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


Showing posts with label GMT. Show all posts
Showing posts with label GMT. Show all posts

Wednesday, 25 January 2017

Number 6 - An Expansion Too Far?

Sometimes you get a sort of sign – admittedly, some of us are so blooming dense that it takes a good shove to make the point, but I seem to have got there in the end.

I am a big fan of Commands & Colors: Napoleonics, the GMT boardgame, which I play with miniatures – in fact this is the basis of almost all my wargaming now. In the past I have considered each of the expansion sets as they were announced – the only one I’ve invested in was #5, the Generals, Marshals and Tacticians set, which provides a new card pack, some upgraded rules and a rather richer game.


I’ve always been excited by the prospect of playing bigger C&CN games, on a bigger tabletop, so have been waiting for some time for the new Expansion #6, which allows Epic or La Grande Battle [sic] sized games on a bigger board. When it was announced, in March, I put my name down for pre-order in a state of some excitement, which qualified me for a discounted price, and I received an email receipt. Splendid.

And only then did I start to think about it more carefully.

Let me see – the new expansion gives you a couple of new playing boards (wasted on me, since I don’t play it as a boardgame), a book of new scenarios, using the bigger format, with some new scenery tiles and unit blocks (also wasted on me, for the same reason, and since many of the scenarios are for nations and campaigns which I do not play), a revised rule book (good, though I am aware that I need some new tabletops and, preferably, a church hall somewhere to play Epic games with miniatures in my scale) – no new card pack, though. The cost of the expansion is $75 plus postage, less about one-third discount for pre-ordering (plus UK VAT and Royal Mail handling charges).


The expansion was delayed for some reason, but shipping eventually commenced on 13th December. I have received nothing, and I was not convinced that I had actually paid anything, so I began to suspect that GMT had not sent me anything. Hmmm.

I sent an email yesterday, just to check where we are up to. GMT are good, and efficient, and the excellent Deb replied to me today, to say that, since they did not have up-to-date credit card information for me, they had not processed my order. If I wish to update my account information, they can sort things out. They could maybe have told me there was a problem, but they didn't.

Once again, hmmm. Was this the final sign?

Apart from anything else the pound Sterling has gone on a mighty slide since March – this game is getting more expensive, and more marginal, by the moment. I made a decision which surprised me, though I feel somewhat relieved having made it. I cancelled my order. I am confident that Expansion #6 is an excellent product, and that players all over the world will thoroughly enjoy it. But not for me. If I can piece together how the rule revisions work, I can probably make some tweaks to my own miniatures games to allow bigger, multiplayer games, and that’s really all I want. The shiny big box full of redundant bits and pieces would have been a folly – I can see that now.

It took me a while, but I got there. I may be enthusiastic, but I am not easy. Marketing departments, please note.

Saturday, 1 October 2016

My Own CCN-based rules for the English Civil War

The latest test version of these rules is maintained on Google Docs - if you wish to download them for personal use, these links will get you to the Rules Booklet, a Quick Reference Chart, a Stand of Pikes tracker, the Command Cards the "Chaunce" Cards and details of the "Ramekin" system for activation.

The last page of each of the card sets is to be printed on the reverse side of the sheets, to provide card backs.

The full Commands & Colors: Napoleonics rules, which are available to download from the GMT Games website, are also useful background reading, and give good worked examples and diagrams.

These rules are still being developed, so I am pleased to receive feedback on any play experience you have with them. Please do not distribute any of this material without contacting me, and I would expect to be credited with authorship if the stuff is shared. If you don't like the game, please don't slag me off in some arcane corner of the Social Media - helpful suggestions will be welcome! Courtesy never cost anything...

[This post is simply a place-marker, to tidy up some of the chaos in my layouts!]

Current version is 3.01, updated April 2020 - QRS sheet and a note on the alternative "Ramekin" activation system are new for Ver 3.01

Friday, 17 June 2016

A 30YW Variant of Commands & Colors? - some background development


My own adaptation of Commands & Colors (substantially based on the Napoleonics version of GMT’s game) to facilitate wargames based in the English Civil War is still downloadable from the top right of this screen. In addition to the downloadable materials, I have a growing collection of tweaks, mods and scenario workarounds, and I have also developed a simplified, fast-play version of the same game. I do not want to try to sell anyone anything at all – if it is useful or interesting, you are free to download and use whatever you wish, though I would prefer if I were to get a little credit for my efforts!

Whatever, it is becoming obvious that I need to revise the current draft, and work is in hand to update the documentation shortly (to version 2.65, if memory serves me adequately). I have recently received some requests – in one case, a complaint! – that I should publish (and maintain?) a set of scenarios to accompany the rules, since without these they are of little use.

While I respect that this is part of the established C&C culture, it is not a part that I am particularly interested in. I developed the rules for my own use, and most of my wargaming is of a type which would make a very poor “balanced” scenario. Many of my battles are campaign based, or reflect a situation in which one commander’s ambitions are limited to making the most of a pretty hopeless position – they are, in short, rather like what happened in history. This, in turn, probably reflects the fact that I do much of my gaming solo – Max No-Mates Foy strikes again.

I read the history books, do the planning, design and set up the actions – lots of scribbling in notebooks - for me, that is an important part of the fun, and the rules are there to support this approach. Without thinking about it too carefully, I tend to expect other gamers to do the same sorts of things. If someone is looking for a set-up-&-go ECW based on a competent scenario book then I am clearly the wrong guy to look to. For one thing, I am not especially interested in the sort of scenarios which are published with the GMT games – their historical basis is often distorted in the interests of a playable game, and by the size of the board. I emphasise that I have no problem with any of this, since they are accepted as being excellent games, but it is not what I wish to do. For another thing, if I (not an expert by any means) can take issue with the accuracy of the published Napoleonic scenarios, then I hate to think what enthusiasts would make of my own ECW scenarios! – I have no intention of defending, discussing or apologising for home-grown scenarios which fall short of the expected standards, so I shall simply not publish any.

