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


Thursday, 30 September 2010

The Grand Tactical Game - Ancestry

This started out as a reply to a comment from Pjotr, but there's enough in here to justify a separate entry, I think. This is just to try to explain what my kick-off point is, and what scope and limitations I wish to set myself. I find that if I think about something long enough then it becomes obvious to me what I'm talking about, and I find it surprising when everyone else just rolls their eyes - so maybe a brief scene-setting is a good idea!

The draft of my proposed "MEP" (grand tactical) rules is already pretty substantial, because I've been thinking about this for a while, but there are areas where the bits don't hang together too well yet. As a random example, it occurred to me just this morning that, since I am using alternate moves and the bounds are long (1 hour on the clock), I'd better have both sides firing artillery simultaneously at the end of each player's movement - similarly for skirmishers. This is different from my main Elan game, and comes about simply because, intuitively, an hour seems an awful long time for the non-moving side to sit without doing something hostile. That sort of thing keeps cropping up.

One big given is that, whatever I produce for MEP, it will have to fit with my existing Élan rules, and have to fit with them well enough to share army data on the computer and integrate with a single campaign system. This means that, to the guys who say to me, "Why are you messing around with your own rules? - you should just buy General de Brigade (or whatever)", I have to say that, in most cases, I have bought them. I buy rulesets regularly - mainly to borrow ideas. I haven't got enough time left to start all over again, and I am too old and sad to throw away the accumulated experience (and labour) of all those years. It doesn't mean these guys aren't right, of course!

I have read (though never played) the Polemos rules. Like most commercial sets, they are thorough - maybe too fiddly for me. The feeder games for my own rules are many and varied - I probably can't even remember where some bits come from! Most recent influences have been The Big Battalions (for combat mechanisms), Le Feu Sacre (mostly for the use of blinds and scouting), Grande Armee and it's Fast-Play offspring (for ideas on command rules and all sorts of things, but mainly for the realisation that rules don't have to be super-detailed to give sensible results) and, most recently, Howard Whitehouse's Old Trousers for general inspiration and for the elegant idea of having a single number associated with each unit which is used for everything. I have also, I must remember to mention, come up with the odd idea myself, but this collection and blending has been going on for so long that I now have difficulty sorting out where the ingredients came from.

It is possible that our favourite recipe for treacle scones is the one that Grandma got out of the Housewives' Friend in 1932, but it actually doesn't matter now - the recipe is just the one we use. This is too folksy to be one of Foy's formal laws, but it has the same sort of weary resonance!

In a week or so I'll start setting out some basic concepts and some of the mechanisms I have sketched out this far. I will - sincerely! - be very grateful for all views on them. If I can fathom how to use Google Docs without forcing everyone to have an account (or, alternatively, find some other file sharing service which will work reliably), I'll store the developing MEP draft in some form that you can download from the blog. As it shapes up, I hope it provides some interest and - at the very worst - it will give a collection of ideas that you might wish to avoid in your own games!

One final thought, before I forget - I am not a big fan of multiple morale tests, they can slow things down to a disastrous extent. I have a fond memory of my cousin (who, sadly, is no longer with us) one night at about 2am, after half a bottle of wine, slowly shaking a dice cup with a vacant grin on his face, trying vainly to remember which of the endless, bewildering stream of tests he had been about to carry out this time, and why. Having said this, I also must put in an apologetic reminder that the ultimate form of MEP is to be computerised, and the computer will happily slap a morale test on the end of any action you like, without any fatigue at all, though the players may get tired of being asked whether there is a general fighting with the unit, whether they are in cover, etc. The point is that sometimes a computerised game can handle stuff in the background which would be onerous otherwise.

Tuesday, 28 September 2010

The Grand Tactical Game - Preamble


The MEP Effect: a French brigade, with skirmishers, before and after Defence cuts.


I'm becoming conscious of the fact that this blog mostly consists of elderly reminiscences about how things were, or how I think they were, which is not necessarily the same thing. Since the subject matter is a hobby which I have been involved in for around 40 years, that is maybe understandable. However, I read many fine blogs which tell me what guys are thinking about this week, or doing at this actual moment (or, very commonly, not doing at this actual moment, and why). Intuitively, this seems more exciting - you know, reportage - I'm cutting the blue wire now - boom. Immediacy seems a natural state for a blog - sharing views, doing stuff. Right this minute.

