Napoleonic & ECW wargaming, with a load of old Hooptedoodle on this & that
Saturday, 12 February 2011
Hooptedoodle #15 - One Man's Democracy
Like countless other people, I have been very moved by the TV coverage of developments in Egypt. Also, like most people in the UK, I have to confess that, prior to the last week or so, I had little knowledge of the situation in Egypt, and probably never thought about it. I am reminded of another evening - not so terribly long ago, really - sitting up late, watching the destruction of the Berlin Wall, wide-eyed, aware that something unimaginable was happening, yet fearful that the shooting would start at any moment. Watching from behind the sofa.
I have no views that I wish to express on the political or religious issues (so spare me the hate mail), but the impact of seeing live TV coverage of ordinary people, children even, carried along by such enthusiasm, uplifted by such collective jubilation, is very powerful. Our UK media have been very sympathetic, as they always are to anyone who wishes to move towards our own local definition of democracy. I wish the Egyptian people every possible success - they have a lot of work to do - I hope things stay peaceful. It looks promising at the moment - may God (their god, the gods, whoever) watch over them.
In the midst of all this euphoria, that little imp of perversity speaks up, somewhere in the back of the brain. History is ultimately written by the winners. I come from a generation and a nation which was taught that the WW2 French Resistance were freedom fighters, yet the IRA were terrorists. Interesting distinction. A lot depends on who you are, where you are and at what date you are considering the matter. I can't help wondering how positive the BBC coverage would be if suddenly the streets of London were filled with protestors, attempting to overthrow our own government. And how would it be if President Obama started giving Britain directions on how to get our democracy act up to the required standard? It suddenly would not be the same thing at all.
Such ideas are far-fetched and probably unworthy on such a historic morning, but when the Egyptians get organised it will have to be done to suit themselves. It would be great if it lines up with some Western model of what we would like to see, but this astonishing public mobilisation and unity is looking for something for themselves, not for outsiders. We'll have to bear this in mind when the time comes.
Wednesday, 9 February 2011
Computers in Wargaming - 2 - From Basic Principles
You've almost certainly seen this poster before. It has a nostalgic charm for me, since a version of this used to hang on the wall in the software engineers' office at our local IBM office, around 1978. The point, I think, is that it is easy to get so absorbed in the tactical requirements of a solution that you lose sight of what it was you were trying to solve. When I used to work with a bunch of systems analysts, we had a house rule that you had to start every piece of work by writing, on half a sheet of A4, what your objective was, and then keep the paper safely in your drawer. After that, you were supposed to take out the document once a week and check that that was still what you were doing. If it wasn't, you had to call a project meeting straight away.
I've been using microcomputers (as we used to call them) in wargames for so long now that I thought it would be a useful sanity check to try to reconstruct how I got where I am, and why. As anyone who has read my stuff before will expect, this is likely to require a lengthy ramble through my personal history, but - be fair, chaps - who else's experience was I ever likely to learn from?
In the beginning, the first wargames I actually organised and played (rather than watching from a distance at my local wargames club) were very simple ACW-based games, with relatively few troops and (almost certainly) the rules from Featherstone's Battles with Model Soldiers. They were fantastic - hilarious fun. In the company of some equally daft friends, I staged some of the least realistic wargames ever seen. Units of badly-painted Airfix soldiers whizzed around the table at motor-cycle speed, armfuls of dice rolled about the place, and the evenings passed amid a lot of laughter and a great deal of genuine (if rather childish) excitement. Every time, no-one would be able to believe that it was 1am already. There would - even at this early stage - be many occasions when we would forget to do something - usually, but not invariably, something fairly obscure, but sometimes something which completely derailed the flow of the game. One fairly common error was that, in the general excitement, one side would start fighting back or moving before the opponent had finished his turn. The resulting confusion could normally be rescued if spotted early enough, but it was sufficient of a problem to result in the drawing-up of some wall-charts to keep the play sequence organised.
Then, of course, my primitive ACW armies were replaced, first by Ancients, later by Napoleonics, and further reading and new rule sets (especially the preachings of the WRG) resulted in much thickening of the rules, more detail, and bigger and more impressive armies. The spectacle, of course, was improved, but the snags and minor irritations increased roughly as the square of the number of "improvements" we added. We tried to fix things, we placed more and more small print in the Commandments on the wallcharts, and, though we were still committed and positive, the games were never quite the same amount of fun again. We tried using a commercial rule set (WRG) exactly as published - soup to nuts - in the belief that it would hang together nicely, that 20 million flies could not all be wrong in their choice of diet. It helped a bit, but there was still a disappointing number of elements in the games which were - to put it bluntly - clunky, and it was far too easy to make mistakes which escaped immediate detection, spoilt the game and (for the first time) generated some resentment. That is probably an identifiable landmark - much of my devotion to the hobby ever since has had a lot to do with searching for the magic tweaks which might restore the joy of my earliest efforts.
