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


Thursday, 15 December 2011

Solo Campaign - Commands & Colors Grand Tactical Variant


This post is going to look at what, if anything, I need to do to GMT's Commands & Colors: Napoleonics (CCN) rules to allow them to handle bigger battles. If you are not a CCN user, or could not care less, some of the reasoning might still be of interest. If you would like to see the rules of CCN, you can download them from here.

Last year I put a lot of effort into developing my in-house grand tactical Napoleonic rules, which - through lack of inspiration - kept their joke working title of MEP (short for moins est plus). I did a lot head-scratching and testing, and eventually carried out a refight of Salamanca (Los Arapiles), which in hindsight may have been a tad over-ambitious. The reason this all becomes relevant again is because I will need some means of managing very large battles for my coming solo Peninsular campaign. I have banged on about some of this in previous posts, and thus I will try not to say all the same things again, but I must explain up front that by Grand Tactical I mean that the units on the tabletop are brigade-sized.

My MEP version of Salamanca threw up a number of issues to do with command and activation, and especially with the endless chore of managing skirmishers and artillery, which really became a problem. So much for streamlining the game and abstracting unnecessary levels of detail! Around the same time, I became acquainted with CCN, and since then I have become a devoted user, relishing what I have previously described as an order-of-magnitude improvement in playability over my previous rules - the CCN mechanisms and systems are developed from other similar games, are tested and proved to a commercial boardgame standard, and they hang together and actually work. I mean quickly and logically. The feel of CCN, as I have also said before, is like the old, fun battles I fought when I was first involved in wargaming, the chief difference being that the game doesn't have all the old holes and patches that used to stop the flow and cause arguments.

CCN obviously is not going to be everyone's cup of tea - although I use miniatures with the rules almost exclusively it is, after all, a hex-grid boardgame, which is a major turn-off for many. Also it does not allow you to enjoy deploying your column into line, or handling skirmishers, so if that is your favourite part of Napoleonic warfare you should look elsewhere. For me, it works well. The card-based activation system is simple but challenging (and avoids the exhaustion which comes from marching entire armies pointlessly around the table), the special battle dice are easy to use, and the games run quickly enough to come to a successful conclusion, which is a colossal plus in my book. A regular feature of my wargames over the years has been the feeling of disappointment when I couldn't raise the enthusiasm (or the opponent) to finish off the previous evening's unfinished epic. 

In the Introduction to the rule booklet for CCN is the following claim:

The scale of the game fluctuates, which allows players to effectively portray epic Napoleonic battles, as well as smaller historical actions. In some scenarios, an infantry unit may represent an entire division, while in others a unit may represent a single regiment or battalion. The Napoleonic tactics you will need to execute to gain victory conform remarkably well to the advantages and limitations inherent to the various Napoleonic national armies of the day and the battlefield terrain features on which they fought.

OK - if we gloss over the promotional overtones, the scalability bit is very interesting. A quick read of the example scenario booklet which comes with the game makes it obvious that the scale of the Waterloo scenario is obviously rather larger than Rolica. If this nice, crisp game is really scalable in this way, then this is a most attractive idea. Here was the starting point for my previous consideration of what adjustments would be necessary for a grand tactical [my definition] variant of CCN, which, to save typing, I shall have the conceit to call GTCCN for the time being. Adjustments? - hmmm - if it works in its basic form, the best approach is to leave it alone if possible, not easy for a life-long tinkerer/improver/wrecker.

So I set myself a First Objective, which was "only change the game if it is really necessary to do so in order to avoid scaling distortions".

This is all about putting another tick on my list of things to do for the campaign, since a set of rules for big battles, compatible with CCN, is required. I shall move on to run a test battle using this trial version of GTCCN – it will probably be after the holiday period now. This trial was going to be another shot at Salamanca, but I may try something else. My definition of what constitutes a big battle is up for grabs – currently I am thinking of a battle where the number of CCN units (including Leaders) on either side would exceed 30, but I may change may mind when I see how it looks.   

