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


Showing posts with label Hexes. Show all posts
Showing posts with label Hexes. Show all posts

Tuesday, 24 July 2012

A Nation Divided – into Hexes? (2) – Foot & Artillery


Continuing from the previous post, this is an attempt to produce a game based on GMT’s Commands & Colors: Napoleonics (CCN) which will work successfully for ECW and (maybe) 30YW. CCN, for those who are unfamiliar with it, is a card-driven board game played on a hex grid. The game uses purpose-built Combat Dice, which are marked with special symbols – Infantry (x2), Cavalry, Artillery, Flag (used to initiate retreats) and Crossed-Sabres (which has various uses – including melee hits and hits on Leaders).

Standard CCN is played with labelled wooden blocks – typically, for example, an infantry battalion consists of 4 such blocks. The game can also be played with miniatures, using a base of figures as a “block”, or some equivalent mapping.

One immediate issue which arises for ECW infantry is that the units are mixed – muskets and pikes – and thus casualties cannot simply be removed as a block/base – the result on the mix of arms remaining would be disproportionate. First proposal, then, is that losses against infantry units will be recorded by adding Casualty Markers, which represent a proportionate reduction in all arms. This may not be necessary for other types of troops, for which the units are homogeneous, but it might be more sensible to have the same approach for all arms.

Thus the first rule is that a unit is eliminated when the number of Casualty Markers is equal to the number of blocks/bases. In what follows, the basic rules are CCN unless otherwise stated – if you are interested, you may download the CCN rules from the GMT site here.

Foot

In my ECW army – primarily because it is being built to be suitable for Victory without Quarter – a unit of Foot consists of 3 blocks – 2 of muskets and 1 of pikes. Other mixtures are possible, including all muskets, but the 2:1 mix appropriate to the later years of the war is the norm here.

In CCN-speak, infantry units will be of classification FT – they may move 1 hex and Battle. In melee, pike blocks count 2 dice each, muskets 1 each; identified veteran units (which may not be more than 25% of the FT units fielded) count an extra dice. The number of dice available is reduced by 1 for each Casualty Marker.

In Ranged Combat (shooting), the musket blocks count 1 each, the pikes zero. Range is 2 hexes. Again, veterans may count +1 dice, and 1 dice is deducted for each Casualty Marker. I decided not to halve the number of Ranged Combat dice if the firers moved (CCN does reduce it) – there may be weak historical justification for this, but firepower is so feeble anyway that it hardly seemed worth the complication.

FT units which have pikes may adopt Stand of Pikes formation against cavalry – the rules and operation for this are exactly the same as for Squares in CCN.

[I considered allowing a variation, such that some FT units might have a 1:1 muskets:pikes ratio, however the blocks fielded might look. In such a unit, the 3 blocks would really be 1.5 blocks muskets and 1.5 blocks pikes. Melee power (rounding up) would be 3 for the pikes and 2 for the muskets, and firepower would still be 2 for the muskets (rounded up), which is not reasonable given the smaller number of muskets present, so overall I decided that such a unit would appear to have too big an advantage if I bent the rules for it. A big 1:1 FT unit with 2 musket blocks and 2 pike blocks would be OK, but otherwise the guideline is that units must be mixed in the same way as the blocks fielded. If you want a 1:1 foot unit, you can have a little 2-block one or a big 4-block one, but if you’re fielding a 3-block one they have to be 2:1] 

Artillery

Units are all of type FA – I have not yet considered the issue of different weights or calibres of guns. The units consist of 1 or 2 blocks, and may move 1 hex or fire. Moving and firing is not allowed. They have zero melee capability, so may not attack, and can only battle back with zero dice! In ranged combat, each block in the unit throws 1 dice at range 2 to 4 hexes. If casualties for artillery are kept as Markers, then 1 dice is deducted for each Casualty Marker, as with infantry.

Since I think that it is very unlikely that the artillery of the day would have been able to co-ordinate with other arms, the Combined Arms Attack rule in CCN is not used in my ECW variant.