The first serious realisation that something needed fixing came when, one evening, I found I was doing a headcount of the same unit for the 7th time in an hour, that I had once again forgotten to give someone the bonus points for their elite status, that the 28 of a possible 51 melee factor adjustments which I had just identified as relevant for an attack by the chariots on the left flank were exactly the same as they had been in the two previous attacks, and so on. And then came the creeping sophistication of victory condition testing each turn, weather, fatigue levels, progressive morale adjustments (as opposed to random morale throws when necessary), ammunition supply, national characteristics (oh God) - it became obvious that we were going to have to keep written records, so we moved bravely into a new era, in the belief that the hassle of the bookkeeping effort would be justified by a smoother, happier game.
And it didn't work very well. Now I know that many people use rosters to good effect, and swear by them, so this is entirely my view here, but - for me and my friends - it didn't work at all. For a start, the overhead of pre-printing record sheets and filling them in made it more like being at work than playing a game. Next, try as we might, we could not prevent the sheets of paper from cluttering up the battlefield and completely destroying the spectacle (and the spectacle, in hindsight, was one of a decreasing number of things we had left to enjoy) - from that point on, I have always loathed the sight of paper on the battlefield. Most irritating of all, the quality of record-keeping was so bad that it completely defeated the objective of making the game work better; worse, there was even a moral hazard here - if you forgot (or otherwise didn't bother) to update your roster for some loss or other, your unit strengths would be artificially high. Thus the sloppiest record-updaters would actually gain an advantage. Without employing independent auditors (and where has your game gone now, Johnny?), it just didn't work.
At this point some of my collaborators gave up and returned to their former life of visiting the pub, playing darts, even - it is said - spending time with their wives. The proper Old School doctrine would have been to go back to the original ACW games, make a feature of their primitive nature, and enjoy them for what they were. Somehow, life isn't like that. There is a faint echo of apples in Eden somewhere, but there is no going back. You can reconstruct the game and the circumstances, but not the innocence.
I had worked a lot with computers, and the very first affordable home computers were appearing. I commissioned a friend who had a Commodore to program some wargames routines for me, to see how it would work, and it looked promising. We did the game sequence (so that the computer announced each stage of the turn, and told you how many turns had elapsed), and we automated a simplified melee routine (for Ancients). Interesting.
I bought a Sinclair Spectrum, mainly because it was cheap and mainstream, and I started work to write a program which ran the move sequence skeleton, and which was gradually populated with more and more functionality, so that, over a period of time, a greater amount of the game was automated. It was a valuable experience to see it develop like that - you could judge whether each change was an improvement. A lot of it wasn't, and it was surprising how this worked out - something which looked like a sure-fire enhancement would prove to be just a nuisance, while some obscure, minor tweak might accidentally turn out to be a big step forward. We must remember here that these machines were agonisingly slow - I had to develop a good working knowledge of machine code to get some of the routines to work fast enough to be useful. One thing that never seemed a good candidate for automation was the movement phase of the games. To this day, in my computer managed games, the program does not know or care where the units are on the table, though it may know which ones have not arrived yet, or are not yet visible.
Around 1984, my wargaming involvement went on indefinite hold as a result of the pressures of the dreaded Real Life. One of the last things I did before storing everything away was to print out listings of all my Spectrum wargame programs - one of the smarter things I have done over the years. About 15 years later (Real Life having given up on me), I came out of the closet, and recreated the software, this time to run on an IBM PC. Apart from a lot more of the same, that is really where I am up to now.
It's maybe useful at this point to recap on what computers are good at, on what might be relevant and useful to a miniatures game, and on a few criteria and odds-and-ends by which we might judge whether the automation is beneficial. This is off the top of my head, so if you have a better list, please substitute your own.
Computers are good at
Storing and processing information, and reporting on it when you ask. Here is your roster, my Lord - and you don't even need to remove casualties.
Repeating a procedure, faultlessly, forever.