I must point out at this stage that one of GMT's future expansions to CCN will be a larger, Grande Battle [sic] version, similar to the Epic version of Commands & Colors: Ancients or the Overlord version of Memoir 44 from the same originators. These games are primarily intended as multi-player games on a double-width board, and are thus designed as wide versions of the same-game-with-more-units, rather than the same-game-with-bigger-units which I am looking for. Thus, though I am sure CCN Grande Battle will be a terrific game, my ideas for GTCCN are heading in a different direction, to meet my need for a big battle manager in my own campaigns.

What I'll do here is set out the areas I have considered - I hope this becomes structured enough to follow! - and list the rule amendments I have developed. Bear in mind that I am trying hard to make amendments only where the scale change makes it necessary.



Ground Scale

If we are going to have more men in a hex, it stands to reason that there is an implied change to the ground scale. CCN does not state scale assumptions, which is sensible since each scenario is designed to fit a specific battle onto the board, so I’ll base this exercise on CCN rather than going back to metres/paces and starting the game design from scratch. In CCN, a combat unit (for example, an infantry battalion, normally of 4 "blocks" strength) will occupy a hex. It is possible to add a Leader to the same hex, but otherwise one unit to one hex is the rule. For reasons which are not very scientific, I sort of visualise a 4-block battalion is some parody of Column of Grand Divisions, 2 wide by 2 deep. It would be very convenient if in GTCCN a battalion were represented by a single block (let's see you deploy that into line!), which is half as wide on the board, which effectively doubles the ground scale - in other words, whatever the size of a hex is in CCN, it is something like twice that in GTCCN, and the terrain features depicted in the hexes become twice as big.

Time Scale

Righto - what does that do to the movement rates? In CCN, infantry may move 1 hex - there are some exceptions for light infantry, but 1 hex is the norm. Easiest approach is to leave that alone and assume that the turns last twice as long - so the implied time scale (whatever it was) is doubled, and infantry still move 1 hex - all movement rates are unchanged, though they are twice as far on the ground. That was easy.

Sanity Check - Artillery Units   

A faint klaxon sounds when you consider artillery. A battery in CCN is 3 blocks strong, and occupies a hex, and CCN also has the concept of a “reduced” battery, i.e. one that has only a single block remaining. Using the same approach as for the infantry, we can scale things down by making the standard 6-8 gun battery a single block, so that the “reduced” battery unit becomes the standard arrangement for anything less than a massed grand battery. Insisting on such a reduced battery occupying a hex on its own doesn't seem right, so I have adopted an approach for artillery whereby a battery may be deployed in two different ways:

(1) Up to 3 such batteries may be brigaded together as a single Grand Battery, which is a unit in its own right. A 3-block battery of this type is just like the normal CCN battery, apart from some trimming of the ranges (see later).

(2) Otherwise, batteries will normally be used in a divisional role, at 1-block strength, and will correspond to CCN’s “reduced” form. A big change here is that they may be attached to (or separated from) a brigade in the same way that Leaders are handled in CCN. This will require specific orders, and my original feeling was that they should only be allowed to join a brigade from the same division, but I've dropped that idea for the moment because the game may be tricky enough without that constraint. A brigade may have both a Leader and a battery attached, though no more than 1 of each. A Leader or Battery may be given orders along with a brigade if they are attached, but they are really distinct units, and count as Victory Banners in their own right if lost. Thus, for example, a brigade with attached battery which receives an Artillery hit on the battle dice will lose the battery, and a Victory Banner is awarded to the opposition, though the rest of the brigade is still in the field.

Missile Ranges

In CCN, there is Melee Combat (which is what you do to people in the next hex – and note carefully that includes short range fire as well as the use of bayonets and swords, so all canister fire is included in Melee) and Ranged Combat (which is firing at people further away). Ignoring tactical variations, CCN gives ranges thus:

Muskets             2 hexes
Rifles                  3 hexes
Horse Artillery   4 hexes
Foot Artillery      5 hexes

