Showing posts with label Napoleonic. Show all posts
Showing posts with label Napoleonic. Show all posts

Monday, August 22, 2022

Review: The Silver Bayonet - Osprey Games

 


Despite saying I was NOT going to get into Nappies this year, I ended up picking up this book in order to review it.  Plus, once I do start goofing around with Nappies I will have yet another set of rules to use them with!  Win, win.    

For those not familiar, this is a set of "Gothic Horror" rules set in the Napoleonic era, where bands of monster hunters go out and fight with each other and the supernatural.  There are ghosts, hobgoblins, vampires, werewolves, and other things that go bump in the night.  Your investigators are soldiers and civilians from all walks of life, and could include all manner of adventurers; not just guys in big hats.    

They are written by Joseph McCullough who is pretty well known for writing Frostgrave, Ghost Archipelago, Rangers of Shadowdeep, and Stargrave.  That means this is a book from Osprey Games and it all ready has some built in popularity.  However, being by the author it is you probably also have some built in assumptions about how the game is played.      

Now, let's head into the dark woods of the unknown and see what is on the inside of this book.  


Things That I Liked

First off, the cover of this book and the interior really set the mood for the book.  The exterior looks like a leather bound journal, and the inside covers are a pinkish design that evokes the feel of flesh.  Creepy and cool.  Normally, I don't bother with these types of details in my reviews, but I really thought this was a great touch! 

This game moves away from the d20 mechanic that the 'Grave series is famous for.  Instead, they replace it with a 2d10 system, which allows a bell curve distribution of results and reduces swinginess but still allows for the small modifiers of +1 or +2 to impact the game.  In addition, you should use two different colored d10, as the different colored dice results are applied differently later in the game for things such as damage based on weapon type.  This is a very welcome change to the rules.     

In this game, every model is a distinct character with special abilities.  Unlike the 'Grave series, where you have 4 "specialists" to the warband of 8, every model can have their own specialties like sailor, soldiers, artillerists, occultists, etc.  This allows a player to modify and make unique characters of each model. 

Instead of loot, the game is driven more by finding clues via investigation.  These clue markers work similar to treasure tokens, but allow a lot more scope for the scenario's narrative.  The clue markers can be hidden doors, treasures, clues, or other details.  

The game has a reload mechanic.  I have seen some folks give it flak, but I think it is perfectly serviceable.  All guns start loaded.  Once you fire them, you have to use an action to reload it before you can fire again.  That means if you move, you can not reload and shoot the same turn.  However, you can also choose to not move and instead reload, so if you are stationary you can fire again.  This makes firing/reloading a choice with consequences.   

As usual, adding scenarios and campaign elements is where Joe McCollough excels.  This book is no exception.  There are 10 versus scenarios in the book.  There are four solo scenarios in the book with solo rules.  It is nice that solo rules are integrated into the main rules.  Another nice add to the Campaign elements is that models can go "mad" based on failures from Terror tests.  


Things I Did Not Like

Again, I don't normally call these things out in my reviews; but I was struck by the lack of painted models or "in-game" photos for this book.  The only ones were in an ad for Northstar Figures at the back of the book.  Northstar provides the "official" figures for the game.  Perhaps they were not ready by the time of print, but the only images are dark-toned drawings.  I liked the art we see, but I was surprised by how much I missed the imaged of actual minis on the table in this book!  Even actual photos with a black and white effect would have been welcome.  

Despite the dice mechanic changes, this is still primarily a "narrative" focused game.  It is not a tactically challenging game.  Models can see 360 degrees, they can move and perform an action in the same activation, the game still uses hit points, there are few restrictions on maneuver.  These are all signatures of the authors "model", and some people love it and others do not.  I am in the dislike side.

If you attack another model in Melee or even Shoot at them, you have the ability to counter-attack immediately by striking or shooting back.  I am not a fan, as it again reduces the tactical element of the game as anyone you shoot at can retaliate.  You have to kill them in one hit, which with Hit points is not likely.  Now, after both groups attack the models get fatigue tokens and face penalties if attacked again.  Therefore, you could try to use fatigue tactically.           


Meh and Other Uncertainties

The initiative process is a bit more convoluted than I was hoping for, as the player with initiative has to split the up their force and have some move first, then the Monsters, then the opponent, and then the last group of their party.  This seemed a bit contrived, and an alternate activation system seems like it would have been a lot easier, with the Monsters activating either before or after the players. 

The game also allows players to have a Fate Pool.  These are essentially re-rolls you can use for various elements of the game, like re-rolling one of your d10s or forcing a monster to re-roll a result.  They are a limited resource and adds a resource management element to the game.    

Monster actions are similar to what you would expect.  They are tried and true, and reliable in game.  

Like all of the Author's games there is a decent amount of equipment, beasties in the bestiary, spells, and artifacts to find to add some glitz to your warbands.  There are also rules for cavalry, co-op play, and Complications that can occur based on the initiative roll.    

I was also glad to see that there was some discussion about scenario design and also monster design.  Therefore, the rules are leaning into players building their own.  That is a nice add.  It is low on detail, but even giving players "permission" in the official rules goes a long way for some players.  I am not one of them, but have played with many that do not that "official" permission.  


