Napoleonic, WSS & ECW wargaming, with a load of old Hooptedoodle on this & that


Showing posts with label Command. Show all posts
Showing posts with label Command. Show all posts

Monday, 23 September 2024

Guest Spot: More of Steve Cooney's ECW Troops

 Always delighted to feature samples from Steve's collections.

Steve very kindly sent me this photo; the description is his:


Nothing to do on a wet dismal September day...so spent a few hours digging through the old figure boxes and found these (attached ). They represent the ECW Parliamentarian Command Group , mounted Oliver Cromwell , Thomas Fairfax and the Earl of Essex with Drummer and Commonwealth Standard Bearer on foot .
 
All are smartened up Hinton Hunt or Les Higgins 20mm figures I converted way back. Thought they might be worth an airing!
 

As ever, thanks very much Steve - great work


 

Saturday, 15 June 2019

Marshal Ney's command base now complete


The command grouping for Ney is finished now - the third figure is a General de Brigade from the Chief of Staff's department. This extra figure (on the left here) is another Art Miniaturen casting - this time an old, OOP one.


Don't tell us that Old Foy got three postings out of a single figure group, they chorused - has the man no shame at all? Well, I guess not - guilty as charged.

You know what happens to newly-painted troops? - these fellows are bound to meet with a very sticky end at Quatre Bras on Tuesday...

Sunday, 31 March 2019

Acting Up - Dressing Up?

A colonel - dressed as regulations
This is probably going to be rather a stupid post - which is not unusual in itself - but it comes from something which a friend told me years ago, which at the time I dismissed as probably incorrect, but I thought I would return to the topic again, in case anyone can offer some thoughts.

The context, all those years ago, was exactly the same as it is now. My long standing fascination with the Battle of Salamanca has been the great underlying theme for the building of my wargames armies. The first useful book I had on the subject, back in the 1970s, was Lawford and Young's Wellington's Masterpiece - much criticised subsequently, but still an excellent read if you can find a copy.



In the Appendix which gives the breakdown of the French army, a number of question marks appear as brigade commanders, since these brigades were commanded on the day by the senior colonel, the general being otherwise occupied - examples are:

(a) the 2nd Brigade of 7th Division - this would normally have been GdB Thomières' brigade, but Thomières was in temporary command of the Division, since GdD Souham was elsewhere. Thomières had an exceptionally trying day at Salamanca, and was mortally wounded. [Under the general heading of "what if?"- if Souham had been present he would have been by far the most senior of Marmont's division commanders, so he would have been the correct 2-i-C to take command when Marmont was wounded, which - of course - wouldn't have happened because Marmont would not have had to get on his horse to ride over to see where the blazes Thomières thought he was marching off to.]

Anyway, the point is that Lawford and Young's question mark in this case should have explained that the commander for the day was Col. d'Herbez-Latour of the 101eme Ligne.

(b) The 1st Brigade of Pierre Boyer's Dragoon Division - the question mark in this case is Colonel Piquet, of the 6eme Dragons - a right old firebrand.

The Appendix in the book should also have had a couple more question marks, to be pedantic about it:

(c) GdB Carrié [de Boissy] of the 2nd Brigade of this same Dragoon Division was not present - he had been seriously wounded four days before Salamanca, and was a prisoner - he spent the rest of the war in Bridgenorth, Shropshire, apparently. On 22nd July the Brigade Carrié was commanded by Col. Boudinhon-Valdec of 15eme Dragons.

(d) GdD Brenier (6th Division) was not present at Salamanca - his place at the head of the Division was taken by GdB Taupin, whose brigade was probably commanded by the colonel of the 65eme Ligne.

And so on - the point (which, predictably, I have made at excessive length) is that this was a commonplace event - regimental officers would regularly be found acting up to replace more senior officers who were absent.

Going back many years, a friend of mine once showed me a picture of a French Napoleonic colonel, who appeared to be wearing some kind of sash - my friend reckoned that if the colonel was required to take charge of a brigade he would be provided with a sash as a badge of office.

Personally, I find that unlikely - officers in the French army gained a general's sash by putting their lives on the line and distinguishing themselves in action for years - such things would not be handed out on loan, surely. What about the brigade staff, though? - if this was a temporary situation, one would expect the brigade staff to be available to support the colonel. Presumably the ADCs would just wear the armbands appropriate to the rank of their usual boss?

