won victories at Valladolid and Villena. Determined French armies scatter the countryside to repulse the will of the allied armies. On the eastern seaboard of Spain an 11th century castle overlooks the village of Castalla where a combined British and Spanish army led by General Rowland Hill faces the French army under the command of Marshall Suchet.


Overview


The British allied commander, General Hill, has deployed his men along the high ground, with his right flank against the village of Castalla. He has the advantage of more infantry than the French, but the French cavalry outnumbers the British. Across from the Anglo-Spanish army, the French are determined to give Napoleon another victory. Marshall Suchet has deployed his infantry en mass on the British left flank to overwhelm the Spanish, while his cavalry is consolidated on the British right flank to check the British infantry.

Victory Conditions

  1. The game lasts for 6 turns. The French have the Initiative.
  2. If one side has 6 or more victory points than their opponent, they are victorious! Otherwise the battle is a draw.
  3. Victory points are awarded as follows:
  • +3 VP for each Broken infantry or cavalry regiment. 
  • +2 VP for each Broken artillery or light company.
  • +1 VP for each enemy unit that is currently Shaken.
  • +1 VP for each uncontested hill in British possession.
  • +3 VP for each uncontested hill in French possession.

Map



  • Premeasuring – Players are free to measure distances at any time they wish, whether it is their turn or not.
  • Woods – Must be in Skirmish formation to enter, move through, or leave. All movement through woods is normal pace (cannot March). Shooting at units in the woods incurs a -1 To-Hit penalty (target is obscure).
  • Hills – All hills are gentle (no movement penalty). Hills do not modify shooting, order, or morale tests. Units shooting atop a hill may shoot over friendly units provided they are 6” away.
  • Line of Sight (LOS) – Units draw LOS from the unit leader point to a target in their front arc. Draw a line from this point to the enemy unit. If the line is in the front arc and crosses any point of the enemy unit then it is in LOS. 
  • Shooting – A unit can shoot any target in LOS and the unit’s front quarter (90 degrees). Skirmishers can shoot 360 degrees.
  • Order tests – Roll 2d6, apply modifiers, and compare to the unit’s current number of hits. A double ‘1’ is always a Blunder (failed test). 
    • If the result is greater than the unit’s current number of hits the order is received and carried out.
    • If the result is less than or equal to the unit’s current number of hits the order is failed and the unit must Hold.
  • C-in-C - The C-in-C may attempt to give an order to one unit each turn which has failed its Order Test.

British (& Allies) Order of Battle




C-in-C:
  • General Rowland Hill

1st Infantry Brigade – Beresford: 
  • 24th Line – Warwickshire
  • 35th Line – Sussex
  • 92nd Line – Gordon Highlanders
  • 79th Line – Cameron Highlanders
  • Royal Foot Artillery
  • 95th Rifles

2nd Infantry Brigade – Trant:
  • 4th Freire Line – Portuguese
  • 9th Viana Line – Portuguese
  • 21st Valenza Line – Portuguese
  • 14th Tavira Line – Portuguese
  • Foot Artillery - Portuguese

3rd Infantry Brigade - Ompteda:
  • 5th Line – King’s German Legion
  • 1st Line – King’s German Legion
  • 2nd Light – King’s German Legion
  • 2nd Dragoons – King’s German Legion
  • Horse Artillery – King’s German Legion

4th Infantry Brigade - Zayas:
  • Grenadiers - Spanish
  • Reina Line - Spanish 
  • Granada Line - Spanish 
  • Saragossa Line - Spanish 
  • Foot Artillery - Spanish

5th Cavalry Brigade – D’Urban:
  • 9th Dragoons - Portuguese
  • 1st Dragoons - Portuguese

Note:  In the battle report below there are some additional units on the British side --- this made it overwhelming for the French to assault the British positions (should be a 1.5x modifier applied to number of units attacking ... or, make both sides move to contact by putting objectives in the middle of the table) ... the army list above reflects some changes that have been made to the army list.


