Jabba had a great game - singling out a section of the Battle of Leipzig.
"My task was to capture Probstheida, held by veteran French troops with Napoleon and his Imperial Guard to their rear as a reserve. The Austrians were to pin the Young Guard in place while the Russians on my right were to try and roll up the French left flank, comprised of newly raised units, and prevent them re-enforcing the village. The Russian guard were to exploit any inroads made or capture Probstheida if my Prussians failed".
Enjoyable game overall (the cards make it) but unsure if is preferable to other more 'dynamic' sets we use for the period but always nice to have choice/options imho.
Never say never - the revival of Napoleonic Naval games is clearly in part because they look amazing!
JJ"s Wargames have been at it:
Picking up from my post in February, work has continued to put together some fleets for my friend and fellow clubmate Bob, which started with the build of the British Navy boxset from Warlord Games and has continued with this the French Navy set.
Warlord really is brilliant at making game systems. I remember a long long time ago some Hinchcliffe system 12. Warlord's Epic Battles has the same ambition and wonderful execution.
Campaigns have a strong draw. Historical campaigns have the same appeal as historical refights, yet my experiences suggest a successful campaigning can deliver terribly unequal battles, which are not particularly satisfying. I’m of the view that campaign mechanics must be simple providing a narrative for a scenario game, or be played as a seperate campaign in an evening, likely as a board game.
Overall a thumbs up and if you like (Sam Mustafas) Maurice 18th Century rules these have a similar feel regarding card deck use and level of complexity (low to medium) but with of course own feel and twists.
The Battle of Maida was fought on 4th July 1806 and is popularly (and erroneously) seen as the first time that the fire power of the two deep British line overwhelmed an attacking French column, but let’s not go down that particular rabbit hole. It was a welcome victory after the humiliation of Ulm and crushing defeat at Austerlitz and showed that a French army could be defeated. Maida Vale owes its name to the battle, there apparently being a pub called The Maida or The Hero of Maida in reference to Sir John Stuart (later Count of Maida) who led the British troops.
The British force landed on the Italian coast and force marched to attack the French camp at Maida. Stuart’s force, numbering some 5,000 men, was made up of 11 battalions, (two of which, the 78th and the 81st were untested) and 8 guns. Regnier, the French commander, was notified of the British landing and with a slightly larger force of 8 Battalions, 4 squadrons of cavalry and 4 guns, left his well-fortified position to confront Stuart’s force. Confident of victory and eager to avenge his defeat in Egypt five years earlier, Regnier immediately ordered an attack on the outnumbered British force.
Right folks - some pictures from my summer visit to the Cavalry
Museum in Saumur, hosted in one of the old building used for training
French Cavalry - mostly images from Napoleonic times.
A thought on the pictures: I photographed this in bright sunlight - which makes it easier to get them clearly in focus - but is too contrasty for my liking. I wonder if bright sunlight but with a diffusing box is the way to go, benefits of lots of light but no harsh shadows.
Full colour high quality print for General d'Armee rules
A Whiff
Opening the parcel from Too Fat Lardies, I was met with a whiff. Not of grapeshot but of charred wood - the curiously pleasant smell of the laser cut counters that came as part of this launch package.
(edit. now updated with videos explaining the rules.. here are links for buying on ebay uk, ebay usa, although judging from this list of Napoleonic Wargames rules not currently available through Amazon.)
Tokens can be bough separately
Some context
This is the first time in years I've been genuinely curious about some rules. Over many decades I played Napoleonic games (25mm, 28mm and 18mm) with both General de Brigade and Grand Manner (and I started with the WRG rules - the dark red cover)
Last year on my first trip to Partizan for nearly a decade I was curious about Over the Hills but not tempted enough. (Others were.) But a revision of rules from the man behind General de Brigade proved irresistible
Impressions
The counters look good (these don't always come with the rules - you can buy them from Too Fat Lardies) - even the charring on the words adds to the effect. Very good size for 28mm games, maybe to large for 18mm? I'm intrigued to create some counters that cover this language.
Crib Sheets come with the rules. Two of them, both very colourful and clear. I like them, you could def play the game from just these after a good read.