Doing calculations - of almost unlimited complexity - accurately, without forgetting anything and without making mistakes, and (sometimes regrettably) without coming back to tell you if this is a really stupid thing to be doing.
Generating random numbers - in more ways than you would believe.
Doing thankless background tasks - such as regularly testing for something that hardly ever happens - reliably and without complaining, and only telling you when the outcome is significant
They can also usefully do things without telling you about it - examples might be keeping track of the weather, or of concealed units (Blinds) or the arrival of delayed troops, or building a variance into scheduled events to provide an element of Fog of War - in an extended form, they can also go some way to providing support for a solo gamer - not by supplying a fully-functioning opponent, but by randomising things that you thought you knew, or by choosing one of a range of strategies, for example.
They can free you from some of the constraints of a manual game - for example, if your manual game uses a 6-sided dice to decide on some result or other, one obvious way to proceed is to automate it as it stands. In the manual game, a 6-sided dice is simple and readily available. On the other hand, a computer is just as happy with a 27-sided dice as with a normal one, so, if you know the game is to be implemented on a computer, you do not have to restrict yourself to the kind of dice which are convenient in the physical world. [In a business context, one of the most common inefficiencies in computerisation in the 1980s was the over-faithful automation of a clerical process, complete with all the double-checking, paper communication loops and other constraints which were inherent in the original clerical version. Sorry - that was boring.]
They can provide you with a Black Box game, which is especially sexy for a wargame - let's have a look at this:
Wargames, especially as they become more complicated, are hard to learn - there is a lot of stuff about how the troops behave, weapon capabilities, move distances - what we might term the historic aspects of the game, and then there is a whole lot of detail about how many dice to throw in various circumstances, exactly how many morale points to deduct if outflanked, all that kind of thing - the mechanics of the game. I get the horrors when I see a new set of published wargame rules which extends to (real example) 104 pages. Even if we ignore all the irrelevant photos of 54mm soldiers which have been used to brighten it up, there is still far too much in there. The author might understand it all, or at least he will know where to find the tables, but for anyone else this is a huge problem - especially for someone who, like me, regards a wargame as a social exercise rather than a plan to conquer the universe.
I am a big fan of the approach which does not require a newbie to know all the details of the mechanics, or what happens in the dark corners. In an ideal world, a wargamer with some experience and a good working knowledge of how (e.g.) Napoleonic warfare worked should be capable of learning the extra bits he needs to know to play a game in a very short time. The implication, of course, is that someone else - an umpire or a black box - knows the rest of it and makes the game work. Howard Whitehouse's Science versus Pluck rules for Colonial warfare follow this model - there is a very full, detailed manual for the umpire, and the other players only know what they need to know. The umpire obviously has a lot to learn and a lot of responsibility, but the situation for the players is what I would regard as correct. If they work, black boxes are easier to field (and drink less) than umpires.
One characteristic of a black box is that the contents have to be very carefully documented somewhere, and kept up to date as the logic is maintained. The program code contains a lot of wargaming nuts and bolts and expertise, and detailed knowledge of what is in there can dissipate very quickly. There are few less interesting tasks than reverse engineering the code to see what the game does (been there, done it...).
What sort of benefits are we looking for from the use of automation with a wargame? Well, as in every aspect of wargaming, what you are looking for depends on what you happen to like, but there are a few givens which I think few people would argue with:
The computer should not be a distraction, and should not impede, or detract from, the game it is supporting. The important bit of a wargame, after all, is the soldiers-on-the-table bit - the computer should be a help, but is otherwise not interesting in its own right.
The game should be easier with the automation, not harder, nor more irritating.
The means of input should not require a full time operator - even if someone wants the job (and would you invite someone like that to your home?), the constant passing of spoken information backwards and forwards is going to be an irritant, and, almost certainly, a source of fatal misunderstandings.
The program should be as failsafe as possible - for example, confirmation yes/no questions should be inserted as a double check at critical points, to guard against disastrous mis-keying, and (very usefully) a succession of security copies of the entire battle should be automatically saved at the end of each turn, so that the game can be rewound a bit if something goes horribly wrong.
That's probably more than enough for now. Next time I'll say something a bit controversial about user interfaces, and the way commercial games are designed, and I'll say a bit about games (including my own) of which I have some experience. There may be a little technical stuff in there. too, but only a bit, and only in passing. If you are still with me, then thanks, and well done!
If you are generally hostile to the entire subject of computers, there is some relief for you here.