I’ve also had some comments from people wondering if the rules could be adapted further to give a more general coverage of the Thirty Years War. I’d love to do that – it hasn’t been a priority for me, because I don’t fight 30YW at present, and my knowledge of the history is, well, skimpy. It has always been a background item on the wishlist, however.

Well, over the last couple of weeks I’ve had some very full-on communication with a Canadian gentleman who is very much an expert in the 30YW, and he has sent me some drafts of an interesting C&C style game, the starting point for which is my own C&C_ECW variant. This has been quite challenging at times – arranging to broaden the scope of the game to cope with more varied troop types and weaponry, and alternative tactical approaches, without losing the essential tick-tock simplicity of the C&C game systems, is proving as complex as I feared it might. However, my correspondent is armed with just the sort of expertise I lack in this period, and he is also proving to be logically minded and an excellent writer, so this really is most promising.

I cannot say too much yet, since the initiative is not mine, and also because I have no idea how far the author wishes to pursue it, but there is a proper scenario portfolio being developed alongside the rules drafts, and I would hope some serious playtesting will be starting shortly. The game can be played with blocks or with bases of miniatures – one of the big challenges has been in producing unit classifications which are capable of being applied to the entire 30YW/ECW period, while keeping the game manageable.


You don’t get too many giant Spanish Tercios in the ECW, but the expanded game will have to cope with them, without making them unrealistically unstoppable. It’s coming along nicely at present. It is likely that I will not replace my own rules with the new game immediately, but the ideas we have discussed in the last couple of weeks will certainly be reflected in some of the changes in my own next version.

I find that I have, once again, done something which is likely to cause some mild shaking of heads – I have given a complicated story which has no immediate end product and for which I am forced to be a little secretive – in other words, yet another No News item – but I certainly hope that I should be able to say a little more before too long.


Thursday, 19 November 2015

Expansion #5, and a Question of Tubes


Well, I've paid my ransom money of £17.76 to Royal Mail (that's £9.76 for UK Value Added Tax on an item imported from outside the EU, plus an £8 "handling charge", for the privilege of having my parcel delayed for 2 days at a detention camp in Berkshire), and have now received the promised Expansion #5 for Commands & Colors: Napoleonics - "Generals, Marshals & Tacticians" from GMT Games.

I haven't had a proper chance to check it all out yet. There is a reissue of the C&CN Command Cards pack (green backs instead of blue - some tidying up, plus a logical dovetailing with the new Tactician pack), plus the new, additional pack of Tactician Cards, the initial allocation of which at game start-up is based on the ability of the General. There is also a bunch of new scenarios, there are some new unit and terrain types, and there are sheets giving General Tactician ratings for all the past scenarios.

I have steered clear of the C&CN expansions prior to this point. Expansion #1 covered the Spanish Army, but by the time it appeared I had developed my own additional rules for the Spaniards, and I have stuck with them (they are very similar to GMT's, in fact). I have no miniatures for, or particular gaming interest in, Russia, Austria and Prussia, which were the subject matter of Expansions #2 through #4, but I have always thought the role of Leaders in the core game was a bit underwhelming, so I was keen to purchase this latest instalment.

Once again, the production standards are very high and GMT themselves are nice, organised people to deal with - the pre-publication (P500) price represents a good deal, even with the international shipping and RM's ransom demand, and I hope to get some decent value out of the extended rules - what GMT describe as "enhanced fun"!

I'll get the old reading specs on this evening, make some coffee and have a good study - with luck this should encourage me to get the table out for a game next week. Interesting now that I see the scope of what this expansion comprises - prior to this I had very little idea what it would be, so the reality is bound to be more restrictive than the unlimited scope of what it might have been (including all the things I never imagined, of course!).

Looks very good - I hope to say more about this sometime soon. I'm confident you'll find proper, informed reviews of the product all over the place, so I won't attempt anything of the sort, but the mere fact that I, who have scorned all the previous expansions, should have invested in this one is evidence of my devotion!

Separate topic - acrylic paints. When I first started painting again, maybe 12 years ago, after a lengthy sabbatical, with what to me were new-fangled acrylic paints, a friend talked me into using a starter set of acrylic artists colours, in tubes. It didn't go well - I had enough trouble just getting my eye in again with the brushes, and I couldn't get to grips with artists' paints at all - couldn't get the coverage I expected, had problems with mixing and the gloopy textures. I switched to pots of modellers' paints, and have continued thus, quite happily.

My paint collection must have reached a certain age - many of my pots are now turning into chewing gum, and there is a limit to how much reactivation you can do (not to mention the time and the hassle). A big blow during my recent Spanish Grenadiers effort was the demise of my beloved Revell Stahl silver (in a square pot) - it is now metallic chewing gum - visually spectacular but useless.

The time is coming when I'm going to have to replace quite a few of my paints. There is a local problem in that there is no shop selling Citadel or Foundry paints within 40 miles of here, and I don't like buying unfamiliar shades or makes online. There is a Hobbycraft store about 25 miles away, and they sell the DecoArt pots, including the rather excellent Americana series, but the stock is uncertain and there are often gaps on the shelves. None of this is insurmountable, but since I am in any case forced to review my paint preferences, I thought it was probably worth revisiting the topic of artists' acrylics. Again, a friend suggested that was the way to go, though he is not near enough (or supportive enough!) to talk me through this in detail.

So - the point of mentioning the subject - there are certainly a few art suppliers fairly close to here, so availability would be OK. Does anyone reading this have experience or opinions of (tubed) acrylic artists' colours for modelling? I hasten to add that I am not really interested in mixing my own colours, so would tend to use them straight from the tube. I feel it would be silly to overlook these if they would be useful, but even more silly if they were not going to be suitable for my rather childish painting style!