I haven’t yet decided what to do about batteries which are overrun. I assume that the civilian gunners would clear off pretty smartly if attacked, so there is maybe a case for captured guns being used by the other side – I would like to claim that I am thinking about this, but my historical knowledge is so poor in this area that what I am probably doing is sitting wondering what to do!

At the moment, I am hoping the Terrain Effects chart from CCN may be imported as is.

Next post will look at the units of Horse (including a very brief look at the Caracole, which came close to distorting the entire game), and Dragoons.

Monday, 23 July 2012

A Nation Divided – into Hexes? (1) - Preamble


Just couldn’t leave it alone, could I? Having decided on Clarence Harrison’s Victory without Quarter (VwQ) as my rules of choice for my forthcoming dalliance with the ECW, I am building armies to suit these rules, and I’ve even produced a computerised manifestation of VwQ for solo play, incorporating extensions to the rules, some of which come from Clarence’s own notes, some of which are based on mods used by Prof Longuelade and his collaborators in the Northern Wastes, and some of which I admit I came up with myself.

I did briefly consider adapting VwQ for use on a hex grid, but put the idea on hold when I considered the damage which this would do to the finely-balanced variable movement mechanisms. My only (faint) concern about VwQ in the longer term is that, since it is designed to work best with actions involving maybe 12 units a side, I am uncertain how it will handle very big battles. However, I am reliably informed by the bold John C that he has used VwQ for a battle with 40 units a side (i.e. very big), and it worked well, albeit with some modifications to the activation pack.

So that really should be an end to it. Trouble is that I have become very fond of the swing and the commonsense of Commands & Colors, and the convenience of the hexes, and I hear tales of Richard Borg running test games for an ECW relative of C&C. So – damn it – I’m interested again in a C&C style ECW game. This is not intended to replace VwQ in my affections, you understand – it’s just something to think about.

White Mountain

I tracked down what appears to be just such a thing, in Anubis Studio’s White Mountain rules for the 30 Years War. I availed myself of the free download, and spent a few days reading them. I do not propose to criticise these rules, nor find fault with them – here are my thoughts on them – in the context of how they would suit me, given what I am looking for.

(1)   The card & hex & unit structure arrangements owe a lot to CCA, though the game uses normal dice in a slightly different way.
(2)   Losses are tracked in two ways – as (red) casualty markers, which lead to block(/base) removal, and as (yellow) disruption markers, which give a disadvantage in combat – by the slightly unusual method of giving extra dice to the opponent – and ultimately put units out of action.
(3)   The C&C turn sequence is complicated by options whereby (for example) units may elect to shoot before moving – timing of events is less straightforward.
(4)   A great deal of extra complication is added in the interests of defining the facing of each unit – units may face a flat side or an angle of a hex. This is mainly intended to cope with flank and rear attacks, as far as I can see.

Right. The game is nicely presented, clearly it works and is played successfully by some kind of user group, so I am not going to say anything bad about it. I think it is not what I am looking for, since for me it is a mixture of basic CCA and some fairly detailed areas of personal interest, and I think they have sacrificed a measure of the fundamental playability of C&C in the pursuit of a few hobbyhorses. I am not saying they have got it wrong, merely that it is not what I was hoping for.

Try Something Else

I thought further about this, and I decided to have a go myself – starting with CCN (the Napoleonics game), primarily since I am most familiar with it, but also because I have a feeling that some of the Napoleonic features would work well enough with the ECW – for example, the very effective rule for using squares against cavalry should work for stands of pike with very little change.

To put this into context, my initial requirement is for enough troop types to cover the ECW, though scope to extend it to the wider 30YW would clearly not be a bad thing. I will be using it with 20mm miniatures, based to suit my version of VwQ, which means muskets mounted in 6s (3 wide x  2 deep) to a base, pikes in 8s (4 wide x 2 deep), cavalry in 3s (single row) – each base 60mm square. A base will represent a “block” in C&C type boardgame-speak.

I’m currently on holiday, so the subject gives me something useful to chew away at in odd moments, or when I’m out walking. A fair amount of this has already been run past Lee, who, as a former re-enactor and as a current perpetrator of CCN, has been kind enough to offer some very useful feedback and alternative ideas, and I must acknowledge his contribution to anything that appears in the next few instalments of this. If there’s anything which seems particularly inept or just plain dumb, that’ll be my bit!