Not a matter of any importance, but in the near future I need to paint up a couple of colonels to take charge of brigades (round about the time of the Battle of Salamanca, as it happens). I can just paint up a vanilla colonel, of course, but if there should be some identifying tweak of uniform I'd be pleased to reproduce it.

Tuesday, 15 August 2017

Elegance Creeps On - a little progress

Finally got the current batch of ADCs finished and based up. There is a bit of a risk with jobs which hang around - after a certain time (how long this is must vary from individual to individual, I guess) I sort of get used to the idea that they are not finished yet, and they can go into a state of limbo.

The replacement figure for Marshal Marmont [Art Miniaturen - henceforward AM]
 with his aides, who are both from Hagen
 
...and they leave as elegantly as they arrive

MS Foy [OOP NapoleoN casting] with his ADC [AM] 

Bertrand Clauzel with ADC [both AM]

And Antoine-Louis Popon, Baron Maucune [NapoleoN] with his new staff man [AM].
It is a source of regret to me that there are no known portraits of Maucune - I would
like to know more about the man. He was blamed (unfairly?) for the defeat at
Salamanca, and a couple of other items on his CV suggest that he may have been
very brave but more than a little dumb. It seems appropriate that my Maucune should
be flagrantly ignoring his ADC - reading and obeying orders seems to have been
something of a weak spot... 
Anyway, this is all about my new basing standard for general officers (or Leaders, as they are termed in C&C). I have a fair amount of rebasing to do, so first I have tackled the Armée de Portugal bit of my French army. Apart from the new Marshal Marmont, only the ADCs in these photos are new - the extant generals have just been rebased with their (regulation) staff allocation.

A bit of background here - my Armée de Portugal is based on Salamanca, and is represented by 3 overstrength infantry divisions (the real army had 8 understrength ones) - the cavalry allocation keeps the full establishment of 2 divisions, which suggests an over-provision of cavalry, but my cavalry are a bit weaker than the historic original.

I am unsure what to do with the cavalry division commanders - for this army, both divisions were headed up by a general de brigade, and in each case the gaffer was an ex-staff man, with no obvious cavalry background or affiliation. Accordingly, Messrs Boyer and Curto appear on my table in rather boring regulation dress - a bit lame for supposed sabreurs. I would prefer it if I had some rather more flamboyant figures to deploy - I'm working on it - but I suspect that they were not particularly interesting individuals. Pierre Boyer gained the nickname "Pierre the Cruel" because of his harsh treatment of guerrillas, and there is a nifty portrait sketch of him, with fancy braided jacket and whiskers. However, I would guess from the style of his goatee beard that this is a later picture, from his time in Algeria, where he maintained his reputation for shooting and torturing, probably generating more unrest than he cured.

Beyond that my French army continues with another force, which is a rather vague amalgam of the Armies of Catalonia, Centre and Midi - it's chief role is to fight the partidas, and give a place in the organisation to the more colourful Confederation and Italian troops, and King Joseph's own fine chaps (poor sods). I'll get to their generals shortly.

In the meantime, things are going well.

Tuesday, 1 August 2017

The Replacement Marshal Marmont


Still on the regulation Tesco milk bottle top, and with his varnish still a little too shiny (it should calm down overnight), here's my new figure of Auguste Marmont, ready for basing. This is a recent Art Miniaturen figure - very nice sculpt - I can't remember who the casting was supposed to be - maybe Rapp - or it could be Berthier. Whatever, it is now Augie Marmont, one of the classic baddies of Napoleonic France. Offhand, I can only think of Bernadotte and maybe Talleyrand who would rate more boos and hisses in the Pantomime of the Emperor. [Oh, yes they would.]

Apart from having a remarkably bad day at Salamanca, and having had the sense to place the interests of his nation above those of his megalomaniac boss at the siege of Paris in 1814, Marshal Marmont fought well throughout his career, and he was also an exceptional administrator. I feel rather guilty about his compromised reputation - it is not helped by my own (MS Foy's) hatchet job on his standing as a general in my (Foy's) own history of the War in the Peninsular. No matter - history has made its judgement. This little metal version of Auguste looks confident enough. He can join his first ADC, and the second ADC will be along in a day or two.