Final Thoughts

The core mechanics do not differ that much from McCullough's other work in the 'Grave series of games.  Some of the main critiques I had for those apply, but I do appreciate the changes that he did make from his core game.  I understand as well as anyone the benefits of designing to "type".  So, to see him try to move away even incrementally from his type is great to see.  I may have preferred a larger jump, but I understand the danger in making that type of leap.  However, it adds a less swingy mechanic for resolution and a resource management element.  Those are big wins.    

It is further away from "Horrorgrave" than I expected, and I was pleasantly surprised by this!  I read the rules for Stargrave, and was not compelled to play it or pick up the expansions.  However, I feel very different about this game.  The game play mechanics were different enough and there were enough intriguing changes to make me really interested in this game.  I hope to see Joseph McCullough continue to develop his "model" and I think this was a very impressive improvement.  I hope this gets as much expansion attention as Frostgrave or Stargrave as this is my favorite system from the author yet!    



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Monday, August 23, 2021

Review: Absolute Emperor- Osprey Games


I will start this review with my usual caveat.  I really do not know that much about the Napoleonic Wars.  I have been interested in them, but have kept my distance.  The pageantry, uniforms, combined arms, and of course the big hats have always been of interest but...... the many rulesets, depth of knowledge of the players, and so many models and painting have kept me away.  

To date, I have really only played Blucher with any regularity.  The joy there being I have been playing it with the cards.  I have La Salle,  Chosen Men, Black Powder and a few others but have never quite pulled the trigger on Nappies.  To be honest, making the large units and all the nomenclature has scared me off for the most part.  

It was these factors that made me interested in Absolute Emperor.  I read through the introduction and recognized a kindred design spirit.  He was advocating for "Big Battles with Small Armies" which is an approach I have found near and dear to my heart.  In fact it was one of my main design goals with Men of Bronze, Heirs of Empire and Wars of the Republic.  In addition, abstraction and units acting as a foot print for larger elements was another theme that matched my style.  Finally, he was a strong advocate for not having to re-base anything!  Basing is the bane of wargaming.  I felt I had found a kindred design spirit!  

This intrigued me enough that I wondered if I had finally found the Napoleonic wargame that would get me to pull the trigger on Nappies and buy some models.  With all that pre-amble out of the way.  Let's get into Absolute Emperor and see what is under the Shako.....

The French army at the bottom is for the Waterloo scenario, that gives you an idea of size of a big game. 

Things I Liked

Well, I always like when a game starts or has some design notes.  This game starts off in the Introduction laying out what to expect in the rules and what NOT to expect as well.  This will make it much easier to judge if the game accomplished what it set out to do.  Plus, I really value this glimpse behind the curtain and into the mind of the designer.  

As I have eluded to, the game is scale and model agnostic.  The rules were written for 28mm, but there is discussion of how to use 2mm to 54mm scales in the rules.  In addition, the game strongly encourages you to avoid re-basing!  Those are strong elements that I like in my wargames.  To be base agnostic, the rules use a standard "frontage" size that allows you to use various basing to meet the needs.  Infantry is 6 inches, and Cavalry is 8 inches, with different scales modifying the frontage up and down.  Therefore, I can probably still make use of my Blucher cards to get a game in.  

The footprint of each unit is supposed to be a Division of troops.  Now, naming conventions in Napoleonic warfare for units is pretty all-over the place, so this is the naming convention this game uses.  These footprints are the main bodies of troops.  The game abstracts skirmishers and battalion batteries into the shooting mechanics.  It assumes the 4 inch space between units in a firefight is full of people fighting and dying in these units.  The exact deployment of brigades and battalions is not relevant to the rules.  This aspect reminds me of Blucher since the focus of the two games is at the same level.    

One aspect of Napoleonic warfare I had not appreciated before was how up close and personal so much of the fighting was.  My games of Blucher and reading these rules have made this much clearer to me.  Musket range is generally equivalent to charge range, which is equivalent to movement ranges.  Sometimes, movement range is further!  Therefore, there could theoretically be a lot of "free" maneuver where enemy firepower does not come into play.  What constricts movement and maneuver appears to be the density of the formations due to command rather than firepower.  Now, with this ruleset and the few others I have dabbled in this "truth" of the period fighting is obvious to me.  

The game abstracts and simplifies limbering and unlimbering a great deal.  It also allows Interspersion freely as long as the unit can completely clear the other. Both steps helps the game avoid so much of the "If This/Than That" of this periods wargames. 

Each Corp Commander has Elan points.  These can be used to give Corp Commands and impact upon gameplay, establish initiative, but more importantly they are also the Victory Points used to decide the winner of a game.  You can lose Elan by using it as a resource, losing Division, etc.  If you defeat an enemy Division, there is also a chance you can overrun them and gain Elan.  If a Corp Commander is ever reduced to 0 Elan, his entire corp retreats.  As Corps are removed from the game and forced to retreat, it can cause an army to collapse very quickly as nearby Corps must make a test to not switch to defensive or retreat orders.      