I emphasise that this is not likely to be earthshaking – primarily a discussion of issues – but there will be some first cut rules for applying a CCN-based game to my particular interpretation of the ECW. The next post will look at foot and artillery, the one after will look at horse (which at one point threatened to get me going off on a tangent) and those pesky dragoons, who – as we know – are neither foot nor horse and need rules of their own.

If I get that far, I’ll try to consider how the Command Pack might look for such a game. It goes without saying that I shall be very pleased to get any comments or suggestions! 

Monday, 5 September 2011

Hex Cells - Round & Round We Go


There are occasions when I find that I am somewhere I've been before. Sometimes, the number of footprints makes it clear that an awful lot of people have been there, but it doesn't make it any more likely that the path leads anywhere.

Prompted by comments to the previous post, I reckon it is time for one of my periodic visits to the subject of hex cells on the wargames table - specifically, what size they should be. Since the mid 1970s, I have had 7" hexes on my table, and only occasionally have I wished they were a different size. They are seven inches (across the flats) because that looks OK and fits my unit sizes nicely. Six inches would be a possible alternative, anything smaller would not be viable, given that I have no wish to allow hex sizes to drive a complete re-engineering of my armies, rules and figures-to-men ratios, nor to initiate an extensive re-basing programme. Since no-one made commercial hexagonal bits in the 1970s (as far as I know), there was no option but to manufacture my own hills, so the odd size did not make things any worse than they would otherwise have been. If someone had made pre-formed hills and rivers for 6" hexes when I started, I would probably have gone for 6".

In recent years I looked at various mats and tile systems. The most basic was a printed tablecloth made by a Spanish concern that was promoted by NapoleoN Miniatures. I can't remember the name of the firm - Microgames? - something like that. I corresponded with them for a little while, and they sent me a couple of samples. They did a range of off-the-shelf cloths, including a decent-looking Peninsular War job with 100mm hexes, but they were more than happy to discuss bespoke products. They were prepared to print anything I wanted on the cloth (it didn't warrant the description "mat"), and make it any size I wanted, which sounds ideal. The cloth, sadly, was very flimsy - you could see light through the weave, it would certainly stretch and wrinkle and move about in action. A friend said that you couldn't even dry dishes with it, which is an interesting criterion. So I dropped that idea - not without difficulty, since the manufacturer seemed very excited by my interest, and looked forward to meeting me at a wargames convention in Dublin (which is obviously just down the road from here) to finalise my order. I have seen impressive examples of heavier, textured mats, which look good (though the hex grids come in a small number of unsuitable sizes), but I worry about storing them without damage, and I have a weird dread of covering my home with bits of shed flock and resin flakes.

Tile systems are invariably impressive - sometimes spectacularly so. The old Geo-Hex tile system (which I have never actually seen) appears to have used large hexes, but it's long OOP. I have heard mention of TSS making hex tiles, and their website shows some interesting pictures, but it makes no mention of sizes. I emailed them, and they came back very quickly and politely and said they no longer make the hex tiles, since they had trouble with manufacture and accuracy of the finished pieces. They did, however, recommend their excellent square terrain tiles, and they do look very good.

One of the familiar aspects of following a hopeless path is that frequently people will fix you with a slightly pitying gaze (especially in email) and imply that they are surprised that you are still doing whatever it is you are doing, and that the rest of the world has moved on from that - all the cool guys are now buying our latest product, and here's some pictures and a price list.

Hexon - state of the art?

At four inches it's a breeze. Kallistra make what appears to be the standard-setting product, Hexon II. Looks terrific. It probably looks awesome, though I am not an expert in awe. 4" tiles in a bewilderingly huge range - you can build the most convincing looking countryside in all sorts of regional shades. I am really very impressed, but it wouldn't do for me. The hexes are too small for my armies, and the whole approach of using a wall-to-wall set of tiles involves costs and storage issues which put me off. No - I am not decrying any of this, it really is wonderful - if I was starting from scratch now I would do Napoleonics in 15mm, with small unit sizes, and I would buy the Kallistra system. The snag, of course, is that I am not.