The old Marmont figure in my collection will be recycled and will become Marshal Soult (also Art Miniaturen, the casting was always supposed to be Soult anyway), and I have something rather fancy in the way of an ADC lined up for that particular group. That will be a bit later. I attach a splendid, borrowed photo of a large figure of Marshal Soult's ADC, which has nothing at all to do with me, just to give an idea - you may imagine what my Old School attempt at painting a mounted 20mm version might be like, but you may feel free to admire my optimism...

Louis Brun de Villeret, Soult's ADC in Spain



Saturday, 29 July 2017

Lancelot? - 1000 and still rambling

The flow of finished staff officers is merely a dribble at present - Chateau Foy is being painted on a grand scale, so there are more rollers in evidence than No.1 brushes. This is all good - we now realise that our lovely white house had acquired a definite shade of pale green.


However, here's one new arrival. This is the first of the figures for the new-format "Marshal Marmont" command stand - the castings are from Hagen - the rider is from a useful pack of assorted ADCs and the horse, I believe, is a Turkish Crimean horse, but it is fine. It is a well known fact [bluff] that French ADCs were much given to Turkish military fashion - or was it Egyptian? Whatever - it's fine.

This is one of Marmont's aides - he might be 2nd Lt Lancelot-Meunier, of the 15e Chasseurs (sadly I do not know his first name), who was on Marmont's personal staff at Los Arapiles - he adds a bit more colour and variety to the army. It is not inappropriate to have a Lancelot in my Peninsular War collection - the brigade commander for King Joseph's Guard is a General Merlin, after all, and the British Big Boss is a bloke named Arthur, so it all fits together nicely.

Lancelot's companions will be along shortly - they are undercoated and ready for their treatment.


I am surprised to learn that this is my 1000th post on this blog. For anyone who reads this stuff on any kind of regular basis, I can only offer my sincere thanks and my sympathy - I really didn't expect to have this much to say. As a monument to self-indulgence and rambling verbosity it is not without significance, I guess. As my late cousin used to say, "I hadn't realised you could pile it so high". Back in the beginning, the blog was described as "discursive" - a term which was maybe not without a faint pejorative resonance.

Spot on!

Saturday, 22 July 2017

More French Command - on a run now...

And here are some more. This is the missing artillery command stand - they can also be in charge of the French Siege Train if and when it gets out of the box. The standing figures are from TM1815's set TM-F0002 - French Staff Officers - which are available online from Hagen; the mounted chap is Hinton Hunt FN224, because I have a couple of spares, because it's a figure for which I have a long-standing affection and to get the Old School brownie points score up a bit.


Pleased with these - I'm still not quite sure what artillery commanders do in a wargame, but they can stand around and look smart, I guess. You will observe that they are based on one of my new-house-standard 50x50 jobs (which, strictly speaking, is the size for a Division Commander) and they have the regulation black border, which is used for artillery, engineering and logistics command stands.

Those French ADCs are fun to paint. I must say I do enjoy painting these odd command figures - they don't numb the brain to the same extent as, say, two dozen identical fusiliers.

Thursday, 20 July 2017

New Faith in the Clean Spirit?

After 3 weeks in the Clean Spirit jar, my Qualiticast French command figures had come up very nicely, thank you, so a couple of evenings of brushwork later I have put them back on their little scenic baseboard. There is still some artistic touching-up required on the basing, but here is the new French HQ - it's been a long time coming - I must have bought these figures on eBay five or six years ago.

All freshly painted - apparently invigorated by 3 weeks in the magic stripper.
In the middle distance, young Jean-Aristide gets his instructions from the
Adjudant-Commandant, while his elders and betters appear to be unsure
exactly where the enemy might be. The duty guard from the 3rd Hussars
are probably bored stiff.
 
I have quite a few new staff figures to paint up, so that will keep me busy, but I shall also set up a trial jar of Simple Green. No need for hurry, but let's get on with it. I have some pre-owned Les Higgins Frenchmen who will appreciate the experience, I'm sure.

Latest off-the-wall suggestions for stripping model paints are Coca Cola (which I've heard before) and tomato ketchup (which is a new one on me). At the moment I'm happy with the Clean Spirit test results, now I'll set up a Simple Green batch - that's enough excitement for this month.