The first 8 pages are introduction.  Pages 8-33 are the basic game rules.  The last 34-42 is advanced rules.  43- 54 is setting up the game and scenarios.  56-61 is a walk through of a game using Scenario 1.  The last few pages are author's notes and appendix stuff.  I like the format of the book as it allows me, the Nappie Newbie to get my head around the core gameplay rules, then layer in some of the eccentricities of the period, and the walk through at the end helped me put it all together.    



Things I Did Not Like

One interesting choice I noted was that units can change formation in this game.  Considering the "scale" of the game as being divisional, this seemed like an odd. tactical element in a high-level army game.  Different formation also impacted firepower, movement rates, etc.  I am considering this a convention of the genre so that is why the author felt compelled to add it.  Honestly, such details at the army scale should not matter much as the unit officers should handle that level of detail.  The unit is just a footprint.  

The game makes use of single based Corp Commander and Army commander models.  This is to facilitate the Command Radius mechanic so common in Horse and Musket style games.  I prefer a more abstracted commander level and am not a fan of radius.  However, this also seems to be a staple of the genre.  One interesting aspect was that you also placed your order token under the base of the Corp Commander to be revealed in the right phase of the game.   


Meh and Other Uncertainties

These rules include "Conforming".  This means that when a unit charges, they are aligned "face to face" in the battle.  Flank attacks are lined up on the side, and rear attacks on the rear.  In addition, shooting is always straight forward from the edges of the unit.  No firing at an angle.  This may not be to some people's taste, but to me they seem like a good way to "simplify" the battlespace and keep the game orderly.  I point out the conforming aspect of the rules as this approach was surprisingly controversial in Men of Bronze.  For an abstracted game like this, I prefer it; but other opinions vary a lot.   

Combat in this game is attritional in nature.  This fits the period very well.  Each unit can take 8 hits, and at 5 hits it moves down in skill level which impacts its target numbers.  Various hits during combat or shooting may also cause other effects.  Artillery uses a d4, but can be destroyed from a single combat hit.  You may need more d8s and d4s than most gamers have in their collection.  In addition, most modifiers are simple dice add or subtract but a Quick reference Sheet will be useful to recall which apply when.  I did not see one in the book, but have not checked online yet.  

The game has several pages of advanced rules to allow more experience Napoleonic gamers to add things they particularly like such as Horse Artillery, Guards units, and Lancers.  There is also some National traits and historical Commander Elan to quibble over.  There are rules for scaling it down as well so instead of playing at Army level you are playing at Corp or lower levels.  There are rules for smoke, ammo, secret deployment, terrain generation, and other period flavor elements as well.  Finally, there are some rules for list building that I am sure will be controversial.    

There are 6 scenarios.  Three are relatively large, famous battles; Eylau, Wagram, and Waterloo.  Three are smaller engagements designed to help new players escalate their games as they build forces and learn the rules, they are the battle of Bumville 1-3.  There is also a walk through of what playing the game with Scenario 1 might look like. 

The allied army for the Waterloo Scenario.

Final Thoughts 

This is the type of wargame I would design.  It uses a high degree of abstraction to get the right feel of the battles, but with smaller numbers of troops needed.  You are maneuvering footprints and rolling dice pools to get results.  Modifiers are about adding or subtracting dice looking for a target number based on skill level of the unit.  The game adheres to a couple of genre conventions that I would probably have done away with such as formations and Command Radius, but they work within the context of the game and help Nappie Newbies get a feel for the period and battles.  

Since this game follows a design ethos similar to my own, I am pretty excited about it!  Will old grognards of the genre like these rules?  I have no idea!  However, as a Nappie Newbie they really seem to hit the spot.  They are easily digested, seem to give a flavor of the period, and are an easy gateway into the period.  Even the biggest battles look like doable painting projects with each division being about sixteen 28mm models that will help Newbies get into the game, and still be able to have forces for Chosen Men, Rebels and Patriots, La Salle and  Sharpe's Practice and other games as well. 

Of course, I will want to be odd and use 6mm or 10mm to give me that "army" feel and then use them for Blucher or Est Sans Resultant as well.  If I am not too busy with Ancients, I might have a 2022 personal project!  




Monday, April 12, 2021

Battle Report: Blucher- The French Empire Strikes Back!

 


I always start these games with the following caveat:  I know NOTHING about the Napoleonic Wars.  In fact, about the only thing I know comes from reading Sharpe!  However, every wargamer eventually ends up doing something with them because the era is just too darn compelling not too!  Blucher is my window into this world of wargaming because it abstracts the tactics due to the level of play it is, and it can be used with cards.  Everyone knows I love Paper Templates!  

After the border clash with the Prussians, the French have decided to go on offensive!  They crushed the Prussians so badly, that they did not expect them to get much of an army together in the area.  For the most part, they were right and they marched in Prussian territory looting and living off the land.  However, the Prussians were quickly shuttling troops from elsewhere to resist them, and it was only a handful of weeks before another Prussian force was in the field to oppose the French.  After a series of maneuvers, the two sides met for battle once more.  

Nice and generic intro for this game! 