Awesome.

Apart from oddities such as my fleeting views on bananas, there is not much of that in here. I feel that's a bit of a shortfall. I mean, it's not as if I'm not doing anything. So, if you can bear the excitement, I'd like to pull the wraps off something I'm working on at this very moment. Naturally I will be pleased to get advice and/or guidance - even abuse, if you must. I need to develop a decent grand-tactical variant of my in-house Napoleonic rules, to handle battles which are too big to work well with the current version. Then, once they are working and reliable, I need to get them (like the main game), programmed on to my computer, but the first step is to get them drafted out in a dice-&-paper version for play-testing.

That's it. If, at this point, you feel a little disappointed in my choice of exciting development, I can only say that it's the best I can do at the moment, and in any case I really do need these new rules, so there is an element of immediacy, if only by implication.

Foy's Fifth Law states:

If something bogs your battles down, then automate it or simplify it or get rid of it.

My rules are called Élan. They occasionally get a radical revision, but otherwise have been evolving for many years. The problem with Élan, the thing which gets me bogged down at present, is if the games get too big. This is a bit of a sore point, because the rules were specifically designed to work well with large battles. The use of the computer greatly eases the record keeping and keeps the turn sequence ticking along, and the game mechanisms have been tuned and rationalised to run quickly. There are two chief areas where the size problem shows up:

Firstly, and the less important one - the time taken to deploy and fight a unit may not be very much, but if there are a lot of units then it all adds up. You can have multiple players, which does help, but often my games are solo.

Far more seriously, on the current ground scale, unit frontages are correct, but the depths of the units are well out of scale. A battalion in column looks very nice, but it takes up far too much space, front-to-back. When the reserves come on, everything can grind to a halt because there is no room to manoeuvre.

As it is, Élan works fine up to maybe 20 battalions a side plus cavalry plus etc etc. At that point major traffic jams can set in, especially if the terrain is hilly. OK - easy - keep the battle smaller. Well, that's a bit of a heavy constraint. Particularly so since quite a lot of my games come from campaigns, and it seems unreasonable to outlaw battles over a certain size just because the rules and the available table can't cope. The Emperor wouldn’t care for that.

It would be possible to use a bigger table - I have a fantasy about putting a 30 foot x 8 foot table in a marquee in the garden, but at that point we are probably getting silly. I also have a rather worrying thought that the neighbours might catch glimpses of me fighting a solo action in such a setting. Hmmm. Another solution is needed.

No, I believe the answer is just to have an alternate set of rules which allows bigger actions. I have a preliminary sketch for a big-battle variant which is provisionally titled Élan MEP. Reluctantly, I have to admit that MEP comes from "moins est plus", which started life as a joke. As sketched out, MEP uses double the bound length (one hour of real time), double the ground scale (one hex becomes 500 paces, or a quarter of a mile) and FOUR times the figures scale (which means that a 750-man battalion will be a single 6-figure base rather than a formation of 4 such bases). The effect of this is that a brigade, instead of being a collection of battalions each of which occupies a hex on the battlefield, will occupy a single hex in total.

Much of the tactical deployment will be simplified, and thus some rules will have no place in the new game. For example, Élan’s fixation with unit formations will largely disappear. I have a feeling that it will still be necessary to be able to place an infantry brigade in square(s) for special occasions, but otherwise we should assume that the brigade commanders (who will no longer appear on the table) will look after battalion formations and all that. Once again, the game is getting more and more like a boardgame, but that is what happens as your helicopter-view gets higher and higher - the individual soldiers become less significant.

When I started thinking about this, I was quite excited to realise that I could, at last, do a re-fight of Salamanca if the big game works properly. Why on earth I would choose to do this, and what it would prove if I did, I haven't thought through yet. But the idea that I could if I wanted to was strangely appealing.