Wednesday, 10 May 2017

Bordering on Command


This is a figure I've had lying around, undercoated, for years. Enthusiasts may recognise another vintage Alberken/Minifigs20mm OPC commander - this one starting life as the casting for Lt.Gen "Daddy" Hill. I have now painted him up as a senior field officer of the Royal Artillery. One issue I had with the casting was that there is a very prominent shoulder belt, over the LEFT shoulder - for which I could find no use. Given this fellow's map (no, it's not a towel), and the artillery role I've given him, the rogue shoulder belt became a leather strap for his map case. Of course, I hear you say. What else could it be?


I'll come back to this figure in a while - for the moment, observe that his base has a black border.

I've been asked a few times in the past, what is the significance of the coloured borders around the edges of the bases of the senior officers in my armies? Primarily, it makes them easy to spot, but occasionally I myself have questioned this system - house rules can sometimes live on as tradition long after the original reasoning is lost. For my ECW armies, for example, I dropped the coloured borders; I don't think I will, but just occasionally I have wondered if it might be a good idea to retrofit them, after all.

It all dates back to 1970-something, when I was using Don Featherstone's rules (gradually replaced by Charlie Wesencraft, then - later - by the WRG, which was the beginning of a period which I refer to vaguely as The Disillusionment...). In these rules, a simple morale test made use of whether a unit still had its officer present - fellow veterans and game historians will probably be able to identify just which rules these might have been. To help with this rule, I made sure that all unit officers were based on their own, and - to make it easier to spot them in moments of crisis - I painted a dark green rim around the edge of the base. This worked pretty well. I extended this to brown for brigade commanders, white for division commanders and yellow ochre (?) for army commanders. Yellow ochre? - well, the original idea was that I should use vaguely earth-type colours, which would not be too offensive against the house pea-soup green bases and tabletop.

Yes - I know, I know. The pea-soup is already something of an affront to the visual side of things, so picking colours which blended with it seems odd. It's OK - you just mutter the words "Old School" under your breath, and everything is fine. In fact, if I work at it, I can even dredge up a little genial ridicule of other people's armies, where the soldiers carefully drag a lovingly-prepared hearthrug of flock and cat-litter around with them - even along roads and into rivers. I am, of course, jesting. The point is, it's OK.

In a spasm of commonsense, I eventually replaced the unimpressive yellow ochre with a distinctive colour for the army, so that the Anglo-Portuguese army had a red border for its commander, the French blue, and - later - the Spanish had yellow. Yes - all right - yellow isn't great for Spain, but it isn't red or blue and it hadn't already been given a reserved meaning.

Righto. Time passed (that was the easy bit) and I was no longer using regimental officers for this morale rule - though it's always tempting to retain the coding system just in case I wish to use it again in the future. The result was that, long after it had ceased to have any significance, I was still devoutly painting up my units with dark green borders around the regimental officers. A major rebasing project eventually put a stop to that for the infantry and artillery - all command figures are now just glued onto a multiple base, with some of their subordinates, and no bordering colour is added. My regiments still have some way to go with liberté and fraternité, but we have at least made a start with egalité.

However, for the cavalry it persists. Now I would really be pushed to come up with a sensible justification for it, but any new cavalry units I add still have the officer on his own individual base, bordered in good old dark green. The only reason this still makes any sense at all is that - especially in campaigns - it is a commonplace for cavalry colonels to have to take over a brigade, particularly given the horrifying casualty rates in the cavalry arm in my battles. So, just occasionally, a colonel with a green border has been a useful addition to a battlefield, when acting up as a brigadier. I think that one day I shall probably get rid of the green borders on the cavalry, but I'm currently in that twilight, it's-a-tradition-no-it-isn't phase.

I am now slowly moving onto a Creeping Elegance project to change the basing standard for field officers - division commanders are to have an attached ADC, army commanders to have 2 supporting staff - so this gives me an opportunity to reconsider the coloured borders. I think I'll probably keep them.