French Order of Battle




French C-in-C:
  • Marshall Suchet 

1st Infantry Brigade – Robert:
  • 1st Light
  • 114th Line
  • 44th Line
  • 121st Line
  • 27th Line
  • Foot Artillery

2nd Infantry Brigade – Harispe: 
  • 3rd Light
  • 7th Line
  • 116th Line
  • 36th Line
  • 15th Line
  • Foot Artillery

3rd Infantry Brigade - Habert:
  • 14th Line
  • 16th Line
  • 117th Line
  • 26th Line
  • 65th Line
  • Foot Artillery

4th Cavalry Brigade - Boussard:
  • 24th Dragoons
  • 6th Dragoons
  • 13th Cuirassiers
  • 3rd Cuirassiers
  • Horse Artillery

The Battle Report

The French put up a good fight but the British and allied forces were just overwhelming in numbers.  The battle was still a lot of fun and a bloody fight at that ... but this is why we playtest our scenarios.  As a result of the battle we'll be modifying the scenario objectives a little, adjusting the position of the French cavalry bridge (moving it one position over towards the center so there will be infantry and guns either side to support), and finally there are some modifications to the British OOB.

This was Roy's first game at his place --- we played on a beautiful day in his garage - tough times here in California.  Lots of pictures below of the battle.

































That's all for now ... more to come as we make the run up to KublaCon 2016.

Sunday, December 20, 2015

Abensberg, 1809 - Napoleonic Battle Report

Brought out my Austrian, Bavarian and French Napoleonic collection today for a game.  It has been some time since the Austrians and Bavarians have seen the light of day as we've been playing mostly Peninsular battles with the French and British.

The battle today was based on the battle of Abensberg which took place on April 20th, 1809.  You can read more about the battle here.  My intention was to create a scenario that saw a lot of troops put into a small area that would force players to make tough decisions.

Abensberg, 1809

Side note --- when I did my Austrian army I included two banners in each unit.  Originally they represented brigades and the logic was that the multiple banners represented the fact that the unit was multiple regiments.  It also looked nice and used all the banners I had bought ... but I'm also fully aware that each regiment only actually carried one of their regimental banners into battle (leaving the other at home).

Austrian Order Of Battle

Commander:  Feldmarschall-Leutnant Johann von Hiller

VI Armeekorps: Feldmarschall-Leutnant Johann von Hiller
1 x Jager Companies, 1 x Grenz Infantry, 4 x Line Infantry, 1 x Artillery, 2 x Heavy Cavalry

V Armeekorps: Feldmarschall-Leutnant Archduke Louis
1 x Jager Companies, 1 x Grenz Infantry, 4 x Line Infantry, 1 x Artillery, 1 x Light Cavalry

II Reserve Armeekorps: Feldmarschall-Leutnant Michael von Kienmayer
3 x Grenadier, 1 x Heavy Cavalry, 1 x Artillery

French & Bavarian Order Of Battle

Commander:  Napoleon I of France

Provisional Corps: Marshal Jean Lannes
4 x Line Infantry, 1 x Light Infantry, 1 x Artillery
3 x Heavy Cavalry, 1 x Horse Artillery

VII (Bavarian) Corps: Marshal François Joseph Lefebvre
4 x Line Infantry, 1 x Light Infantry, 1 x Artillery

Württemberg (later VIII) Corps: General of Division Dominique Vandamme
3 x Line Infantry, 2 x Light Infantry, 1 x Artillery
2 x Light Cavalry, 1 x Heavy Cavalry

The Game

We strayed away from Black Powder today and used a modified version of the This Hallowed Ground rules we use for ACW.  There are significant changes and we worked out lots of little details here and there but overall the game was great.  We played four turns and there was a minor victory in favor of the French after a bloody battle.  The Austrian left flank broke first which was what tipped the scales.  The Bavarian brigade broke after some unfortunate order results and shooting.  

Pictures below of the battle.
























More games coming up over the Christmas break so stay tuned for more battle reports.