My wargames have never been scenically realistic. There is no whiff of diorama about my set up. Plain boards, unflocked bases, simple, representative villages and woods - that's how I've always done it. I've found it practical and pleasing, and I like the traditional look. I also like the look of more exotic approaches, I hasten to add, but they are not for me. A plain table with some blocks on it for hills is fine. If the hills look half-decent and troops can stand on them, and if I can store them easily without damaging them, so much the better.

As Mr Kinch has correctly pointed out, the real reason for choosing to move to smaller hexes is because that is how you want the game to be. It is possible that I could use 6" hexes, and it is possible that there would be advantages for the game size, but it does not (yet, at least) strike me as a must-do. Cutting out hills is a royal pain in the ass, to quote Mr Salinger, and no mistake. If someone makes suitable 6" hexagonal hill blocks which could be used, singly or in multiples, without leaving raw edges, and without requiring me to cover the whole world in the things, that would be a small push toward making a switch.

I have read interesting forum threads about casting tiles in plaster, papier maché or secret-formula gloop, and all kinds of mine-is-bigger-than-yours discussions of tile systems past, present and mythical. I am, I think, not much the wiser. It looks like a choice between staying where I am or some DIY-based change. The more I think about this, the less I fancy a change. I must Google "hex terrain" and look yet again at those TMP exchanges from 2006, and count the footprints.

By the way - what happened to Hexon I?

Friday, 2 September 2011

Battleboards

Since I got on to a DIY thread with the previous post, it seemed appropriate to talk a bit about another hot topic for me - boards, or what I have always called battleboards.

Now there are four of them

I have only had one set of boards since I started wargaming. Around 1971 I bought two 4' x 5' pieces of half-inch chipboard - placed side by side they made an 8' x 5' tabletop. They have been various shades of green over the years, and since about 1975 they have had 7" hexagons applied to one side, but otherwise they are the originals. They are leaning against the wall here in my office, and it is sobering to think what long-redundant armies have marched on them, and how many visiting generals have played on them - quite a few of those players are no longer with us, I am reminded.

Same boards. A shot of a Romans v Celts battle in Feb 2001 - this picture intrigues me, since it is taken in the old dining room of our cottage, a room which is now the downstairs bathroom. This is as near as I have got to fighting battles in the toilet

Chipboard is not ideal - it tends to crumble around the edges, especially the corners, and the half-inch stuff, though light and easy to handle, tends to droop a bit if any unsupported overhang exceeds a foot or so. The boards are getting a bit battered now, and they smell strange, since for a while they were stored in the garage wrapped in tarpaulin. They have been placed on all sorts of supporting surfaces over the years - wallpaper pasting tables, various dining tables, and - surprisingly successfully - for a while I used a child's playpen, with lengths of Dexion angle-bars lashed on. This was good because the tabletop was much lower than standard and (whatever it says in the books about the advantages of high tables) this gives a terrific view and puts the middle of the table in easy reach. Gives a glimpse of what gaming on the floor would be like, I guess. Might not be too clever for the spine, but I was immune to such problems in those days.

Anyway, I'm now back up to standard dining-table height, which is fine. Our current dining table is a big fellow (2.5 metres long), which meant that I was able to cut the battleboards in half, so that I now have four 2' x 5' sections, which are much easier to store and to lug around.

My ancient hexes run in the wrong direction for CCN, so I have been working out how to remedy this. I reckon that I can keep my 7" hexes and still fit the official CCN playing surface on an 8 x 5 table. My original plan was to paint the new hex grid on the reverse side of the present boards but they are not in a good enough state - it would be a lot of work, and I would be disappointed with the result. OK then - new boards. Some swimming of the brain here - what sort of materials, how big? Yes, how big? Could I fit a 9' x 6' board in the dining room? - hmmm. In fact, commonsense prevails - I'll stick with 8 x 5 - it fits the CCN layout and gives a little room for a blank surround, and I can paint the reverse plain green, or maybe apply felt. Anything bigger, though tempting, would be difficult to walk around. For material, I fancy 20mm MDF. It should be structurally robust enough, and a sealed-and-painted MDF surface is smooth but tough. I've also given some thought to having four 8-foot battens to place on the dining table, and site the battleboards on top of these - that would enable me to have the table as eight 1' x 5' panels instead of four 2' x 5', which would store in a wardrobe or similar without drama. Interesting.