Fine. Now, if I go right back to 1970-something, I did have an additional classification of field officers. I was aware that proper historical OOBs would identify an overall commander for the artillery, and maybe for the engineers. Since I wasn't sure whether such a fellow would equate to a brigade or division commander in my army organisation, I took an escape route and came up with a separate border colour - black - for officers of what I grouped as "service arms". Thus all commanders of artillery and engineering get a black rim around the base.

Only problem now is - I've never had one! I was never sure what I would use him for (my crass ignorance of how real armies worked is a major contributor to this), and other types of painting jobs always took priority.

Which - at long last - brings me back to the photo at the beginning of this post - long, long ago. I have painted up the old Alberken Hill figure to represent a senior officer of British artillery. I was going to make him Lt.Col Hoylett Framingham in my Peninsular army, but I find that Framingham was in any case a RHA officer, and was absent after being wounded at Talavera, so I'm still pondering his identity. I intend also to add Alex Dickson (a man from Kelso, as it happens) to look after the siege train and all that - Dickson will be in Portuguese uniform, I think. I should also have a commander of engineering. I think it might be appropriate for him to be on foot, and he will have the earlier (blue) uniform. I still haven't really got a clue how these fellows will be used on the toy battlefield (a puzzle with which some real generals of history might empathise, come to think of it), but here, gentlemen, after only some 40-odd years, is my first field officer with a black border.

I shall now, for shame's sake, dig out SGP Ward's Wellington's Headquarters to remind myself how this stuff worked...


***** Very Late Edit *****

I found some old pics of the Picton and Napoleon Alberken figures mentioned in this post and the comments, so here they are again...

I'm also reminded that, though Napoleon came in an eBay job lot, Picton was very kindly given to me by the Old Metal Detector - apologies for my error - one of wargaming's true gentlemen. Thanks yet again, Clive!


Napoleon playing the part of someone else

Sunday, 7 May 2017

Commands & Colors: Napoleonics - The "Tactician" Cards - Summary Sheet



The Battle of Uclés which I played here last weekend, with Stryker and Goya in guest-starring roles, was most enjoyable - we did run out of time, which was a shame, but that can largely be explained by unfamiliarity. Not Stryker's lack of experience, as a debutant with the Commands and Colors game, but my own lack of facility with the extended card set which came with Expansion #5, although I had played it before. Since the battle, I have been thinking over why this was a bit of a problem, and what I might do to improve things.

All this is, consciously, being a bit over-critical, but among the joys of C&CN to date have been the ease and speed of play. The game is not trivial - there is a lot to remember - but the logical, fast-play rules are a great strength. So much so that a decent-sized game has typically been taking me about 2 hours elapsed - often less. It is so focused, in fact, that if your game doesn't go well you might just have time to try it again - or even try a different one - in the same session.


I've relished that aspect of the game system, and come to rely on it for crisp, understandable games. As the cliché goes - struggle against the enemy, not the rules.  Last year I bought the Expansion #5 upgrade, the Generals, Marshals and Tacticians box, which promised to add more meaning to the rather minimal role played by Leaders in C&CN. It looks good - the original Command card deck is replaced by a modified one, and there is a new Tactician card deck which adds extra depth to the play. The problem last Saturday was, as I say, unfamiliarity. Reading out the contents of each Tactician card as it is played, and agreeing what it means, turned out to be quite time-consuming. Though I had played with the Expansion #5 cards maybe 3 times before, they still proved to be a bit of a disruption. Apart from the hilarious spectacle (!) of my constantly trying to find my reading glasses among the scenery, it was all very new and a bit uncomfortable. In one step, Expansion #5 takes me from a pack of familiar Command cards which I know well and which I can recognise (and understand) on sight, to a whole new pack of rather more complicated text instructions which I don't know at all well, and which had to be studied as they emerged (and, in game play, it might take several games to see them all). That was the main problem.

The obvious solution is to do a little homework - read the cards over a few times, become comfortable with them. First snag is that, unlike the original game, there appears to be no summary list of the new cards. Not in the rules, and I've looked in a few other places - gamer sites and so on - but failed to find anything useful, so decided to type them out for my own use. That way I can swot up a little and save time and maybe some embarrassment (and a few errors) on battle days. So I've done that - you'll find them on the two sheets below. If there is a numeral in brackets at the end of a card text, that indicates the number of instances of that card in the deck. I have also attempted to edit the text a little where I thought it was potentially ambiguous.