Forces: 

This time, we agreed to 18 French units in 3 corps, vs. 21 Prussian units also in 3 Corps.  Like last time, we went with randomly assigned forces!  We took the cards from the 100 Days campaign box and shuffled them up.  We then drew the forces out of the deck randomly.  Therefore, we will get some pretty unusual Corps composition with some strange units in them!  You can not always fight with the army you want, but the one you have instead! 

Prussians

1st Corp:  

  1. Infantry Regiment #22
  2. Infantry Regiment #23
  3. Infantry regiment #24
  4. 6th Kurmarsk Landwehr
  5. 4th Silesian Landwehr
  6. Schwerin Light Cavalry
  7. Foot artillery
2nd Corp: 
  1. Infantry Regiment #18
  2. Infantry regiment #28
  3. Sohr Light Cavalry
  4. Thumen Light Cavalry
  5. 1st Kurmarsk Landwehr
  6. Horse Artillery
  7. Heavy Artillery
3rd Corp:
  1. Infantry Regiment #6
  2. Infantry Regiment #10
  3. Infantry Regiment #29
  4. 2nd Silesian Landwehr
  5. 3rd Silesian Landwehr
  6. 2nd Kurmarsk Landwehr
  7. 5th Westphalian Landwehr
This Prussian force seems to be pretty infantry heavy, with a decent backbone of regular units.  Should be good for breaking through the French lines! 

French

1st Corp: 
  1. 2/14 Toussaint
  2. Horse Artillery
  3. 2/Grenadiers
  4. 1/11 Dufour
  5. Horse Artillery
  6. 2/12 Schaeffer
2nd Corp: 
  1. 1/Grenadiers
  2. Maurin Light Cavalry
  3. Horse Artillery
  4. 2/2 Aulard
  5. 2/10 Dupeyroux
  6. 2/9 Jamin
3rd Corp:
  1. 1/12 Rome
  2. 1/1 Quiot
  3. 2/8 Corsin
  4. Guard Foot Artillery
  5. Heavy Artillery
  6. 2/13 Desprez
In fine French tradition, they seem to have the advantage in artillery.  Plus, the two grenadier units will give them a stiff backbone to the force!  

Mission

Both armies have two objective markers in the enemies back field. 

In addition, they are looking to break the enemy force by reaching their respective break points in lost units.  The Prussians break at 10, and the French at 9 Units.  

Set-up
Like last time, the French are on the West side of the board, while the Prussians are on the East.  Between them is a valley, and both armies are stationed amongst the hills and heights.  In the center of the valley is a copse of trees.  

The Prussian objective is to the Northwest behind the French left, and to the Southwest beyond the hills.  The French is behind the Prussian center, and one to the Northwest on the bluffs.  

The armies are placed in their "blind" state, so it is hard to tell who is what, and where they are at set-up.  I forgot to take pictures before the game started!  Woops!  

The Game
There are potentially 30 turns to the game, so I will not detail every turn.  Instead, I will try to document the flow of the battle as it progresses from morning, to mid-day, to afternoon, and into the evening.

The French forces moving up looked a bit thin compared to the Prussian forces.  However, the French looked strong in the Center, while the Prussians looked thin there.  French Horse Artillery range ahead of main force.  By mid-day, the French horse artillery has the range and position.  They begin counter-battery fire on the Prussian Heavy Artillery.  The battle has truly begun! 

Closest to camera is the Prussian Right flank


The Prussian guns are no longer silent, but the batteries on the Prussian left target a French infantry regiment instead of the French guns.  On the left the Prussians continue to advance, with their formation taking on an echelon approach across the line.  The French and Prussian guns exchange fire.  

Prussian Center

Early in the mid-day, the French advance hesitates as they redress their lines.  Poor command means very little movement occurs as they re-shuffle.  This gives the Prussian guns more time to pound the center and the French right.  The Prussian Left moves into musketry range.  
Prussian Left

Just before Mid-day, the French Horse Artillery in the Center manage to break a Prussian Horse Artillery unit opposite them, and force them to withdraw.  However, French musketry proves lack luster at the point of the Prussian attack.  The Prussians are mush more effective there, and the Prussian Foot artillery breaks a French Horse Artillery unit.  Meanwhile, Landwehr units moves to put the French attack in the center into a cul-de-sac of pain. 

Prussian Center

As Mid-day approaches the afternoon, Musketry fire erupts across the Prussian Left (French Right) and Center as the infantry exchange a brisk fire.  The Prussian Regiment #24 is repulsed in an assault against the battered 2/10 Dupreyoux.  Meanwhile, a charge on the French far right pushes back the Landwehr there, and the light cavalry on the flanks engage indecisively.  French Grenadiers march from reserve and take the heights near the Prussian Objective on the French right.  The French Left also moves to engage the Landwehr on that flank.  

Prussian Left

The 4th Silesian Landwehr is withdrawn from the Prussian left, leaving a bit of gap to be filled by the 6th Kurmark Landwehr.  The Prussian Foot artillery is also withdrawn as they were low on ammo. The frontline French forces are starting to see some heavy casualties building up.  

Prussian Left

The Prussian attack on the Left is barely being held off by the thin line of French defenders.  The French light cavalry manages to see off the Prussians in vicious close combat.  However, the French attack in the center looks to be stopped, as the Infantry Regiment #28 routs the 1/11 Dafour with a charge and the 2nd Kurmask Landwehr obliterates the 2/12 Schaeffer with overwhelming firepower!  