As is always the case with this humble blog, all advice and clues will be gratefully received!

Sunday, 20 July 2014

Commands & Colors – the “Battlelore” Tweaks

Battlelore; the big guy on the left suggests this is not the Wars of the Roses
There should be some kind of regulation against old fools like me quoting things they do not understand – I had never heard of Battlelore until a couple of weeks ago, but I am assured that is huge and well-established. As everyone on the planet apart from me is probably well aware, it is a board-cum-miniatures game designed by Richard Borg and launched in 2006, which uses his Commands & Colors game system and is set in a world(?) of fantasy and mythical pseudo-history, and very good it looks, though it is not really my cup of tea.

Why is that, then? Why do I have this unreasonable prejudice against fantasy and sci-fi wargaming – is it simply that I am old and lacking imagination?

Well it might be, to be truthful, though in fact I am not really prejudiced against these categories of gaming. In principle, the idea of fighting games which do away with the limits imposed by recorded history and its technologies (and life forms) is exciting, and I can well understand why they have such an appeal. My doubts about them – the reasons they do not rock my boat – are entirely personal, and probably do not stand up to very much examination, but here they are, for appropriate mockery:

(1) A lot of this is based on cult movies or books – which is not in itself a criticism (after all, a lot of my wargaming is based on cult books written by Charles Oman and Donald Featherstone, amongst others), but many of the ideas and themes become repetitive and derivative. For example, someone who goes to the trouble of creating a fantasy world which is very obviously a crude and inferior rip-off of the works of Prof Tolkien or similar is actually displaying rather a lack of imagination, as I see it, though he may well be driven by a very shrewd commercial awareness. Not a real problem, and if the games are enjoyed by a great many fans then good for them.

(2) My suspicion that the imagination deployed is less than free-flowing is confirmed by the copious documentation for the games and their expansions; giant spiders, now there’s a really unusual idea (yawn), but there are very strict published tables of what these spiders are allowed to do, so play nicely, please. Whoever’s imagination this is, it had better not be yours, and don’t you forget it. Far from being a free-form, open-architecture playground for the creative soul, fantasy gaming is complex, fiddly and beset by heavy documentation which makes 1970s Ancients national championship games look very casual indeed.

(3) Much of it is heavily fashion-dependant, and bolstered by branding and commercial copyright. All those spotty people who hang around GW shops (how did you guess I would get to them eventually?) will mostly move on to other fads, which means that wargaming will become The Thing We All Did Last Year, which means that historical miniatures gaming, for example, might not be high on the list of potential Next Big Things for these guys. 

My cup of tea

Right, that should irritate a few people, for a start.

Iain has been on holiday in Scotland with his daughter, and yesterday he took the time to drive here from Aberfoyle, to say hello and have a quick wargame, which I appreciate very much. Sadly the day was wet and foggy, so the Front of Beyond was not at its most attractive, but the wargame took place. Iain took pictures, so I hope that some of those will appear here in due course.

Laying on a game for an experienced wargaming visitor requires a bit of unaccustomed thought, I discovered. Most of the games I play these days are solo, and the social games I play with friends are usually because I bully them into taking part, so there is not a lot of pressure to make the game balanced or anything. Normally, here, no-one gives a toss who wins, so my approach to scenarios is relaxed to the point of being horizontal. I’m not suggesting for a moment that Iain is likely to be at all precious about the occasion, but I would be very sorry to waste his time – especially considering the travel involved – and he has no previous experience of Commands & Colors, so it would be doubly embarrassing to turn him off completely.

For the first time I can remember, I spent a while looking through the published scenarios – an area on which have always thought that regular CCN players are excessively fixated – to find something suitable. I was also using my widened table, so I came up with a game which was a stretched (17 hexes x 9) adaptation of GMT’s San Marcial scenario from the Spanish Expansion set. To cope with the larger armies and the bigger field, I also adopted a Battlelore tweak for the use of Command Cards (which seemed a good idea, but added to the risk of screwing up the game through unfamiliarity). I’ll set out this tweak, which was the main reason for this post, below, along with some further ruminations on CCN.

The game went well enough. I gave Iain command of the attacking French army, on the grounds that the Spanish have only one strategy – stay put on the hills, hold your fire and roll good dice when the French arrive. In the real battle of San Marcial, Soult failed to dislodge the Spaniards and gave up. Iain’s experience was similar, but my initial reasoning was that at least he would have something to do if he was attacking. No doubt we’ll discuss it further when he gets home from his holiday; he found CCN interesting, not least because it has a character of its own, and he picked it up very quickly despite my stammering explanations, but it will certainly not replace Black Powder as his game of choice.

There will be more about the actual game when the photos become available. Here is the Battlelore tweak for the big game, as promised. One of the characteristics of Commands & Colors style games is that the Command Cards restrict each turn to a small number of units, and for a big army on a big field that can be too piecemeal an approach.

The Battlelore tweak allows you to use more than one card per turn and, unlike the full Memoir 44 Overlord or Epic-sized CCA games, it allows you to work with a standard pack of Command Cards, with a very small amount of amendment (which is especially attractive if, like mine, your brain is full and easily confused).


Battlelore Epic rules applied to C&C Napoleonics

This works with an enlarged C&CN map (e.g. Battlelore Epic standard is 17 x 13) and with a single standard Command Card deck.

Rules:

The Command Cards are of two types: Section cards (which refer to the left, centre and right of the battlefield, and carry an icon showing arrows) and Tactic cards (which do not).

An extra “Epic” card draw deck is created with three Command Cards drawn from the Command deck, visible (and available, in their turn) to both players. If, at any time, when it is first created or when it is replenished to bring it up to 3 cards, the Epic deck does not show at least one Section card, discard all 3 cards and take 3 new ones until it does.