I don't think I'm going to start on this until the Winter. I am strangely reluctant to abandon my old boards, but they've been in use for 40 years, so they do not owe me anything, and it's time to smarten up.

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.

Tuesday, 26 October 2010

The Grand Tactical Game - Salamanca Battlefield

Having put together a first-cut OOB, the next task has been to draw up a battlefield diagram and see if it is possible to get everybody on! Here is my first attempt - I learned a lot in the process, and found some things where I need to decide on some rule changes.

This is all a fudged approximation, based on my understanding (such as it is) of maps in Oman, Marinsin, Ian Fletcher's Osprey book, Rory Muir's excellent study and various other sources. I also consulted the set-up instructions for Maplay Games' Salamanca boardgame and for the Simtac Los Arapiles game.


You will see Thomieres heading off to the left, his orders based on the incorrect assumption that the Allies were retreating in that direction. The Allied 3rd Divn is moving down to attack him. Green hexes are woods, green troops are Portuguese.

Behind Point A are Bradford's Portuguese Brigade, De Espana's Spanish division and George Anson's Light Cavalry Brigade.

Behind Point B are the Allied 7th Division.

Some slight changes in the OOB - no doubt there will be more:

(1) Victor von Alten was wounded early in the day, and his brigade is commanded by Col Arentschildt of the 1st KGL Hussars. For convenience, I propose to include D'Urban's small brigade of Portuguese dragoons in Arentschildt's force.

(2) French 15th Dragoons were detached, off the battlefield to the French right, so I propose to amalgamate Boyer's 3 remaining dragoon regiments into a single brigade, as shown.

(3) Bock's KGL dragoons are also detached, somewhere off the table on the Alled left, so I'll omit them from the OOB.

(4) Just for commonsense, I'll give one of Thomiere's batteries to Bonnet.

Now - Artillery. Shock horror. I have suddenly realised what was probably obvious from the outset, which is that scaling down the numbers of infantry and cavalry units while keeping the artillery unchanged results in the table suddenly becoming covered in artillery. Why didn't I think of that before?

If I try to deploy all the artillery in its own space, the table gets swamped again. Hmmm. You will notice that this first attempt at the battlefield shows no artillery at all, while I decide what to do about them.

First thing I did about them was I did some more reading of other people's rules. Sam Mustafa's Grande Armee, which is of a similar scale and approach to MEP, makes no attempt to represent divisional-level artillery on the table at all - they are simply assumed to be part of each division, and the only guns that are explicitly deployed are reserve batteries. I can see how that would work, but it doesn't appeal. As with the skirmishers, I'd rather have the divisional guns visible on the table, but in some way that isn't a nuisance.

So my current idea is that a divisional battery just squeezes into a hex with one of the brigades. I'm still thinking this over - a hex is about a quarter of a mile (500 paces). What's the frontage of a 6-8 gun battery? Maybe 100 paces - maybe a bit more? Would it be possible to squeeze them in like this?

I'll do some more reading on the subject - as ever, I'd be delighted to receive advice here. I'm also intrigued to know what Marmont did with his artillery - there are some odd references to the work of divisional batteries - supporting Thomieres, for example - but I've never seen any reference to the reserve batteries, and there were 5 or so, as far as I can see. Further, I've never seen any map or depiction of Salamanca which showed any positioning of French artillery.

Since Marmont started the day assuming that his army was about to resume their march to keep pace with Wellington's retreat, maybe the artillery reserve was simply limbered up in order of march, ready for a long trip. I'd like to get a bit more detail on some of that. So - back to the books.

More soon.