That's really all I want to say about this at present. I am hoping that the rules from Élan which deal with command, weather, concealment, army morale and a few other things will just drop into the new game with some minor tweaks in the arithmetic. Other bits will be trickier - my guess is that some of the nippier elements will be decisions about stuff to leave out. I have a strong fancy for borrowing some of the combat and morale mechanisms from Howard Whitehouse's Old Trousers game, which is elegant and, most importantly, simple. Anyway, you get the idea. More of this another time.

Monday, 27 September 2010

Hooptedoodle #3 - The Napoleon Podcast


Many of the readers of this blog will be familiar with TPN's Napoleon Podcast, and if you have heard it, or follow it, then you will have your own views on it.

For those who have not heard it, I must explain that it is an extended series of podcasts presented by (and produced by) an Australian, Cameron Reilly, and co-hosted by the American Napoleonic historian, J David Markham, author of Napoleon for Dummies. They have been doing these shows for some 3 or 4 years now, and the latest episode I am aware of is #57 in the series.

You can download all the shows, free, from their website - here. Shows last anything up to an hour and a half, so I hope your broadband download speed is rather better than mine..

I came across the TPN shows by accident, and, initially, I regret to say, was not impressed. I hasten to add that I have dramatically changed my opinion, but I'll get to that.

These podcasts are not the same as radio broadcasts - this is probably obvious to anyone else, but I had to get the hang of it. There is much more of a homespun quality, presentation style tends to be conversational, and you have to listen to them in an appropriate frame of mind. Of course, I ran the first show sitting in front of the computer as if I were watching BBC2, thinking "Right - impress me, then".

Wrong attitude. I was quickly turned off by the informal structure, by Reilly's grating inability to pronounce the name of any person or place which is not English, and by Markham's long-winded and rather rambling avuncularity. The pronunciation thing is of passing interest, by the way, since it reflects on me rather than anything else. I confess I come from a long line of petty intellectual snobs, and we have always rejoiced in the things which we knew better than others, glossing quickly (of course) over the much larger number of things about which we knew nothing at all. With more appropriate exposure to the podcasts, I have seen the error of my ways, and have very much warmed to the whole idea - I am suitably ashamed of my early prejudice and have become a big fan.

Reilly, in truth, is well informed on the subject, organises and threads together the podcasts skilfully (they are recorded live via a Skype link, with Reilly in Australia and his collaborator in the USA), while Markham is a treasure - an expert who is knowledgeable but also an extremely amusing speaker. The trick is to understand that a podcast is not a formal lecture, it is your friend, and should be regarded as such. I spend a good portion of a week in each month distributing a community magazine in a very rural area, and I walk miles in all sorts of weather. This is podcast territory - with my little Zen mp3 player I can pass the time quickly and pleasurably - and I have also learned a great deal recently.

If you have not heard TPN talking about Napoleonic history, I recommend that you check them out.

Sunday, 26 September 2010

Minifigs


Miniature Figurines. As long as I’ve been involved in wargaming, they’ve been around. Trying to say anything about Miniature Figurines Ltd is a bit like trying to say something significant about the Ford Motor Co – mostly, it’s been said before. They have frequently been on the receiving end of criticism, their products are not usually regarded as shining examples of anything in particular, and they are generally an easy target for abuse.

The one thing they certainly do not get is a fair show of respect. MF have, in their unspectacular way, put miniatures wargaming within the grasp of anyone who became interested during the last 40-something years. Whatever your likes and dislikes, they are a major part of the history of the hobby. If you take a look at the current movement of wargame figures on eBay, you get a feel for how they have dominated the market for years. In the periods and scales which interest me, I reckon that some 75% of current eBay listings are for Minifigs, and more than half of those are from the current ranges of figures, which have survived pretty much unchanged for 30 years.

My start in the hobby was too late for the early 20mm figures; S-Range was what they were selling at that time. They were readily available in local model shops, the range was vast, the quality of the castings, somehow, was always pretty good, and - if you liked them - they represented good value for money. Unusually, in a hobby full of suppliers who were enthusiasts and well-intentioned dreamers, they were always commercially sound - good marketing, good supply to the retailers, and constantly aware (and supportive) of trends and fashions in wargaming.