During the Command phase of his turn, a player may either:

Play a single Section card, which may be from his own hand or may be from the Epic deck, or

Play two Section cards, one of which must be from his own hand and one must be from the Epic deck, or

Play a single Tactic card, which may be from his own hand or the Epic deck

At the end of his turn, when the cards used are replaced, the player’s own hand must be brought back to strength, and the Epic deck must (if necessary) be made back up 3 cards, at least one of which must be a Section card.

When playing two Section cards, the orders on both cards are carried out.

When a Section or Tactic card played activates a number of units equal to “Command”, this is the number of cards in the player’s hand, not counting the Epic deck.

Some cards have a slightly modified interpretation:

“Scouting” Section cards offer a chance to draw two cards and discard one of them; this does not apply if the card came from the Epic deck.

“Elan” Tactic card: ordered units battle at +2 dice for the entire turn, and the Command deck and discards are combined and shuffled – the Epic deck should be discarded and replaced at this point.

“First Strike” Tactic card: if this card is drawn to the Epic deck, discard it and draw another card.


Partly as a result of the brief discussion of CCN with Iain which was possible after the game, and various ideas I have been nursing for a while, I may have some further tweaks in mind.

First off, I am now in favour of simply discarding the “Short Supply” Tactic card whenever it appears, and drawing again. I find this card does not sit well with the overall game.


Next, I am not really very comfortable that the role of a Leader in the game is simply to prevent his troops from running away and avoid being a casualty himself. One of the things that I found hardest to come to terms with in CCN is the lack of army structure – any general can attach himself to any unit. That’s OK – it’s the game rules, but it is counter-intuitive based on all my past gaming. To give a Leader a rather more proactive job in CCN, I like the idea of allowing his troops to gain an extra die in combat if he is attached to them, in return for which the Leader casualty test will require only a crossed-sabres result on a single die for a hit. The trade-off is that the Leader adds to the fighting ability of his men if he puts his own neck on the line, but he has a higher chance of being hurt.

I’m not going to do anything drastic about this until I have seen what is coming in the mooted Marshals & Generals expansion for CCN – it looks as though the role of the Leader may be about to be jazzed up a bit, so I look forward to that. It is, in any case, possible to put a Leadership rule tweak in any particular scenario, so I could try out a few ideas in solo games.

Saturday, 16 April 2011

CCN - My Local Rules - (1) Peninsular War tweaks

I am very pleased with my experience to date of the application of the Commands & Colors:Napoleonics (CCN) rules to miniatures battles. It looks very promising indeed, and for the time being will form the basis of most of my wargaming.

I have made a conscious effort to leave the rules alone - as far as possible. This does not follow my instinct, nor the habit of constant tweaking which I have followed for many years. Leaving them alone has some worthwhile advantages - it keeps me on common ground with the many other users of CCN, it keeps me positioned to take advantage of subsequent extensions to the published game as they appear, and it avoids damaging a game system which works and has been extensively tested by people who know what they are doing and have a good track record of game design. However, there are a few issues to be resolved when applying CCN to my own games, so I've set out some thoughts and some possible modifications. I have numbered them just to impose some structure on this exercise, not to imply any priority ranking or reference to sections of the rules.

(1) CCN seems to work best for battles involving 20-30 units & leaders per side, which is a fair tabletop-full for my size of table. I am aware that the Grande Battle or Epic extension will appear in due course, but it appears that this will introduce a double-width table, probably using teams to handle the bigger commands. I still have a need to be able to fight big battles on a grand tactical level, with (preferably) units which correspond to brigades - this may still be 20-30 units, but the scale issues are different - I'll come back to this in the next instalment of this post.

(2) There is now an accepted web forum and an array of support tools to enable CCN players to develop their own scenarios. I have a slight suspicion of this being pursued, at least in part, to enhance the fame of the contributors, but the concept is good and is useful. However, I need to get beyond the idea of being limited to approved scenarios - even if there is a growing library of them - I need a more general approach where a one-off game, or a battle from a campaign, can be set up and fought using the CCN rules without the blessing of a GMT proprietary scenario. This is not likely to be a problem, but it presents the immediate issue of the need for some rules-of-thumb to determine, for any ad hoc action, the numbers of Command Cards allowed to each commander and the number of victory flags needed for a result. All this can be assessed on the spot, but I would be interested in views on this, authorised or not.

(3) Since I am fighting non-GMT battles using my own Peninsular War armies, I need to be able to cope with some nationalities and a few troop types which are outside the scope of the National Reference Cards as published to date. I've done a bit of work on this, which I'll describe in a moment, and I've produced an expanded version of my CCN crib sheet (player aid - my original version is here) to cover this. To cut down the bulk of the thing, I've also excluded troop types which I do not have (they can always be added back in when necessary). I've also changed the unit sizes a little where I felt strongly that they were inappropriate. Now I do realise that GMT will be releasing game expansions to cover more nations (the Spanish army is expected in August, I believe), so I look forward to seeing what the official versions are like - in the meantime, this is the revised crib sheet for my entirely unofficial version, for my own use.