Since the ground scale has changed, we have to trim the ranges down. My approach is a touch crude – I simply reduce all the ranges by 1 hex. This means that foot artillery can now probably fire a bit further than in the original game, but they are so ineffective at extreme range that I am hoping it will not be a problem. If we adopt a range for muskets of 1 hex, then we can make this part of Melee Combat, and muskets will no longer carry out Ranged Combat. [I make a careful note at this point to check later that I haven’t devalued infantry by this assumption.] Thus my revised table for GTCCN becomes:

Muskets            none - included in Melee
Rifles                 2 hexes
Horse Artillery   3 hexes
Foot Artillery      4 hexes

Mixed Units

The units are now to be brigades, which includes Grand Batteries. To keep the game playable, I outlaw brigades of infantry mixed with cavalry. The “blocks” within a brigade will now represent the constituent battalions, cavalry regiments or attached batteries. Note that either type of artillery (foot or horse) may be attached to an infantry brigade, but only horse artillery may be attached to cavalry, and that horse and foot artillery must be kept separate when forming grand batteries.

Although the idea has been to avoid considering the detail of the scales, assume that an infantry block represents a battalion, a cavalry block is a regiment, an artillery block is a battery of 6-8 guns. It would be nice to have a one-to-one mapping of regimental blocks against a historical OOB, but, if working from historical numbers, allocate (about) one block per 600 men for infantry, per 300 men for cavalry, per battery (company) for artillery. If you can represent each unit which was present with a block then that is terrific, but the total for the brigade is the important thing. Thus a company of 50 men from the 5/60th Rifles attached to a brigade in the original OOB is insignificant on this game scale – you don’t get a Rifles block just for that.

Note also that Ranged Combat is now going to be carried out at block level. If a brigade contains one or more Rifle blocks, and/or an attached battery, these blocks will be able to fire individually if the brigade has orders – and remember that 1-block artillery batteries correspond to “reduced” batteries in the CCN rules.

As an example, the British Light Division in the Peninsular War might consist of

1st Brigade
            1/43rd Ft            (750 all ranks)
            2/95th Rifles       (400)
            1st Cacadores    (500)
2nd Brigade
            1/52nd Ft            (800)
            1/95th Rifles       (550)
            3rd Cacadores    (500)
plus a horse battery

In GTCCN, each brigade would be represented by single unit of 1 British LT + 1 Portuguese LT + 1 British RL (rifle light) = 3 blocks, which would move and melee (on average) as British Light Infantry, and would be entitled to 1 block of rifle-armed Ranged Combat. And, of course, the 1-block HA horse battery may be attached to either of these brigades, or may be left to operate on its own.

Though this may appear disrespectful, in my game the French Léger regiments are classed as LI (line infantry), not LT – I consider this appropriate for the Peninsular War.

A brigade will move at the rate of its slowest block type – thus mixed light and heavy cavalry may move only at heavy cavalry speed.

A brigade will carry out Melee Combat as if it were all of its predominant type – if more than one type is equally represented, the owner may choose. A brigade of 1 Grenadier battalion and 3 of Line will fight as Line. A brigade of 2 light cavalry blocks and 2 heavy may fight as heavy or light cavalry as the owner chooses (though its moves are limited to the slower, heavy cavalry rate).

Losses to a mixed brigade – if they are not obvious from the Battle Dice results (e.g. an artillery symbol) these will be from the predominant type; if more than one type is equally represented, the owner may choose.

If a cavalry or infantry brigade is eliminated which has a battery attached, the battery will be lost also.

Numbers of Battle Dice

For infantry and cavalry units, the rules are the same as for CCN, though only eligible blocks may use Ranged Combat.

For artillery, there are some changes to the rules - the bonus for Guard artillery is dropped, all ranges are reduced, and the numbers of battle dice are now thus:

Foot artillery (3-block Grand Battery) – 4 dice for Melee, and 3, 2, 1 dice at range 2, 3 or 4 hexes respectively
“Reduced” (1-block) Foot artillery – 3 dice for Melee, and 2, 1, 0 dice at 2, 3 or 4 hexes

Horse artillery (3-block Grand Battery) – 3 dice for Melee, and 2, 1 dice for range 2, 3 hexes. No fire at range 3 is permitted if the battery moved.
“Reduced” (1-block) Horse Artillery – 2 dice for Melee, and 1, 0 dice for range 2, 3 hexes.
The CCN rule whereby a “reduced” horse battery may not move and fire is dropped, since 1-block batteries are the norm in GTCCN.