Tuesday, 8 February 2011
Home Brewed Flags - French 1er Leger
1804 pattern flag - for 1/72 scale, print the image 12mm high - if you prefer them overscale, 15 or 16 makes them clearer. Click on the image to get the big version, right click and save.
Sunday, 6 February 2011
Computers in Wargaming - 1 - Preamble
The other week, one of the less supportive comments I received accused me of "ridiculous intemperance" (isn't that wonderful? - I'm really very proud of that) and, naturally, I value this feedback, as they used to say in the upwardly-mobile 1980s. Unfortunately, it was a good way wide of the mark - the truth is that behind my flatulent presentation and verbosity beats the sad, dry little heart of an actuary.
As a kid I designed all sorts of solitary games for my own amusement – cricket matches played with dice, a jousting game using Timpo knights and playing cards – all sorts. When my cousin and I were both about 11 we built up a model bus fleet to serve a large mythical island in the Irish Sea (alarmingly similar in concept to the Thomas the Tank Engine idea), but, instead of sensibly crawling round the place with toy buses, uttering gear-changing noises, we got hopelessly sidetracked into drawing maps and producing detailed timetables. Later, my education and professional training were heavily mathematical, and included a lot of statistics and probability, stochastic modelling and so on, so I guess I have always had an interest in playing around with mathematical simulation.
Which gently leads me into a topic which I have been intending to cover for a few months. Computers. If you feel a cold twinge at the mention of the word, do not be alarmed. I have no drums to beat here, but I do have a lot of experience of the subject, both in a wargaming context and from the wider viewpoint of process automation in general. I promise not to tell you what is right, or what you should all be doing, and I hope that some of this may be of interest. A blog, after all, is useful not least because of the opportunity it gives to take a peek through someone else’s windows.
Digression: mention of what is useful about blogs reminds me that one of the big benefits I have gained from writing this stuff over the past five months is the sorting out of ideas. To write something down in an intelligible manner, it is necessary for me to tease out the knotted string which normally fills my head into a more linear, structured form, and a great many light bulbs turn on while I am about it. So, even if you find my blog tedious and/or pointless, you will now have the comfort of knowing that I, at least, am getting something out of it!
End of digression.
The subject of computers is a big one, almost certainly far too big to cover in a single post. This is a bit of a shame, in a way, since dividing the topic up into a series of threads will inevitably risk someone coming back to me and pointing out that I have overlooked such-and-such, when I have not forgotten it, but haven’t got to it yet. That’s all OK – I’m quite happy with that. I’ll try to keep the subject matter focused and relevant – if you are prepared to give it a go then maybe we can help each other out if need be.
Areas I intend to discuss will include some general points on the practicalities and pitfalls of automation, what computers are good at, their use in miniatures wargames (and some of the things which really don’t work very well), some examples of commercial or shareware software of which I have some experience, how I have developed my own game-management systems, and my theories on why the majority of wargames programs are handicapped by some fundamental conceptual and design flaws. I am very much aware that some of this sounds a bit dry – I hope I’ll be able to enhance it with occasional touches of intemperance to brighten things up a bit.
One subject area I wish to swerve is that of self-contained computer games of a wargaming nature. This is – I admit it – a little like my former avoidance of the subject of board wargames, in that there is an element of fear of the unknown in there. I have seen Total War and Cossacks, though not for a couple of years, and some aspects of them look wonderful. I am nervously aware that if one day someone does this right, and we can switch on the PC and find ourselves in a customisable game which looks like a Sergei Bondarchuk movie, we may wonder what on earth we were doing all those years messing about with painted toy soldiers. Having said which, I think we are some years short of that, and I recall that Cossacks II once corrupted the operating system on one of my computers (it rendered the CD writer useless), so there is still some room for scepticism.
If, at any point during the next few postings, anyone spots that we are entering a non-trivial debate about run-time environments, or if someone mentions Unix, please blow a whistle and we’ll stop immediately.
As a kid I designed all sorts of solitary games for my own amusement – cricket matches played with dice, a jousting game using Timpo knights and playing cards – all sorts. When my cousin and I were both about 11 we built up a model bus fleet to serve a large mythical island in the Irish Sea (alarmingly similar in concept to the Thomas the Tank Engine idea), but, instead of sensibly crawling round the place with toy buses, uttering gear-changing noises, we got hopelessly sidetracked into drawing maps and producing detailed timetables. Later, my education and professional training were heavily mathematical, and included a lot of statistics and probability, stochastic modelling and so on, so I guess I have always had an interest in playing around with mathematical simulation.