I confess that I really cannot understand the early history of the marque - which figures were Alberken, which were the figures which got them into trouble with Hinton Hunt - all that stuff - too complicated for me. You can get good background from VINTAGE20MIL, from the Old Metal Detector and related blogs, and from Lazey-Limey - there are areas of debate, but that is where to look. I prefer to group them under the general heading of “20mm”. The earliest such figures appear to have been a bit crude , but they very quickly became very similar in style and quality to Hintons. I am especially taken by their OPC 20mm generals and personalities.





By the time I started wargaming, this was all in the past, and they had moved onto the famous S-Range. These are regarded with a deal of affection by collectors. They have a style of their own, deliberately different from HH. The proportions of the figures are distinctive – slightly-built men with rather short, slim legs, and a tendency for oversized hats, plumes, swords, bayonets. The French troops in particular have coal-scuttle sized shakos. The S-Range generals are nice figures - I have a few. I also have a good number of French infantry officers, eagle bearers and drummers, with Higgins heads grafted on. I even still have in my collection a throwback to the days when no-one made French Line Horse Artillery (well, HH did, but I'd given up on them some time earlier) - I made up a crew from MF French infantry officers, gave them Higgins heads and PMD artillery implements - you may shed a gentle tear at the thought of my cutting up PMD horse artillery figures to provide parts for MF hybrids... Whatever, I still have them - I'm fond of them, and have kept them long after I cleared out some of their contemporaries.


Recently, I developed a considerable appetite for Spanish infantry, SN1s – no-one else apart from Hinton Hunt (undersize) and Warrior (oversize) makes 1812-style Spaniards in British-type uniforms. I have a number of units of S-Range Spaniards now, but am always keeping a wary eye open for more.


After the S-Range came what I call “Intermediates”. Some of these are very nice – I have a number of British infantry units, and most of my British artillery are from this range. I still had a problem with the big hats on the French troops, so always avoided them or re-headed them. I also have a unit of British dragoons with saddles attached to the riders – they are still with me after all these years, ao I guess I must like them.


And then, as lamented elsewhere, in 1978 or so the figures became bigger, fatter, and mostly I lost interest. Still nicely manufactured, and they were always friendly and helpful people to deal with – I have no personal experience of the new owners, but have heard good reports of them, too, so that tradition appears to have been maintained.


The real parting of the ways occurred for me when I was putting together a Brunswick-Oels battalion in polrock coats, suitable for 1808-9. I had seen a very nice Minifigs unit of exactly the sort I was looking for, and ordered them up from my hobby shop. When they arrived, the officer and the drummer were lovely, but the rank and file had been remastered in the then new “chunky” style, and I was really very shaken by their appearance. These guys were as wide as they were high – nicely engineered and manufactured, but grotesque. Gnomes. If I had had a firm making miniature soldiers, and my master-maker had approached me with prototype figures like these, I think I would have asked him to go back and try again – and to drink less coffee.


Whatever, I choose not to use MF’s current ranges – they do not match my armies, which is really the only thing that matters. I know for a fact that there are huge numbers of wargamers out there whose armies consist entirely of exactly this range, and I’m certain they look marvellous, but for me you can’t mix them.

Respect, though. Fair enough.

Tuesday, 21 September 2010

The Big Battalions - still available!


Thanks very much for reassuring comments about the blog template - it seems to be OK, so I've removed the emergency posting. This is a small ad for the Big Battalions rule book - Jason Monaghan tells me that they still have stock left. I am not on commission (heaven forfend!), I am merely a fan, and I really do recommend these rules, as a thoroughly entertaining game and as an erudite and amusing discussion of Napoleonic warfare - a good read, and lots of great ideas.

I have no idea of price, but am certain it will be a fraction of the cost of some of the big glossies coming out now (come on - be honest - how do you feel when you are looking for melee factors in a hurry and all you can find are posed art shots of a battle you aren't fighting?). If you are interested, contact Guernsey Wargames Club. Tell them Foy sent you - that should keep them guessing.

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.