Squares in GTCCN

Essentially, the rules for forming and fighting in square are the same as for CCN. If a brigade of infantry is ordered into square, it may mean that the whole brigade forms one big square or – more likely – an array of battalion squares. It doesn’t matter – the GMT-supplied marker indicates that the brigade is now in square. A special rule is now needed if the infantry has an attached artillery battery.

I assume that the gunners will take shelter inside the squares as necessary, so they do not influence the Melee Combat involving the square, with a single exception – if the attacking cavalry roll an artillery symbol on their single permitted Battle Dice, the artillery are lost.

Leaders/Generals

In GTCCN there will be a higher proportion of these, since generals down to Divisional level will normally be represented – in addition a detached brigade with a specific role may also be allocated a Leader if the scenario requires this.

You may attach a Leader to any unit you like, as in CCN, but – unlike CCN – he allows them to ignore a Retreat result from combat only if he is in their chain of command. He will, in any event, still be at risk of being lost even though he is not able to influence their Retreats.

Command Cards

The only implications for the normal Command Card pack are that the “FIRE AND HOLD” cards (of which there are 2) will no longer offer any advantage for musket-armed infantry (though rifles and artillery will still benefit) and the extra bonus for Guard artillery on the “BOMBARD” cards (there are 2) is no longer applicable – all artillery is the same in GTCCN.

Victory Banners

Scenario requirements for victory for GTCCN will need rather inflated numbers of Victory Banners, to allow for the increased numbers of Leaders and the likely numbers of lost divisional batteries. Remember that if a brigade with attached Leader AND attached battery is completely eliminated, and the Leader is lost, that is THREE Victory Banners.

Initial recommendation will be to add 3 or 4 to what you would expect the normal CCN Victory Banner requirements to be.


I’ve done it again – I started out very pleased with the small amount of change I had introduced, but my usual windy explanation means that this looks like a whole pile of stuff. I had intended to summarise the rule changes at this point, but I think this has gone on long enough. If I feel brave in a day or two I may do this, though.






Sunday, 11 December 2011

La Flecha Negra - Apologium

Last month I did a post about the relaunch of the Falcata 20mm white-metal ranges. At present, part of the Napoleonic range is available, and I believe there are some Carlist figures also.


At the moment, these figures are available only from La Flecha Negra, a well known model and hobby shop in Madrid, and I am very grateful to Goyo at LFN for keeping me informed of progress over the last 5 or 6 months as the new figures became available. Goyo has a fair command of English, and I have wretchedly little facility with Spanish, so I have tried to be careful to ensure that I did not misrepresent anything, nor commit Goyo to meet any customer demands based on something I might have misunderstood. I would have been more comfortable if there had been some other announcement, or if LFN's own website had shown the new figures.

Rafa very kindly did some checking up for me, and he confirms that La Flecha Negra have stocks of the figures, and they are selling them now. If you are interested, do please contact them. I believe that the website will be updated in the New Year.

I wish to make it clear that I am aware that Goyo and his shop are well established and highly respected, and I have never had any doubts about his operation. The reason for my checking was simply that past dealings with Falcata (the manufacturer) have suggested that their delivery timescales are sometimes a bit optimistic. Anyway, I am sorry if I seemed to imply that I had concerns about the shop.

If any readers of this blog buy, or have bought, any of the new Falcatas, I would delighted if you could get in touch and write (or give a link to) a brief review - some pics would be good, too. I'll certainly be ordering some in due course, but I am more interested in the Spanish irregulars and the generals, which are to be released later.