Prussian Center


In the middle of the Afternoon, Prussian Light Cavalry came from reserve and quickly moved through the gaps in the Prussian Left and Prussian Center.  They moved to threaten the French Heavy Artillery and towards one of the Prussian objectives behind the heights on the left flank.  

Gap between the Prussian Left and Center

Late Afternoon is tough for the Prussians as they lose 3 units.  The French on the Prussian left are holding, and the right is collapsing.  However, the Center is holding, except for a French grenadiers unit pushing through to the French objective!  On the Prussian left the Infantry Regiment #23 finally forces 2/10 Dupreyoux to withdraw from the field.  In addition, Thunen's light cavalry is repulsed by the Heavy Artillery in an assault!  Both sides need only lose two more units to lose the game! 

View across the front, with the Prussian Left in the foreground


It is early evening, and the battle is on the brink.  The Light Cavalry from both forces managed to secure an Objective.  However, the 2/Grenadiers are being bogged down from reaching their objective by 1st Kurmask Landwehr.  The Infantry regiment #22 manages to break through the 2/2 Alulard on the Prussian left, but they are in bad shape.  Both sides are 1 unit away from breaking, and the Prussian Light Cavalry is threatening the final objective.  
Prussian Center and Right

By Mid-evening, the Prussians have had enough!  They withdraw from the field, just outside of their last objective.  The 1/Grenadiers blasted Infantry Regiment #22 off the field with a well-timed close range volley of musketry.  With the Prussian left obliterated, the center weakening, and the Prussian Right also under heavy attack, the troops had enough a decided the fight was over.  

Prussian Left


Conclusion:

French narrowly win!  The Prussians were beating down the door to their last objective, and the French were only 1 Unit away from breaking.  Some well timed withdrawals kept them going at the end and denied me the last Unit I needed to win.  

Prussians
Withdrew- 3 Units
Broken- 9 Units

French
Withdrew- 7 Units
Broken- 6 Units  

So close!   As the Prussians, I really thought my Light Cavalry blitz through the gap was going to be the game winner.  1 more turn and it would have been!  In retrospect, I should have withdrawn on the Left flank sooner.  You can see by the Withdrawn count that I was very aggressive with my units today, and ultimately that is what cost me the game.  I guess I was confident as I was outnumbering the French and had a higher Break Point.   

Today, we went 26 turns!  Almost the whole game length before we reached a decision.  I am sure we are not playing everything 100% right, but we are having a good time doing it!  Those damn French are a tough nut to crack!  The Grenadiers were amazing and in my mind were decisive units.  My Landwehr did their job for the most part, but let me down on the Prussian left, but did great in the Center. 

Overall, I look forward to playing again.               

 

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Monday, March 22, 2021

Battle Report: Blucher- Prussians vs French

 


I know nothing about the Napoleonic Wars.  If it wasn't in a Sharpe book then I really know nothing about it!  However, as a Wargamer it is the 600 pound gorilla in the room.  I have always had some interest in the big battles, the tactics, the pageantry and the big hats!  However, that has easily been countered by the historical details, the many rule sets, basing, and the lack of a Nappie mentor.  

Therefore, to help me get a feel for the world of Nappies, I bought the Blucher and 100 Days game late in 2018, and played in early 2019.  I really liked the ability to use cards instead of models, and it gave me a high level introduction to the period without getting bogged down in the minutiae of it.  Plus, the rule set itself was very user friendly and gave a good balanced game.  Therefore, I broke it out again for some more gaming this year as a palette cleanser and to do something completely different.

Prussian forces are maneuvering to try and enter France and bring the war "home" to their enemies.  However, French commanders have been alerted and have moved 3 Corps to intercept them.  The two forces meet and a battle is fought near the border.   

Forces: 

Since I know nothing about the period, I decided to go completely "ahistorical" for our outing today.  I took the cards from the 100 Days box for the Prussians and the French.  I shuffled them, and I drew 18 cards for each army, 6 into each Corp.  

Prussians

1st Corp

  1. Foot artillery 
  2. Landwehr Cavalry
  3. 4th Silesian Landwehr
  4. Infantry regiment #11
  5. 2nd Elbe Landwehr
  6. Foot artillery
2nd Corp

  1. Infantry Regiment #15
  2. Horse Artillery
  3. Infantry Regiment #9
  4. 2nd Silesian Landwehr
  5. 1st Pommern Landwehr
  6. Heavy Artillery
 3rd Corp

  1. Heavy Artillery
  2. Infantry Regiment #29
  3. Infantry Regiment #27
  4. 1st Silesian Landwehr
  5. Infantry Regiment #14
  6. 3rd Kurmark Landwehr           

An infantry heavy force with a decent amount of artillery support.  A mixed bag of units for sure.  The Third Corp seems like the Prussian heavy hitter.....