If these sheets are useful to you, please print them off for your homework. If they are not, no matter. If they serve only to remind you that you hate anything to do with hexes with a crusading zeal, then why are you reading this anyway?



It is not my intention to enable anyone to produce their own rip-off card set - heaven forfend - this is merely to give a useful summary of the new Tactician cards, so that anyone (especially me) can do a little homework and get up to speed.

At present, I think that the revised Command cards are less of a problem - they are fairly obviously related to the earlier set, and in any case one sees more of them in a game, so familiarity should come more quickly. (Also - typically - they are less wordy, which is not an insignificant point for those of us with dodgy eyesight and failing memories!). If I get sufficiently worried about them, I may type out the new Command deck as well.

As they used to say in my old workplace, "You must embrace change - because you are bloody well stuck with it".

Wednesday, 29 July 2015

Rules - the Diablo System and other things



Inevitably, Martin P wanted to know why I was looking at D4’s in yesterday’s post. Yes, quite – this does lead on to the topic of why Martin needs to know – or was he simply checking that I myself had some idea what I was doing?

In consequence, this post is probably going to be all over the place. I have a natural inclination to get involved in ideas when they stem, simultaneously, from different sources – some might regard this as a lack of focus, I just find that the cross-fertilization of ideas from different directions is productive – often illuminating (and sometimes just plain silly, of course).


The main driver for this has been my interest in producing an occasional alternative for Commands & Colors (for variety and to keep me entertained, and because certain kinds of tabletop action are not ideally suited to straight C&C), though this may simply be a search for some optional alternatives to some parts of C&C. The Command Cards are one area – there is nothing at all wrong with them, but solo play, for example, requires some crafty workarounds (and removal of some of the cards – First Strike, Out of Supply don’t work solo, and Counter Attack isn’t much of a surprise in a solo game, either). Also, the Command Cards do not work if the game is played in any other manner  apart from straight-across-the-table. So an alternative activation/command system is always a useful option to have in the bag – there was a pretty good discussion on this in a post in February (here), and that is one of the kick-off points for this post.

Another possible add-on I am interested in is the introduction of some element of tactical manoeuvre – facing and unit formation – yes, I realise that the lack of this (apart from squares) in C&CN is deliberate and sensible – such things are not the business of an army commander – but for a smallish action it would still be fun to carry out a bit of column-into-line, not to mention the threat of cavalry explicitly getting around your flank (rather than such a possibility being abstracted in the range of available combat outcomes on the dice).

Before I became a C&CN disciple, I mostly used a ruleset of my own, which in its later forms I called Elan, a name which I thought had a pleasing whiff of informed elegance until John Ramsay asked me why I had named it after a sports car. Elan used a hex-grid table, and it was computer-managed (my own software), but it also allowed a measure of wheeling and reforming units – even limbering of artillery and tinkering with skirmishers. Such fripperies are redundant in the C&CN world, of course, but the idea seems quite nostalgic from time to time. Elan is currently in a frozen state – I got disenchanted with having a netbook computer next to the battlefield (I think that mostly I became disenchanted with the optical challenge of spending so much time peering at the damn screen, then trying to remember where that particular unit was on the table), so I spent a month or two removing the computer from the game, and made it into a nice, traditional, dice and paper game, but in this form it was among the more fiddly games of history. It is probably self-evident that constant weather checks and the management of concealed units are child’s play on a computer, but a dreadful chore without one.

Anyway, for various reasons Elan is at present a non-starter as a playable game – more a pool of useful mechanisms and things-I-used-to-do – but I do have a fond recollection of a few aspects of how the game used to play. Facing and formation are two major elements of this.

Another feed for the current spate of pondering was my preliminary reading of Blücher – this game uses “Momentum Dice” to limit the number of actions you may take in a turn – your opponent rolls the MO Dice, and keeps them hidden – he knows how many activations you have available in your turn, but he won’t tell you until you reach that number. Thus you have a limit, but don’t know what it is – which makes it necessary to prioritise very carefully – make sure you do the important things first – this “unknown limit” idea is attractive, but it doesn’t work in this form for a solo player (obviously), and it has one distinctive effect – if you prioritise carefully, and then are stopped at some point from carrying out any more activations, there are certain kinds of actions which become rarities – when I have done this sort of thing, I found that orders for artillery and for the movement of commanders tended to get lost, because the main priorities were the movement of big formations, and the guns and generals were down the queue a bit. Point noted – I shall come back to this, if I remember.