The Rule Book is very glossy and colourful. It's a high quality product although I'm a little worried about breaking the spine, it's the sort of binding that might loosen pages (someone correct me if I'm wrong). A good smattering of colour photo's of painted figures add to the book. Large clear print is good (are we an ageing hobby!).
Attractive and comprehensive crib sheets for these Napoleonic wargames rules
Some of the things you will probably want to know:
Do I need to re-base? Nope, of course it's better if both sides use the same base sizes, but you can even allow for those. Infantry columns though do need to be able to do one base wide or two bases wide - so they need to be a minimum of 2 bases, or ideally 4 I would say.
Are my current units too big or too small? Unit size is up to you. The rules categorise them as Small, Standard or Large. So you need to agree between the sides on the number of figures/bases represent what. It's also up to you how many actual bases make up a unit. This means the big battalion people can easily double the size of their armies by halving some unit sizes.
How do the rules do casualties? You don't remove figures. So you can do a roster sheet or Dave Brown has casualty markers that show 1 to 4 or 5 to 8 or more casualties. Troop types? There are troop types, I like the classification of "Campaign cavalry" - the types that do the daily work, but tend to be at a disadvantage against Battle Cavalry, which are kept fresh for the main battlefield blow. Elite, veteran, line and recruit are also types. Any interesting formation stuff? Column of companies (narrow front) allows for faster maneuver but less flexibility in the face of the enemy. Game structure - Command and Initiative, Charges and Declaration of Charges, Movement, Firing Melee. Each stage is I go you go but different players can have the initiative.
Ammunition? Batteries can become low on ammo with a bad die roll - place a counter or a caission to mark that. Command rules allow for replenishing.
Any fancy stuff? Fog of war cards - you get these depending on
the nuber of units you have and a d6 roll - they allow you to confuse
the enemy. These can be moved and even fired on. Each brigade has a
skirmish line - which is a stand alone unit. There a lot of rules on
the skirmish battle and and ADC can support the line
Skirmishers have been thought through carefully and work as a stand alone unit at brigade level. They can even have and adc attached.
Fog of war has often tipped a Napoleonic Battle - these rules have thought this through too
A bit more detail:
Command and Control - how's that done?
This is probably the bit of the rules that may be most interesting. There are different qualities of army commanders - the better the commander the more ADC they can use - giving them more flexibility. I like the category of "blusterer". Otherwise the CinC gets an ADC for each brigade in the army. Corps Commander may also make extra ADC's available.
There are national characteristics - notably at Brigade command level, where French British or Late Prussian brigadiers have more oomph than others.
the ADC is a key mechanism to shape command and control
So what can an ADC do?
Scout: check out a fog of war card
Brigade Attachment - allows brigades to re-roll a command roll
Infantry Assault - improve the chances of the lads going in
Artillery Assault fire - intensify battery fire
Skirmishers - increase the effectiveness of the skirmish line
Glory - supports a brigadier attached to a single unit
Forwards - speeds up a brigade advance
Commit Reserve - help gets reserves moving in the right place
Redeploy - helps a brigade shift battle position or be moved into reserve
Ammunition - replenish artillery amuniation
Command - this a potent action using a lot of ADC points, helps a bridage really get stuck in - but glory also risk death of injury, including to the C in C!
Divisional Morale - this relates to faltering brigades and actually acts as a lag on the CinC ability to command.
This all looks a lot of FUN - as well as adding flavour. Here's more..
Initiative exists and the player with the initiative gets to choose to go first.
Morale?
What is your destiny?
This uses battlefield attrition, which is influenced by casualties. Units fall through Fresh, 1st Level, 2nd Level and Disperse levels. Elite and Large units have more resilience on the battlefield. 2d6 are rolled to decide morale influenced by the above factors.
There is a Destiny roll - a 12 on two d6 prompts a further roll - which can lead to glory, or death!
Here you can watch a game being played...
Overall thoughts...
These properly excite me. You still have the benefits of being able to work at battalion and regt and battery level, the brigade is the key unit, but the ADC based command method allows for injecting Elan and risk into the game, it means the C in C can heavily influence some parts of the field whilst having to leave others to their fate.... which I like a lot.