French

1st Corp

  1. 1/12 Rome
  2. 2/11 Logarde
  3. 2/Grenadiers
  4. 2/7 Piat
  5. 2/9 Jamin
  6. Heavy artillery
2nd Corp
  1. 1/10 Grengoult
  2. 2/10 Dupeyroux
  3. Maurin Light Cavalry
  4. 1/1 Quiot
  5. 1/4 Pegot
  6. 2/2/ Aulard
3rd Corp
  1. 4 Soult Light Cavalry
  2. 1/19 Bellair
  3. 1/14 Hulot
  4. 2/8 Corsin
  5. 1/ Chassuers- Old Guard
  6. Heavy Artillery

The French came with plenty of line infantry as well!  However, it looks like the French have the cavalry advantage, even if it is only one unit.  

I am not using any personality cards for this game. 

Mission

Both armies have 2 Objectives placed on the field.  This will just be a straight up battle with both forces trying to break each other OR secure their objectives behind their enemy lines.  

Set-up

The board is a 6 foot by 4 foot board.  The French and the Prussians both have some heights on their side of the board.  The French are on the West, and the Prussians are on the East.  There is a small pond and swampy region on the northern side of the center line of the board.  Other than that, there was very little terrain of interest.    

One interesting thing in Blucher is that both sides set-up using blinds!  You place the cards face down, and they are not revealed unless they shoot, or move into view.  Therefore, when we look at the board we see 18 cards per side with their national flag on the back.  


The Prussians have the 3rd Corp deployed on their right, then the 2nd and the 1st is on their left.  The French have the 2nd on their right, then the 1st in the center, and 3rd Corp on their left.  



The Battle

The French are on the offensive so will begin turn 1, as both armies are ready to engage in the morning.  Each turn the one player takes all actions, but is limited by their Momentum, as tracked by the opponent who secretly rolls the momentum dice.  Since the game has 30 turns using an I-GO-U-GO system, I will not detail out each turn.  That will get boring! Instead, I will just try to share the flow of the battle as it evolves and key moments.  

Prussian Right early in the battle

By mid-morning, the Prussian left and the French right had moved to engagement range.  However, most of the rest of both armies seemed stalled.  They both seemed to be deploying in echelon into the fight.  The Prussian 1st Corp and the French 2nd Corp seemed eager for a fight.  Meanwhile the Corps in the center were a bit more sluggish, with the other Corps still having units as blinds and still at the base line.  The Prussian Horse Artillery of the 1st Corp start the battle by shelling the French 2/10 Dupeyroux regiment at the forefront of the French advance.  

Prussian Left and French Right engage at mid-morning

Scattered firing breaks out as the various Infantry units on the south side of the battlefield begin to find the range.  Skirmishers are deployed and attack.  As Morning wanes into Mid-day, the Prussian Infantry Regiment #15 makes contact with the French 1/10 Grengoult and are bloodily repulsed.  The Prussian Heavy and Foot artillery also manages to fire on the French center Corps Heavy artillery and cause some damage.  However, the strong French battle line is able to deliver effective firepower on the leading Prussian units.  
Prussian Left

Skirmishing and volley fire breaks out across the front, with the main action still concentrated on the South side of the battlefield (Prussian left and French right).  Both the Prussian and French forces are grinding it out with short range firepower punctuated with hand-to-hand assaults.  Meanwhile, to the North the French artillery has taken a beating but has forced the 2nd Elbe landwehr to withdraw from the battle.  Just as French line infantry have begun to engage on that flank with skirmishers.  

Prussian Right

At the mid-day point, the first French unit is broken by firepower on the French right.  The 1/4 Pegot regiment on the hillside is forced to fall back.  Meanwhile, one of the French Heavy batteries is also withdrawn, their ammo spent.  Despite the loss, the French forces are on the attack, and are in good position!  The Prussians had to withdraw their Heavy battery and Foot artillery in the Center, and a Landwehr regiment on the Prussian left.

Prussian Left, will the Prussians be able to turn the flank?
  
French troops manage to smash through Prussian Infantry Regiments #15, #9, and #27 at the main point of attack on the French right.  This leaves only Landwehr to hold the line, while the French have a reserve of Line Infantry moving up!  In desperation, Prussian Heavy and Foot artillery come out of reserve to fill the gap in the Center.  Prussian counter-attacks on their Right flank are repulsed, while on the left at the foot of the heights they push back the French.  

The French repulse the Prussian attack on the Prussian Left!

The Prussian counter-attack on the French right is short lived as the reserve Line Infantry units destroy the Prussian Infantry Regiment #14 in combat.  The last French Heavy Artillery battery withdraws from the field as the French line infantry push their assault. On the French Left a light cavalry unit moves up from reserves to threaten the far flank.  Prussian Landwehr Cavalry comes out of reserve and counter-attacks the French light Cavalry on the Prussian right, but to no avail.  The newly arrived Prussian artillery punishes the 2/9 Jamin in the Center.  The battle for the heights on the Prussian left is easily pushed back by the light cavalry on higher ground.  However, the Prussians do manage to break another French Line Infantry unit!  
The Prussian Right is also crumbling under the French attack

As dinner time approaches, the French seem to have broken through on the Prussian right, only the de-moralized Infantry Regiment #11 still stands to stop them, after the Grenadiers obliterate the 4th Silesian landwehr, and Soult's cavalry finishes off Sydow's Landwehr cavalry. The Prussians have lost 7 units, with a break point of 9.  The French have only lost 3.  