The simplest alternative to an opponent-generated unknown limit is simply to roll a dice and that is the number of activations allowed. This is dead simple, and an obvious way to do it, and that is what I may well come back to – I’ve done this in the past. The downside is in knowing up front how much scope you have – I find the unknown limit idea attractive.


Yet another feed was some excellent work Jay (Old Trousers) has done on his blog in refining and documenting Neil Thomas’s Napoleonic Wargaming rules for use on a hex grid. I had been thinking along these lines myself for a while, but (of course) didn’t get around to setting it out properly. For a while I thought of just trying Jay’s/Neil’s rules as they stand – apart from my requirement to use larger armies and a bigger table. Then I thought that the manoeuvre rules looked very much like what Elan used to do, and then I realised how much I would miss the convenience of the C&CN combat dice, with their built-in morale system, and I decided that what I would do in the short term, at least, is to try the manoeuvre and movement rules from Jay’s game with the combat system from C&CN, and add in my thoughts on an unknown-limit activation system, which is what I shall come to next.

El Diablo. I mentioned this in the February post I linked to earlier, though I didn’t mention the Diablo name. The terminology is my own, and requires a quick, time-wasting yarn from yesteryear – no-one expected that, surely.

In my first year at university I stayed in a large lodging house which was like the United Nations – about two dozen students from many countries. Three of the guys used to get together late in the evening and spend an hour playing card and dice games for money – small stakes. I couldn’t afford to get involved, but I used to enjoy watching. The guys (not that it matters) were Skip, from Chicago, Bjorn, an Icelander, and Engel, from Rotterdam, who was rather older, having been seconded by his employer to do a course in marine engineering at Heriot Watt.

One of the games they played was called El Diablo – I don’t really remember the full details, but it was a sort of relative of Crap Dice – the game itself was negligible, the point was the betting – the players would bet on how far they could progress, and watchers could also make side bets. The game used a normal six-sided die – this system is what I discussed in the February post as a means of producing an unknown limit for activation.

This is not a picture of Martin
1D6 version of Diablo: Each turn scores a minimum of 1; to score 2, you need to roll 2+ on the die; to score 3, having successfully got to 2, you then need to roll 3+, and so on. You stop when you fail, and your score is the last one which succeeded – thus scores are in the range of 1 to 6; 1 is the minimum, and it is very rare to get to 6. I can’t remember how the betting worked, and it is irrelevant anyway.

I tried using what I have decided to call Diablo(6) as an activation system in an ECW game. You get to activate 1 unit for free; you need to throw 2 or better to activate a second, and so on. You stop when you fail, but you have already selected the units for activation when you get to that point. It was simple to use, did not slow the game down and worked OK, except…

Well, except that it gave miserable results – the number of activations in practice was more stingy than a simple roll of 1D6 would have been.

The average score of 1D6, of course, is 3.5

The average result of Diablo(6) is the sum of p(j).j for j = 1 to 6, which works out at a niggardly 2.775

Now neither of these numbers compares badly with the average number of “orders” you would expect to be allowed to give as a result of a C&CN Command Card – especially if I add in the facility to activate an entire brigade with a single order – but the fact remains that the artillery and the generals were getting starved of action.

That’s getting close to as far as I’ve got – my current thinking is that there should be two quick activation sessions per turn – a distinct artillery session of Diablo(4) (using a D4), and the activations from this may only be used for artillery. Then the main activation uses Diablo(8), with a full D8 – these activations may be used for anything, including artillery.

It is tempting to consider using different kinds of dice, for different commander abilities, or for handicapping; I also considered whether the dice should be chosen to match the number of units fielded – in this I agree with Michael’s comment last time, that there is a limit to what one general can do, however big the army, so maybe D4 and D8 will work across the board (so to speak).

The train, as you will observe, has not yet stopped moving, but I have at least answered Martin’s question about D4’s. I may set out some stuff about introducing an element of tactical manoeuvre, once my thoughts start to look printable - maybe some photos would be good. Hmmm.