Notes:

(a) French - I've dropped various troop types which I'm unlikely to have involved; I've fought against my instinct to make so-called Light Infantry into Line, and left them as was; since the French cavalry was critically short of horses and not very numerous for most of the Peninsular War, I've reduced cavalry unit strengths to 3 blocks/bases (same as the British, in fact)

(b) British - I've dropped the Guard Heavy Cavalry class, since as far as I can see they were the same as the non-Guard; I've reduced all Light & Rifle unit strengths to 3 blocks, and Guard Inf to 4

(c) Portuguese - as published, but I've omitted the non-existent Heavy Cav & Horse Art categories

(d) Italian & Confederation (German) Allies for the French - I've dropped redundant troop classes (for my purposes), otherwise they are like the French except (i) the infantry don't get the +1 dice bonus in melee vs infantry, and (ii) the "half-blocks" calculation is rounded down (like the Portuguese) for ranged combat when moving - this last bit may seem harsh, but I can't believe they were superior to the Portuguese in this theatre

(e) King Joseph's (JN) Spanish - the Guard & the artillery are the same as French Line troops; non-Guard troops get the half rounded down when firing while moving, and infantry & cavalry troops suffer double (x2) retreats. I justified this because I felt they would fight satisfactorily, but might tend to collapse if things went against them

(f) Nationalist Spanish - I am fighting 1811-12 period, so have not adopted a Guard category (they had nominal Guards units, but probably no better than Line troops); they are the same as JN's Spanish otherwise, including double retreat rule; militia are the same as Portuguese militia (incl 3x retreats); new categories are Guerrilleros - (i) Guerrilla Cavalry may not retire & reform, but otherwise fight as Lt Cav (ii) Guerrilla Infantry have max strength of 2 blocks, may not form square, may move freely through Forests & Towns/Mills, may move 2 hexes & still battle, fight like line infantry (sabres count as hits in melee) (iii) important rule for guerrillas of all types is that one (non-disregarded) retreat eliminates them

This is all provisional, "beta test" stuff while I try it out for a while. As and when GMT publish more nations and more game extensions, I'll be pleased to bring my own efforts into line with the authorised version as appropriate - this is all just to get me up and running!

Saturday, 26 March 2011

CCN - thoughts on a Grand Tactical Variant


I find myself most of the way through a 7-day Cabbage Soup de-tox. For the uninitiated, or the non-believer, this is a no-coffee, no-tea, no-booze, hardly-any-carbohydrate, very-little-fat regime which will leave me feeling terrific and ready for a large coffee, a big steak with fries and onions and half a bottle of Montepulciano on Day Eight. In the meantime, I am existing on what feels like a single figure allowance of Kcals per day, which is disorienting. This has no relevance at all to the subject matter, but it may help to explain things if I suddenly lose the plot, or end a sentence with the wrong artichoke.

It must be the time of the year or something, but everyone seems to be writing or revising wargame rules. Not wishing to be left out, and (temporarily) not having the mental resources to think of anything more original, I am joining in with the trend. My particular angle on this came after my recent stocktake of in-hand projects (and I forgot to mention the translation of Max Foy's "Vie Militaire", which is making rather halting progress). The particular food for thought came from comparing my recently tested, home brewed MEP rules for Grand Tactical Napoleonic battles, with my experiences with Commands & Colors: Napoleonics (hence CCN) to date.

Interesting. The main contrast - immediately - is the order-of-magnitude difference in ease and speed of play. CCN plays like a game, rather than a post-graduate research project. It does not suffer from being bogged down in all the convoluted extra cleverness which it has taken me years to build into my own game. Some of the things which it does not have are a source of minor regret, since I have grown to be very attached to them (skirmishing, for example), but the negative side is pretty substantially swept away by the playability and the logical flow. I find that having CCN available (and I play it as a miniatures game, remember) means that I can regard my cupboard full of soldiers and the rest of the paraphernalia as a game which I can play whenever I wish, with the certain expectation of finishing, and finishing, moreover, while still in a physical shape to appreciate it. Previously, there has always been an element of my wargames - and I have always tried to simplify them as much as possible - of having a cupboard full of equipment with which I may once again attempt to wrestle with the problem of striking an enjoyable balance between fun and my personal finicky views on military tactics.

I am, understandably, not going to scrap my MEP game, or any of my other games, but at some hungry moment or other during the last few days it occurred to me that I could produce a slight variant on CCN which would handle most of the aspects of MEP yet still move with the swing of CCN itself. If the changes were minor enough, it could almost be viewed as a kind of scenario amendment to CCN. So let's regard this as a possible new game, not as a replacement for anything, and toss some ideas around. [Bear in mind that this is not as heretical as it might seem - study of the published CCN Scenarios makes it obvious that Waterloo, for example, must use a different unit size and implied ground scale than Rolica.]

These are a first-cut list of changes to the standard CCN game:

(1) The Command Cards mechanism from CCN - in fact just about all rules from CCN - will be adopted as a starting point, and adjusted as necessary. The actual pack of Command Cards will need to be checked - some of the cards will require some new definitions, or may need to be excluded (I haven't looked at this in detail yet).

(2) The scaling and grouping from MEP will be introduced. This means that, in general, a unit will be a brigade, and the number of "blocks" (bases in a miniatures game) will indicate the numerical strength, the identity of the blocks representing the historical units present - typically, a block will be a battalion or cavalry regiment. This immediately introduces the idea of mixed units, so some commonsense rules will be required to average this out where necessary. A couple of examples here: (a) my view of French Light Infantry in the Peninsula is that they were pretty much indistinguishable from Line, so a brigade of mixed Light and Line units will be Line; (b) the Anglo/Portuguese Light Division will have brigades which are entirely Light Infantry, with some Rifles blocks present; (c) divisional artillery attached to a brigade will be present at a strength of 1 block, and will not affect the troop class of the brigade (artillery may also be formed into massed or reserve batteries of up to 3 blocks in strength); (d) a 4-block unit which has 3 Guard blocks and 1 Line will normally be taken as Guard (etc).

(3) There will be some implied change in the ground scale. Movement will be as normal, but artillery ranges will be reduced to 3 hexes for horse artillery and 4 for foot artillery. Ranged combat will not be allowed for infantry other than Rifles. Rifles will be allowed ranged combat at a range of 2 hexes. I still have to think about all this, including drawing up new Combat Dice numbers for artillery. Bonuses and deduction for Combat should remain unchanged, though the number of blocks counting for dice should be limited to 4, to stop a large, poor quality brigade becoming unstoppable.