Saturday, 18 September 2010

Playing at War - Part 4 - Hexes & Heresies


This will be the last in this mini-series of posts on my protracted ramble through the jungle of wargames rules. I intend to do something soon on my use of computers in miniatures wargaming - which may well alienate anyone who has not already taken exception to my use of hexes! - and I'll try to blog my progress with the development of the grand-tactical version of my game, which is in something like a beta-test state at present.

Hexes. Over the years I have often been surprised at the amount of adverse reaction they have generated. Not by people taking part in the games, more as a point of principle. I guess hexes may seem a little inconsistent with the otherwise Old School appearance of my battles, but in fact they are not that big a deal - the underlying game is still recognisable, though there are two important aspects which come directly from the use of the big hexes, which I shall attempt to describe. Bear in mind throughout this that I am always looking to fight pretty large battles - much of what follows would not make sense for a skirmish or very detailed tactical game.



If you are interested and you can get hold of a copy, I recommend you have a good look at Doc Monaghan's The Big Battalions Napoleonic rule book, which came out of the Guernsey Wargames Group. The rules are out of print now, I think - I have the 2nd edition, dated 2000. In parts they are themselves recognisably related to the TooFatLardies' Le Feu Sacré, which is no bad thing, but one central innovation (to me, at least) is the use of "Bands" to measure all distances. Bands can be changed to suit the size of figures, and also to suit the scale of the action. A band on the tabletop represents 250 paces - for 6mm-10mm figures, this is 3 inches; for 12mm-15mm it is 4 inches; for 20mm-25mm it is 6 inches. These measurements are all halved for very big battles. The bands introduce a sort of granularity into all measurement in the game - everything is expressed in terms of bands, so ranges and moves are rounded to the nearer band. This is not really so revolutionary - your own tabletop games will have everything rounded to the centimetre or inch, so there is an implied granularity already. If you think about it, the further step of drawing formal hexagons around the band-sized spaces changes very little. Doc Monaghan's son, the historian Jason Monaghan, described Big Battalions to me as being "a hex game with invisible hexes".

One area in which boardgames score heavily is speed of play. I have seen too many tabletop games where the movement was so slow that the players could hardly remember where they were up to or what they had been intending to do. The time-and-motion realism nerds in the 1980s broke their games down into short turns (sometimes as little as 30-seconds of "clock" time), so 2cm moves were not unknown, and we had the slightly embarrassing conundrum that a complete evening of labouring away at Quatre Bras or similar might actually be found to have ground through a grand total of 10 minutes of real time. Now, apart from the fact that I find 2cm moves tedious in the extreme (and this is, you will recall, all just my personal view), most self-respecting wargamers of my acquaintance are likely to fudge the moves in their favour by a little, and this "scentific error" margin is likely to be of the order of 2cm anyway, so you'd better have an umpire and a team of checkers handy! My big hexes remove this problem immediately.



Next - in my game, the hexes are assumed to be 200 paces across. Since the maximum effective range of muskets was rather less than this (and since officers normally forbade long range fire as a wasteful and disruptive distraction), this means that infantry can only fire into the next hex, and not very far into it, either. In common with Big Battalions and Sam Mustafa's excellent Grande Armée (and its Fast Play Grande Armée variant), I have taken the heretical step of making volley fire part of the Close Combat phase of my game, so it does not appear as a separate element. Artillery can fire, as can skirmishers, but actual formed musket volleys are simply abstracted as one of the unpleasant things that formed bodies of troops could do to each other when they got close enough to fight (or run away, as they frequently did). Yes, this is boardgame-like, and does represent a total lack of respect for the traditional Move-Missiles-Melee framework that is central to the Old School approach, but it doesn't actually change the game very much, apart from speeding it up - oh, and also removing the problem of deciding exactly when and how often in a bound the troops can fire. The combat effectiveness of troop formations in my rules reflects the amount of fire they can bring to bear, so that, for example, a battalion in line gains an advantage in combat for its greater firepower (especially when it is defending) - an advantage which can be reduced dramatically in wet weather, by the way.