The 1st Silesian was badly injured by the French cavalry and withdraws, as does the Infantry regiment #11.  An assault on the Prussian left is easily dealt with by the French Line infantry there.  However, the Prussian cannons in the Center do manage to rout another French unit.

The Prussian Right crumbles

As evening settles in, the battle is all but over.  The French push manages to sweep up the Prussian foot artillery, taking them to 8 units broken.  Despite the French's best efforts, they can not completely break the Prussian army.  Seeing all hope lost, the remnants of the Prussian force withdraw with their tails between their legs, thoroughly beaten.  Meanwhile, the French still had the Old Guard Chasseurs in reserve.    
French victory as the remaining Prussians withdraw

Conclusion
The French force the Prussians back across the border and into their own territory.  The Empire was safe again, and the drumming they gave the Prussians would hopefully keep them away for the weeks to come. 

As the Prussian player, I knew I had an uphill battle.  Landwehr were no match against the Grenadiers and Line Infantry of the French.  I had hoped to turn the Prussian left flank, and things looked promising when I broke the French line infantry on the edge, however, I just couldn't sweep the French light cavalry off the top of the heights, and my opponent was able to shore it up with more Line units.  

I knew my Right and center would be vulnerable, so I tried to delay there as long as I could.  It actually lasted longer than I expected, but when the French broke through my line Infantry on the South Side of the battle, I knew it was pretty much all over but the crying.

Final tally:

French
Withdrew- 2
Broken- 4

Prussians 
Withdrew- 5
Broken- 8

Ouch!  The way we "picked" armies led to a somewhat lopsided game.  However, that is war!  You do not always get to fight with the units you want, but the units you have!  Overall, I found it a fun challenge and Blucher always plays differently than most games I play.  The short ranges and movement make it especially interesting since you are coordinating armies.  I look forward to trying it again soon!          



   

    


Monday, January 14, 2019

Battle Report: Blucher- Along the Danube


I have been wanting to play a game of Blucher for about two years. I know almost nothing about the Napoleonic Wars and have never really wargamed them before. In truth, it was a bit intimidating with all the foreign unit names, various army structures, and do not even get me started on the uniforms. However, the idea of the “Big Battles” (along with the big hats) was appealing to me.

When I first saw and heard about Blucher, it seemed like a good fit for a newbie to Nappies like me. Most of the square, line, column, stuff was abstracted due to the game scale. Uniforms and army structure were as well. In addition, it was designed to be playable with cards so I did not need to start a big new collection of models. Two years later, I finally got up the scratch to pick it up and the 100 Days supplement.


I gave the basic rules a quick read through and found them easy enough to understand. From there, I went to the Honour Website and downloaded Along the Danube the introductory game. This gives you a basic table lay out, some army cards, and a scenario to get you started. Since my usual wargaming buddy and myself knew almost nothing about the period and the warfare of the time this seemed like a pretty good place to start. Plus, the rules themselves encouraged starting here before moving on. Who was I to argue?

Normally at this point, I lay out the scenario and the forces, but you can find all of that on Sm Mustafa's website at Along the Danube so I am going to skip it this time. Plus, I don't want to embarrass myself too badly by completely screwing up the terminology.

As the attacker, I was the French with 3 infantry corps and a reserve cavalry corp. By opponent was the Austrian defenders with 2 Infantry Corps and a mixed reserve corp including Guards, artillery, and cavalry units.

As the French, I had to get hold of two objectives on the Austrian side, or cause them to break by routing 8 units. The Austrians had to stop me and could defeat me by routing 8 units as well.


I will spare you my usual turn-by-turn breakdown as I was not keeping track that closely. However, a typical game can take up to 30 turns with a turn consisting of everything one side does including moving, shooting, assault, etc. It is an I-GO-U-GO system. The turns are broken down into relative time of day, so on turn 16 you know it is past noon and you are onto early afternoon. At the end of turn 30 it is assumed to be nightfall. I thought this was a clever little timescale that allowed you to match up your fictional, ahistoric, or historic games to the timing of the period.

To start your turn, your opponent rolls 3d6 and keeps the score hidden. This is the amount of Momentum (or activation) points you have for your turn. Having units activate and move costs points. If you move as a Corp it costs fewer points than moving units individually. Units that move can not shoot. You keep moving until your opponent lets you know you are out of movement points. Therefore, the game has a resource management element and gives your opponent a reason to pay attention during your turn.

Units begin as blinds on the table, and are not revealed until they move, are shot at, or an enemy unit gets close enough to see them in Line-of-Sight. This was important during set-up and the very early stages of the game as you do not know exactly what your army will be up against. For example, in our game, I suspected that the top of a hill on the left side of my force would be Austrian artillery, however it was revealed later to be Light Cavalry that swept down on the flank of some of my battered units later in the game. Therefore, deployment is a bit of a game of Blindman's Bluff.