(4) The rule whereby a single-block horse artillery unit cannot move and fire is suspended - typically, batteries will have a single-block strength.

(5) I have no idea how to decide which block in a mixed unit (brigade) is hit - maybe the owner can choose? If the dice shows an artillery symbol, the battery must go if there is one. Needs work.

(6) Leaders/Generals will normally be deployed at Divisional level and higher – it might be that a detached brigade might justify having its own Leader. This will give a higher proportion of Leaders to combat units – to compensate, there is a change to the rules: you may attach a Leader to any unit you like, but he only allows them to ignore a Retreat result if he is in their chain of command. Also, it may be necessary to add 1 to the victory flag requirements to allow for the greater number of potential Leader casualties.

That's my very first thoughts on this. My current assumption is that the rest of the CCN rules stay as unchanged as possible.

More soon. I would kill for a cheese sandwich.

Monday, 7 March 2011

Commands & Colors: Napoleonics - More On-the-Job Training


Russians & Prussians down the right hand side. Terrain is based on the Rolica scenario. I wouldn't drink from that river.

This weekend I finally played my first CCN games with an opponent. Clive - the Old Metal Detector himself - kindly came up to the Land of Mud to help with the action. I even got to see his umbrella, which he brought along.

The CCN game is now sufficiently well established for there to be a good number of players with more experience and better understanding than I have, so there is not a great deal of point in my revealing my findings in great detail, but we did learn a few things.

We fought three battles which were closely based on the first 2 scenarios in the CCN book. I say closely based because:

(1) My hex table has the hexes rotated 60 degrees from the CCN board, and has slightly different proportions. None of this is a big problem, but I am now giving some serious thought to painting CCN-oriented hexes on the reverse side of my war boards, complete with painted-out part-hexes on the edges of the table (don't hold your breath).

(2) Clive brought some lovely vintage Russians and Prussians - mostly Hinton Hunt and Der Kriegspieler - to fight my French army. In the absence of an official GMT national chart for these armies, we defaulted to making their characteristics the same as those for the French.

To finish 3 battles in a day, still able to speak and walk about, is a rare event indeed at my house. We learned a lot, almost all of which is certainly well known to many other players already. The main things were:

(1) The game makes a whole lot more sense with two players. It is an excellent game, though I do not think it is the only game I will ever wish to play.

(2) For players with little experience of CCN, defending is far easier. We decided that attacking needs very good co-ordination of troops (and thus shepherding of suitable cards). In particular, bringing artillery up to support attacks needs a lot of skill.

(3) The limited activation of units, about which I had misgivings, works well. Luck with the fall of the cards helps a lot, but the turns are crisp and logical, and the game seems inherently sensible as you play it through.

(4) It does matter where you place your generals - if you are sloppy about this, a leader may get in the way of one of your fighting units, and he might even be eliminated by enemy attack.

(5) The game works well with miniatures - we had no problems with the rules, though inexperience required us to do a lot of reading of the fine detail of Bonus Combats and so forth. It is vital to make best use of the terrain, and to use troop types to their strengths.

Retrospective edit: Clive now has a couple of very nice slideshows of his photos of these games posted here or here.

Friday, 21 January 2011

Commands & Colors: Napoleonics - Observations #3

Getting serious now. This evening, I had a bash at one of the published scenarios using miniatures, or at least something very similar to one of the published scenarios. I fought a battle which was strangely similar to Vimiero, though all thoughts of Vimiero vanished as soon as the table was set up.

I'm not going to relate the progress of the battle, this will just be impressions gained during the action. In fact, I called an intermission after about 8 turns, and will resume tomorrow. Bear in mind that these are all aspects of the game as seen by a novice. Tomorrow I'll be less of a novice...







Observation 8 - the battlefield was worryingly busy, from a scenic point of view - since hills have no effect on movement in CCN, this turned out not to be a problem, but I'm not used to having that much terrain on a tabletop. The game mechanisms, the lack of fussiness in the rules and the combat dice system all work quickly and give fast, bloody action, but, because of the command cards, at any moment this action is restricted to small numbers of units and specific areas of the field. The build-up appears slow, but the turns alternate quickly, enabling your hand of cards to change quickly (though, naturally, you seem to collect a lot of cards allowing you to issue orders on the flank which isn't supposed to be doing anything).

Observation 9 - the game is not complicated, but there is a lot to remember. I think I'll make up a one-page crib sheet which covers movement, combat and terrain effects - if it's any good, I might make it available on this blog. The rules should produce a battle which develops quickly and smoothly but, as a rookie, I spent huge amounts of time checking odd situations - can you carry out a Combined Arms attack on a square? (yes - well you can try) - can you do a Combined Arms defence? (no) - what exactly happens when a general is left on his own after a bad melee result? (if he isn't dead, he retreats) - and so on. I read and re-read the rule book so many times that I was starting to flag after a while. All the odd bits in the rules that I glossed over on the first reading - you know the sort of thing? - well, as far as I could see, they all came up! The rule book appears well enough structured, and there is a pleasing lack of ambiguity if you can find the right sections, but finding things when it matters is not always easy. I learned a great deal, but I learned, by and large, by arriving at each situation and playing it through, rather than by remembering details from my preliminary reading. I think a couple of trial actions will be needed before I get anything like up to speed, but what I saw thus far looks very promising. All you guys out there who try a new game every week have my wholehearted admiration - I don't think my brain does that any more. I'll take the rules to bed with me and read them over again, and this time I expect a few more lightbulbs to go on. Ah - yes - so that's what that means....