Having reached this topic of using a gridded terrain in a tabletop game, there is one important development which is coming soon and which I'd like to mention briefly. Part of the perceived resistance to hexagons in tabletop games comes, I think, because it blurs what has become a potentially emotive divide between boardgame players and miniatures enthusiasts. I don't see why there have to be camps, but camps there appear to be. GMT Games are very successful market leaders in board wargame publication, and one of their biggest selling games is Commands & Colors: Ancients, which has many enthusiastic fans. Because of the form of the game, quite a few people use miniatures instead of the supplied unit blocks. Now this is getting really blurred - so much so that one poor soul in one of the GMT fora said "blocks are elegant and miniatures are for children - if the game was sold with miniatures I wouldn't buy it". So there! - rather sweet, actually.

GMT have been threatening to launch Commands & Colors: Napoleonics for some time, against a background of considerable excitement - and quite rightly so - it will surely be a splendid game. I understand that they are now hoping to issue it in November. There will certainly be many who wish to use it with miniatures, and I believe that this could be a significant moment in the development of our hobby - invaluable cross-pollination between boardgames and tabletop games, and - maybe - the widespread adoption of a handsome, tick-tock, best-of-both-worlds game of exactly the type I have been promoting for years. There are a couple of nice recent postings on the forthcoming game in one of my favourite blogs, Joy and Forgetfulness, which set out what one miniatures wargamer expects it to be like.

So - before I end - don't be too fixed in your ideas about hexagon-gridded miniatures games - in a couple of months you may be the only kid on the block who doesn't have them!

Having reached this stage, I propose to slow down the rate of publishing of posts on this blog. In my enthusiasm to get the thing going, I have been keen to create a solid foundation of material for people to have a look at, and also to attempt to give an idea of the style and range of subjects I hope to cover. If you have read any or all of what I have done to date then I offer my best wishes - if you like any of it, or even if you disagree, please do drop me a comment - I am always delighted to get them. I will continue to introduce new posts, hopefully at a rate of one or two a week, rather than the faintly hysterical stream of consciousness which I've produced to date!

Friday, 17 September 2010

Playing at War - Part 3 - Pieces of Cardboard


I have always found it worthwhile to have an occasional sanity check. Not, you understand, because I have particular concerns about my sanity, but because it helps with understanding and prioritising things. If you take some everyday facet of your life from the shelf and have a look at it, and ask yourself "why do I do this?" then a couple of things may result - you may be comfortable with what you find, and you can gently dust it and put it back, or you may find something doesn't quite stack up, in which case you have learned something and you can decide what to do about it.

In the days when I was paid to work for someone else, there was a period when Time Management was the answer to everything. It didn't matter what the question was, the answer was probably Time Management. Like all panaceae exposed to too much light, it faded, once people realised that you can be as organised as you wish, but the rest of the world doesn't actually care what your priorities are - they expect you to answer the bloody phone when they choose to ring you. The theory is still sound, however.

One of the most interesting things that came out of the TM classes we used to run was the mismatch between what people spend their time and effort on and what they feel is important. Guys would regularly tell us that their families represented about 75% of everything that mattered to them, and yet they worked out that they spent less than 10% of their time on them. Without fail, attendees at the classes would be surprised at the analysis of their own lives, and would determine to do something about it - an intention which had normally been forgotten by the following week, by the way. Without any pretence at science or Great Wisdom, it can be instructive to use the same technique to look at (for example) what you get out of your hobby, whatever it might be, and try to attach some weights to the bits and pieces. The results will be very personal to you - a psychologist would have a field day with the results, no doubt, but that is not the point. You may then, if you wish, go on to make a list of things about the hobby which displease you, or which you would prefer not to have.