Which gently leads me into a topic which I have been intending to cover for a few months. Computers. If you feel a cold twinge at the mention of the word, do not be alarmed. I have no drums to beat here, but I do have a lot of experience of the subject, both in a wargaming context and from the wider viewpoint of process automation in general. I promise not to tell you what is right, or what you should all be doing, and I hope that some of this may be of interest. A blog, after all, is useful not least because of the opportunity it gives to take a peek through someone else’s windows.
Digression: mention of what is useful about blogs reminds me that one of the big benefits I have gained from writing this stuff over the past five months is the sorting out of ideas. To write something down in an intelligible manner, it is necessary for me to tease out the knotted string which normally fills my head into a more linear, structured form, and a great many light bulbs turn on while I am about it. So, even if you find my blog tedious and/or pointless, you will now have the comfort of knowing that I, at least, am getting something out of it!
End of digression.
The subject of computers is a big one, almost certainly far too big to cover in a single post. This is a bit of a shame, in a way, since dividing the topic up into a series of threads will inevitably risk someone coming back to me and pointing out that I have overlooked such-and-such, when I have not forgotten it, but haven’t got to it yet. That’s all OK – I’m quite happy with that. I’ll try to keep the subject matter focused and relevant – if you are prepared to give it a go then maybe we can help each other out if need be.
Areas I intend to discuss will include some general points on the practicalities and pitfalls of automation, what computers are good at, their use in miniatures wargames (and some of the things which really don’t work very well), some examples of commercial or shareware software of which I have some experience, how I have developed my own game-management systems, and my theories on why the majority of wargames programs are handicapped by some fundamental conceptual and design flaws. I am very much aware that some of this sounds a bit dry – I hope I’ll be able to enhance it with occasional touches of intemperance to brighten things up a bit.
One subject area I wish to swerve is that of self-contained computer games of a wargaming nature. This is – I admit it – a little like my former avoidance of the subject of board wargames, in that there is an element of fear of the unknown in there. I have seen Total War and Cossacks, though not for a couple of years, and some aspects of them look wonderful. I am nervously aware that if one day someone does this right, and we can switch on the PC and find ourselves in a customisable game which looks like a Sergei Bondarchuk movie, we may wonder what on earth we were doing all those years messing about with painted toy soldiers. Having said which, I think we are some years short of that, and I recall that Cossacks II once corrupted the operating system on one of my computers (it rendered the CD writer useless), so there is still some room for scepticism.
If, at any point during the next few postings, anyone spots that we are entering a non-trivial debate about run-time environments, or if someone mentions Unix, please blow a whistle and we’ll stop immediately.
Tuesday, 1 February 2011
Sabol Studios
I have recently been very impressed by the work of Sabol Studios (of Woodstock, Georgia, USA), and thought it might be of general interest. Sabol Design are well known as manufacturers of carrying cases and similar wargame-related hardware, and they also do custom builds and commissions for terrain boards and pieces.
The 15mm Spanish monastery was built for Gary, whose blog The Peninsular War in 15mm is always interesting. I was sufficiently gob-smacked to contact Sabol, who proved to be friendly and very helpful. They are happy to take on terrain commissions, though shipping costs mean that there are limits to the size of items they can send to Europe. I think they may be just the guys to build some extra bits (including a gatehouse and some wrecked walls) for my 15mm Vauban fort.
The 15mm Spanish monastery was built for Gary, whose blog The Peninsular War in 15mm is always interesting. I was sufficiently gob-smacked to contact Sabol, who proved to be friendly and very helpful. They are happy to take on terrain commissions, though shipping costs mean that there are limits to the size of items they can send to Europe. I think they may be just the guys to build some extra bits (including a gatehouse and some wrecked walls) for my 15mm Vauban fort.
Thursday, 27 January 2011
Commands & Colors: Napoleonics - Crib Sheet
Since I found there was a lot to remember in CCN, and since the quick reference material is spread over a number of sheets (which is a real pain if you are trying to play solo), I made myself a crude 'crib sheet', which is probably British slang for a Playing Aid or Cheat Sheet.
It is not offered as an alternative to reading the rules, but it is more compact than some of the other customer-generated efforts I've seen so, if it is useful to anyone, here it is, in jpg form.
It is not offered as an alternative to reading the rules, but it is more compact than some of the other customer-generated efforts I've seen so, if it is useful to anyone, here it is, in jpg form.