Observation 10 - the command arrangements are very relaxed – almost casual. Each army is allocated a number of general officers, but there is no implied structure - any general can join or assist any unit. I'm not used to that, but it works OK. Unless the scenario enforces one, there is no higher organisation beyond the unit. You can, of course, be like me and place all battalions from a single brigade together and so on, but there is no need. In fact, a unit does not really have an identity in CCN - only a classification. This is closer to Joe Morschauser than I expected.

Good fun so far - I'll be back to the table tomorrow, I'll know more and I'll be quicker (and make less daft mistakes). The huge advantage of buying a commercial game is that knowledgeable people have put many hours into making sure it works and produces reasonable results, but you do have to trust the system!

Thursday, 20 January 2011

Commands & Colors: Napoleonics - Observations #2

Some more of the preliminary stuff...

Observation 6 - this maybe seems a small matter, but it's niggling - once you have removed the contents from the CCN box, put the required stickers on and removed the scenery and so on from the punched cards, it is a fair old challenge to get everything back in there. At least it is if you are being careful not to damage anything, and if you wish to preserve any form of order in the unit blocks. I'll have to get my hands on a tray or shallow box of the correct size to hold the blocks - shoving them all in plastic bags and squeezing them in the original box would mean that a game would require a lot of preliminary sorting and counting - how about 2 hours to sort out the components and 2 hours to play? How would boardgamegeek.com rate that? It is not unknown for boxed games in my house to sprout all sorts of additional boxes, and somehow they refuse to stay in the one place. I believe they crawl away at night.

Observation 7 - Artillery unit sizes - not insoluble, but I do need to come up with an answer. Infantry units can be 4, sometimes 3 or 5 blocks. My minatures battalions have 4 subunits, so this is compatible, not a problem - just depends on the numerical strength. Cavalry doesn't offer a problem, either, though my basing is not absolutely perfect for CCN - I can handle this. Artillery is a different matter - CCN uses 3-block artillery units - the rules require this structure. My miniature armies use 2 crewed guns per battery, and 3 guns side by side would not fit the hex size on my table. So I need something which is not a gun, which can be used to denote the 3rd block. Preferably something which is not stupid(!). I had a great idea - I could use a caisson - unfortunately I don't have any. How about an ammunition chest? - tried this - it's hard to spot. I could, of course, use a dirty great coloured counter, or something, but it seems a bit crude, and doesn't please me as an accessory to the shiny new game. I shall think about it. It has to be something sensible, something which does not require a whole new painting frenzy to arrange, and something which, if possible, maintains the dignity of the game!

Hmmm.

Commands & Colors: Napoleonics - Observations #1

I have to remind myself, right here at the start, that I have bought GMT's new game primarily because I intend to use it with miniatures. I have made up the troop blocks - all the game's own equipment is ready now, to the house's rather rigorous standards (as discussed). The blocks, supplied hex board and scenery tiles will all be useful for gaining a bit of practice, but I confess that I find board games a bit unsatisfactory visually - even though this is rather an attractive one.

The other thing I have to remind myself about, and I'll write this in bold characters, to increase my chances of remembering, is that I will not start changing the rules. At least not until I have some experience of the game as published.


CCN's pocket-sized Waterloo scenario


The scenarios supplied start off with Rolica, and finish with Waterloo, no less. Rolica has about a dozen units a side. At Waterloo, the Allies have 21 units in total, including 3 batteries. Righto. Observation 1 is that there is an obvious amount of implicit scaling of the game to suit the size of the original action. That is certainly one way to fight a big battle with fewer troops (and it is only a game, after all...), but I have some initial misgivings about the distortion this can introduce to the structure of the armies, and the potential for (for example) musket ranges to get out of proportion to the ground scale. Having recently gone through the process of developing Grand Tactical rules of my own, and having consciously rejected the approach of just pretending big battles were smaller, with smaller armies on a smaller field, I'm pretty focused on the areas of potential discomfort. OK - maybe I'll avoid their Waterloo scenario for the time being.

Observation 2 - I quite fancy trying some rather larger actions - not ridiculous, of course, but involving a few more units, on a larger board. I could do with a little more information on how they design the scenarios - in particular how they fix the number of command cards to be used with the armies as deployed, and how they set the victory conditions (which in CCN is "the number of victory flags"). By inspection, it looks as though the number of command cards for each commander is something like a third of the number of units in his army, rounded up. That's fine - I can use that to create my own battles, but an obvious scalability question looms. The command cards are played singly, and allow a number of units to do something - this number is not large, and it may be that for actions involving more than, say, 25 units a side, I may have to alter the game so command cards are played in twos. This is a first guess - I'm not sure how this will work. Initially I will be trying small actions, and it could be that the proposed La Grande Battle extension set will provide command cards capable of rather more extensive orders.

Observation 3 - The troop classifications will need a bit of generalising - units are described as Grenadiers, Guard, Militia etc, and I have no problems with these descriptions, but there will have to be some conventions so that I can remember that, for example, poorly-trained line troops might be classified as "militia" for the purposes of the game, even when they are evidently nothing of the sort.


Militia in trouble


Observation 4 - there are some very nice bits in the game. Naturally, the bits I am most pleased with are the sections in the movement rules which are almost identical with my own hex-based game - sound judgement, GMT! No - this isn't just self-congratulation, it's simply something less I'll need to re-learn! The combat dice bear various symbols, some of which cause casualties and one (a flag symbol) can cause a one-hex retreat. Retreats may be ignored a bit in certain terrain situations, or for good quality troops, but if the rules say a unit must retreat, then retreat they must. If for some reason they are unable to retreat as required then they will lose blocks (subunits), as extra casualties. The Militia are treated specially - they retreat 3 hexes for each flag, which means, if they cannot retreat, they lose 3 blocks for each flag they are forced to ignore. Since an infantry battalion will normally be 4 blocks, this means that the unit is effectively wrecked - retreats for Militia are bad news, they either lose a lot of ground or a lot of men. I like this. It's simple and it's elegant.