In my own pursuit of Napoleonic wargaming, I guess my personal breakdown is something like:

  • Insight gained from tabletop battles, as an extension of my study of the period 26%
  • Collecting, researching, painting & organising the armies 21%
  • Writing & programming rules 12%
  • The look of the thing - battles & collection 14%
  • Setting up & running (experiencing?) the battles 17%
  • The social side - battles & discussion 8%
  • Winning & personal glory(!) 2%
The spurious accuracy in the numbers is just because I felt obliged to ratio them down so they added up to 100! Things which I could do without include:
  • The guilt (yes, I think it is guilt) resulting from always being behind with figure painting schedules
  • Battles which run out of time before reaching a conclusion
  • Rules which are fiddly, or don't work, or waste time, or give me a headache
  • Clutter on the tabletop - spurious equipment and SHEETS OF PAPER (aargh)

From which I guess a profile emerges of a fairly solitary wargamer with anal tendencies. Your own numbers will probably be very different, that's fine - in my heart, I know that your numbers will somehow be better than mine...

When I first became aware of military boardgames, I guess I was faintly hostile, in an unspecific kind of way. There were Avalon Hill and SPI, and that was about it in those days. Here was I slaving away, tracking down unobtainable figures, painting them, and laboriously staging battles that didn't quite work, and there were people in the world who bought a complete game in a box - a game, moreover, with very little visual spectacle - and just played the thing without all the posturing and rigmarole which I was used to. What could possibly be the point of that? With my prejudices a little better focused, I avoided the whole subject. No way, thanks. Not for me. Maybe - at a pinch - a boardgame might allow a campaign to be managed, but the actual combat would have to be toy soldiers. Absolutely.

Eventually, someone invited me to his house to play an ACW board game he had obtained and wanted to try out. I think it was Chancellorsville, and I think it may have been issued with a copy of Avalon Hill's house magazine, "The General". Anyway, it was a game of relatively modest size and complexity and, a bit hesitantly, I went along to see how awful it was.

Well now. It did not offer the same visual pleasures as the miniatures stuff, and I wasn't too impressed with the badly punched counters or the rather flimsy paper map (for God's sake, don't sneeze), but the game itself was an eye-opener. The rules were straightforward and unambiguous, they used alternate moves, but you could see the movement and the strategic development right in front of your eyes, and all the things you had to remember to do had a little dedicated track on the board - the game ran like - like - like clockwork - yes, that was it. Like chess. The size and effect of terrain was obvious and intuitive. The game was capable of being completed in an hour, even if you were a novice.

I went home with my values shaken up and my mind whirling. If you could somehow develop the beautiful miniatures game so that it ran with the logic and the precision of the boardgame then you had the best of all worlds. Tick-tock, tick-tock. I think I have spent the subsequent 30 years or so with pretty much the same objective, and I still know that I am right. I looked at the gridded miniatures game of Joe Morschauser, which previously I had seen illustrated in Featherstone's books almost as an eccentricity, a fringe area. The game was interesting, but the appearance was too quirky, too chess-like, and in any case square cells are tricky. You can either ban diagonal movement, which seems a peculiar thing to do, or else you have to come to terms with old Pythagoras - diagonal distances are multiplied by the square root of two, which is not a handy thing to work around.


Boardgame style hexagonal cells seemed a much better way to go. Pythagoras was banished, and imposing a sort of crystalline structure on terrain did not seem to distort things very much - or at least the distortion introduced far more benefits than disadvantages. I painted hexes all over my tabletop (carefully preserving a plain side as a contingency!) and I was up and running. I chose 7-inches-across-the-flats, entirely because a based unit would fit comfortably into that. In fact 6 inches would have worked as well - sometime I may repaint the table with 6-inch cells (that's about 15cm), which will enable me to use commercially-produced scenic tiles and is generally more convenient. The disincentive is that I am stuck with a stock of hills and stuff to the current size, but they are probably due for renewal sometime anyway.


I was unaware of Jim Getz's "Napoleonique", which used hexes - if I had been aware of it, I would in any case have been put off by the clunkiest dice-rolling mechanism of all time. More recently, NapoleoN Miniatures produced their own rules, which use hexes, and which you can still download from their otherwise dormant website. Also, the little-known but interesting "Big Battalions" rules by Doc Monaghan, while there are no actual hexes, present all measurements in terms of "bands" (which vary according to your figure scale and the size of the battle), which is effectively the same thing as explicit hexes.

So that is why I use hexes. The implications for the game and its rules constitute a topic for another time.