For this game, I decided to mass my II Corp to smash up the Austrian center with I and III corp screening the flanks to fix my opponent. The Reserve Cavalry would then move forward and exploit any breakthroughs. One of my objectives was behind a river on my right flank, while the other was on top of the heights in the center of the Austrian deployment zone. I was not sure what my opponent was planning.


I got to start off with the first turn, and moved across the board with I, II, and III Corps. I soon learned that you would not get enough Momentum to move your entire force, even with careful use of Corp movement. My opponent generally waited for me and kept his units concealed. We exchanged artillery potshots at each other. Artillery and units have an Ammo rating. As Artillery fires this number goes down and it becomes less effective and giving a decisive result, as you roll less attack dice for them. After the game, it seems reasonable that you may want to save your artillery for a decisive barrage, instead of just opening fire as soon as you have the range.


This game does not use a set movement distance, but is instead measured in base widths. Therefore, you can change the scaling as you see fit. In the base rules using the cards a base width is three inches. The minimum for anything is 1 base width with cavalry units being able to move up to 4, and artillery fire 8 base widths. This gives you and idea of the movement to firepower ratio. Musketry is most effective at close range, but is equivalent to charge range. However, a unit that moves can not shoot. Therefore, you need to time your moves accordingly for the maximum result.

Each unit has a starting Elan. As your unit takes hits or engages in close combat its Elan is reduced. It is possible for a unit to exhaust itself by winning close combat after close combat as every time you fight, win or lose; you will lose Elan. With the Elan rules for cavalry/infantry and the Ammo rules for artillery you can see that the name of the game is attrition.

The Austrians generally got to shoot as the French approached to soften them up. However, it was the French on the attack who eagerly throw themselves into close combat across the board, trying to form a break through. The lead brigade of the French II Corp was pounded by Austrian cannon fire and musketry and soon their Elan was reduced to the point where they routed and were removed from the board. However, the next brigade in the Corps dutifully stepped forward to fill the gap.
As a commander, you can choose to “Retire” a unit from the battle voluntarily. This is critical as a retired unit does not count towards your Morale breaking point. However, a unit can only retire in their own turn, using Momentum points, and if there is a clear line to their table edge. Therefore, a clever opponent or poor deployment can make retiring impossible.


By mid-Morning the French attack had come in contact across the battlefield. The weight of the attack in the center managed to tell and the Austrians began to crumble there, but the French Flanks were having a hard time holding their own. Plus, the Reserve Cavalry was having a hard time moving up do to a lack of Momentum. This allowed the Austrians to reinforce the heights with Grenadier units and use their own cavalry reserves on the French left. Soon, the French I Corp was essentially out of the fight and the main attack was blunted by the Austrian reserves.


Casualties on both sides were stacking up quickly. By early afternoon, the French II Corp had managed to force their way through the Austrian center. However, the Cavalry was unable to exploit the breakthrough as the Austrians were closing in on the flanks. By the end of the Afternoon (Turn 19) the French realized that they could not carry the heights. They had sustained to heavy of a toll and withdrew. The Austrians were triumphant!


At the end of the battle, the French had 8 units retire, and 8 route. That is what cost them the game. The Austrians were also on the knife edge with 7 units retired and 7 routed. It was a close fought battle, with the final turns being more of a series of localized skirmishes as the battle lines themselves had completely fallen apart. Therefore, neither of us could efficiently use our Momentum Points by the end and coordination fell apart.

As the game progressed, turns went by faster and faster as we got a hang of the rules and their were fewer units to do stuff with. The Austrians won because they made better use of their reserves and were better able to coordinate all arms of their army then I was. My opponent did a better job using his Momentum Points at the point of decision than I did.

The entire focus of the game is around resource management. There are strong attritional elements to the game combined with Momemtum Points means that success in Blucher is about managing “Friction” since you can not do everything you need to do, and even for the stuff you can do; it will wear down your own troops. Despite that, there are some cinematic moments to be found, like when the first French brigade was blasted into dust, when Austrian guards charged down hill into the flank of a combat and routed the French, or when the French Cavalry came sweeping across the field in a Reserve move and plugged the holes in the French line. However, the general “grinding” nature of the battles will not be to every players liking.

To try and fit this review/battle report into my standard style:

Things I Liked
  • New Player Friendly
  • Resource management
  • Cards as blinds and for play
  • Simple and straight forward resolution mechanics
  • Focus on managing friction

Things I Do Not Like
  • I-Go-U-Go
  • Can feel a bit like grinding

Meh and Other Uncertainties
  • This was just the basic rules so there is a lot more to explore in this game. I will post more about that as I begin to explore the 100 Days Campaign.

Conclusion
It is clear that a lot of thought and design work went into this game to get the right “feel” for the size of battles and the period by using the right level of abstraction and detail. I am pretty sure we did not do everything perfectly. But the author put a lot of working into making a complicated style of warfare into something easy to play on the table. This period seems prone to If This/Than That rules, but these rules are very tight and had surprisingly few of these types of situations.

This was just a quick overview of the basic rules using the intro scenario Sam Mustafa recommended. There is still a lot more to delve into in these rules such as the Scharnhorst Campaign System, Commander personalities, scenarios, weather, and more. I look forward to exploring further with these rules.