Observation 5 is from the smart-ass department - one of the supplied troop classes for the blocks is Portuguese heavy cavalry. Naturally, my hand shoots up - please, miss, the Portuguese don't have heavy cavalry. That is correct, comes the answer, but they do when they are pretending to be Dutch Belgians, or whatever, so go and stand in the corner, and try to buck your ideas up.

Friday, 14 January 2011

Commands & Colors - The Dice


Battle Dice - the original GMT 18mm (black) & my proposed 19mm replacement


I have received my set of Commands & Colors: Napoleonics (hereafter CCN) from America, and am impressed with it. I haven't had time to get on with all the stickers yet, but I hope to do some of that this weekend. I checked the contents, and everything looks very good, and the quality, as always with GMT, and as is almost always true with American games, is excellent.

Since I have spent a little time gawping at the pre-release discussions on various fora, I was aware of some concerns about the quality of the battle dice. Now I have to say right up front that if I hadn't read about this, it would not have occurred to me when looking at the supplied hardware, and much of the prejudice which I have read about seems to come from the Ancients version of the game. Yet I can see that the dice might wear a bit.

In case you do not spend much time reading discussions about the quality of dice in a game you do not own, a quick explanation might help. The game uses special Battle Dice, each of which carries 2 infantry symbols, 1 cavalry, 1 artillery, 1 crossed sabres symbol and 1 flag, all of which (obviously) have a defined meaning in the rules. The dice are supplied blank, with stickers to be applied by the purchaser (or his kid brother, if it is that kind of family).

The discussion threads on GMT's site and at boardgamegeek.com get into odd areas such as whether people prefer the feel of wooden or plastic dice, whether dice with stickers attached can ever be truly dynamically balanced, whether wood swells with the weather conditions, etc - you know how these discussions develop.

The dice provided - and there are 8 of them - are black plastic, 18mm across, with very slightly recessed areas to take the stickers, which are shiny printed paper, each one being 14mm across. I can see that the edges of the stickers might wear a bit - the indentation is shallow, and the thickness of the paper will protrude a little. It is entirely probable, of course, that the dice as supplied will work excellently well for many years, but I am such a worrier - and then I read the misgivings of all these other people - oooh oooh.

I do have some alternative blank dice. I purchased some samples of various types of plain dice, quite a number of years ago, and (naturally) they are still lying in the Diddy Box in their original packets, untouched. Amongst these are some slightly larger dice - 19mm - which have deeper indentations, and the indentations would fit 14mm stickers perfectly. OK. Unfortunately I only have 5 of these, but I have ordered a couple of additional packs on eBay, from a firm which specialises in educational toys. Given enough of these alternative dice, my plan is to fit GMT's stickers onto them, the deeper indentations will protect the edges nicely, and I might also apply a bit of acrylic varnish over them (subject to a bit of preliminary testing). If all this works, I should have dice which will be the envy of all. Dice of Thunder. When the smoke clears after World War III, my dice will be the only undamaged objects they find around here.

Only potential fly in the ointment is that the supplier cannot guarantee that the dice will all be the same colour, but they are hoping that will be possible. Let's see what I get.

Monday, 6 December 2010

Hooptedoodle #9 - Commands & Colors: Napoleonics


A good friend has suggested that there is a certain irony in my posting a rant about over-communication, when my blog itself may offer a shining example of exactly that kind of superfluous blether. Further, he suggested that it might be a good strategy to reduce the output a little, in the interests of boosting the average quality of said output.

I value his feedback, as they used to say on management training courses. Undoubtedly he has a point, and I did think seriously about it for several seconds. On balance, however, I will stick with the old market-stall line, “Never mind the quality, feel the width!”.

Firstly, I am touched but faintly surprised to think that anyone would approach this blog with any expectation of quality. There is a lot of real knowledge out there on the Internet, and a lot of expertise which I have never felt qualified to add to in any serious way.

Secondly, there is a monstrous non sequitur in the assumption that a reduction of volume would in any way influence the value of the content. Let’s face it, it behoves the terminally verbose to see ourselves as we really are, and I freely admit that my need to press the PUBLISH button from time to time has nothing to do with strategy – it just feels appropriate at the time (though, as in other areas of my life, I sometimes wonder about it after the event).

I’ll persist with the same old approach – if someone finds at least some of this stuff worthwhile, then I am very pleased. If not? – well I guess I’ll just keep churning it out anyway – at least for a while!


So – today’s pointless ramble will be about GMT’s game Commands & Colors: Napoleonics, which has finally been released. This comes under the general heading of old news, probably, but there are a good many people very excited about this, and I include myself. I have previously identified the application of this new boardgame to miniatures battles as potentially a very important step in breaking down the traditional Napoleonic boardgamers vs toy soldiers divide (which is both sad and obstructive), and towards establishing a middle ground which embraces the best features of both worlds.

I already have a passing familiarity with the Commands & Colors: Ancients game and its expansion sets, and have read a fair amount about Battle Cry and other games authored by Richard Borg. My interest in the new game is not so that it may replace any of my existing games (although, of course, it might). At present I am aware of the lack in the GMT game of a few things I like to see on the tabletop – skirmishing being one – and I would like to know more about the implied scalability (to grand strategy level) which is hinted at in the rules.

However, having read what has been published to date, I realised that I had to give this a trial. I went through all sorts of stupid fantasies about contacting GMT to see if they would sell me just the Command cards and the bits for making up the battle dice, but realised that they would probably just tell me to go and play with my soldiers. After some fairly alarming ideas about producing a mock-up of the game – some of which would entail more cost and inconvenience than simply ordering the complete product from GMT – I eventually saw sense and placed my order like a good chap. I don’t know when it will actually arrive, and I promise not to say too much about it until I have something to say, but I am – how shall I put it? – cautiously expectant.