Sunday, 23 January 2011
Hooptedoodle #14 - Foy on Foy

Those whom the gods wish to destroy, they first make mad. Potentially, I have a new project for the New Year. We'll see.
I have two major confessions to make today.
Firstly, I am not a qualified historian. I am pretty well read, I would contend that I am a passably smart chap (quiet at the back, there!), and I once wrote a short and rather humble booklet on the Portuguese Army, but I am certainly not qualified. This may seem an odd thing to say, but it is a serious point. Anything more thankless than attempting to be an unqualified historian is difficult to imagine. I am a big fan of a number of recent and present day Napoleonic historians - Muir, Esdaile, Gill, Elting, and Horward all come to mind - and am aware that to some extent they write/wrote their books for each other, within a closed academic community which despises 'popular history' as a point of principle. Fair enough - that's how it is. During my recent immersion in Salamanca, I was a little disappointed that Rory Muir felt it necessary to be so dismissive of Peter Young's and James Lawford's Wellington's Masterpiece, of which, for all its evident faults, I have been very fond for many years. Though no-one is likely to confuse Muir and his very scholarly approach with the enthusiastic (and rather patriotic) authorship of the earlier work, the fact remains that popular history is really where it's at when it comes to selling lots of books, so let's treat Young & Lawford and similar with all due respect. If it wasn't for all the unqualified punters like me who purchase and read their works as popular history, Dr Muir and the rest of the fraternity would be getting pretty hungry by now.

The second confession may come as rather more of a shock, so I recommend that you put your hot coffee down carefully, and sit back.
I am not really Maximilien Sebastien Foy.
I use his name as my blog persona, because he is, in a quiet way, a hero of mine, but the real Max Foy died in 1825. I have always had a high regard for MSF. Most of the eye-witness accounts I have read of the Napoleonic Wars are flawed in some way - they may be self-justificatory (Marmont), tedious (Pelet), romanticised and unlikely (Marbot), excessively patriotic (Marcel, Napier and many others) or written by complete jerks (Thiébault). This does not mean, of course, that I have not enjoyed or valued such writings, but Foy is something different. His best-known work is his Histoire de la guerre de la péninsule sous Napoléon, which was published after his death at the behest of Mme la Comtesse Foy, who suddenly was very short of money. The Histoire is readily available, in French or in a handy English translation (which you can download from Google books here and here if you do not wish to purchase it). It is remarkably balanced and fair-minded, gives a valuable overview of the characteristics and strengths of the participating nations but, sadly, ends abruptly at the Convention of Cintra (1808). Foy was born at Ham, Somme, but had an English mother, which may have contributed to his rather liberal views on foreigners.

Foy was one of the good guys. I have an impression that he would have been excellent company at dinner. He became colonel of a horse artillery regiment, then a general of brigade, and ended his army career as a general of division. Conscientious and always in the thick of battlefield action, his seniority did not advance as quickly as it should, and this may not be unconnected with the fact that he was a known critic of the French Empire. On merit, he should certainly have been one of Napoleon's Corps Commanders at Waterloo, where he received his fifteenth and last wound while leading a division in Reille's II Corps. Subsequently he became a liberal politician and a noted orator, and he died suddenly in 1825 at the age of 50.

There is another book, with a much wider scope. I have in my possession a copy of Maurice Girod de l'Ain's excellent Vie Militaire du General Foy, which was carefully edited from Foy's memoirs and correspondence and published, by the splendidly named Editions Plon, in 1900. It's a sound, scholarly job, meticulously referenced. I am not aware of this book ever having been translated into English, and I am thinking of doing exactly that - this is what might be the New Year project. Partly as a consequence of my rather convoluted Anglo-French family, I read French well, and I have sufficient familiarity with the period, the individuals involved and military matters in general to avoid most of the howlers which can present themselves in such works. The original idea was simply to produce a translation for my own amusement and, I suppose, to prove I could do it. That would be reason enough, but it also occurs to me that such a book might have a wider potential readership. I know nothing of the copyright implications or how I might set about the project, though I am currently in contact with a couple of academic fora and individuals to gain some guidance.
I have put this post up here mainly in case it is of interest, but also so that anyone who knows that an English translation of the Vie Militaire is on the shelf in their local public library can put me straight. Nothing at all might happen, of course, which would not necessarily be a novelty for my New Year projects, but at the moment I am very interested in this idea.
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