Wednesday, 7 December 2011

Solo Campaign - The Allied Army

...and here's the other lot. Ian commented on the number of infantry units in the French army - I fear it doesn't quite add up in a sensible way. "Provisional" units do exist in The Cupboard and could be photographed, but a (smallish) number of unnamed garrison battalions in each army exist only on paper. On the other hand, because of the way I field light infantry, each line infantry brigade also has an additional skirmish "battalion" made up from its combined light companies. I do this for both armies, since I find it convenient to handle skirmishers at brigade level - in the British army, these skirmish units will also include the attached rifle companies of the 5/60th, but brigades which have specialist light infantry regiments (7th and Light Divisions and all Portuguese brigades) do not have the extra combined unit. By the way, I regard French light infantry units as being indistinguishable from the line, apart from their uniforms and plumage - complaints to the usual address, please.

Clear as mud?

Here we are, anyway.



Allied Army

Anglo-Portuguese (Viscount Wellington)                      approx 34500 inf, 3500 cavalry, 42 guns
                First Division (Graham)
                                1st Brigade (Henry Campbell)
                                                1/Coldstream FG & 1/3rd FG + Coy of 5/60th
2nd Brigade (Blantyre)
2/24th & 1/42nd & 2/58th & 1/79th & Coy of 5/60th
3rd Brigade (von Löw)
1st, 2nd & 5th Line Bns, KGL
Foot Battery (Gardiner)
Third Division (Picton)
1st Brigade (Col Wallace, vice Kempt)
1/45th & 74th & 1/88th & 3 Cos of 5/60th
2nd Brigade (Col John Campbell, vice Colville)
2/5th & 2/83rd & 94th
Portuguese Brigade (Palmeirim)
9th (2 Bns) & 21st (2) Portuguese & 11th Cacadores
Foot Battery (Douglas)
Sixth Division (Clinton)
1st Brigade (Hulse)
1/11th & 2/53rd & 1/61st & Coy 5/60th
2nd Brigade (Col Hinde, vice Burne)
2nd & 1/32nd & 1/36th
Portuguese Brigade (Madden)
8th (2) & 12th (2) Portuguese & 9th Cacadores
Foot Battery (Eligé)
Seventh Division (Hope)
1st Brigade (Col Colin Halkett)
1st & 2nd Light Bns, KGL & Brunswick-Oels Bn
2nd Brigade (Von Bernewitz)
51st & 68th & Chasseurs Britanniques
Portuguese Brigade – absent
Horse Battery (MacDonald)
Light Division (Karl von Alten)
1st Brigade (Col Barnard)
1/43rd & 1/95th & 3/95th & 1st Cacadores
2nd Brigade (Col Gibbs, vice Vandeleur)
1/52nd & 2/95th & 3rd Cacadores
Horse Battery (Ross)
Cavalry (Cotton)
Le Marchant’s Brigade
3rd Dragoons & 5th Dragoon Gds
George Anson’s Brigade
14th & 16th Light Dragoons
Viktor von Alten’s Brigade
11th Light Dragoons & 1st Hussars, KGL & Brunswick-Oels Hussars
Von Bock’s Brigade
1st & 2nd Dragoons, KGL
Portuguese Brigade (Otway)
1st & 11th Portuguese Dragoons
                                Horse Battery (Bull)
                Reserve Artillery & Engineers
                                Portuguese Howitzer Battery (Arriaga)
Siege train
                                Bn of Portuguese militia (attached)
Bridging Train
                                Engineers & sappers

Spanish 3rd Army (part) (Conde de Espaňa)    approx 6000 inf, 700 cavalry, 6 guns
Infantry Division
2nd Princesa & 1st Sevilla & 2nd Jaen
Tiradores de Castilla
Cazadores de Castilla
Foot Battery
Cavalry (Sanchez)
1st & 2nd Lanceros de Castilla
                Garrison of Ciudad Rodrigo
                                3 Bns + garrison artillery

In addition, each of the Juntas of Castilla, Vizcaya, Navarra and Aragon can raise unspecified numbers of volunteers and guerrillas, strictly for use in their own province. If they have to appear in the field, each of these little armies has a maximum strength of
Voluntarios
4 Bns & 1 Foot battery
                Irregulars
                                4 (small) Bns & 1 cavalry unit

Tuesday, 6 December 2011

Solo Campaign - The French Army

I had some proper work to do this evening, but my computer is not co-operating. I am bored watching McAfee and Internet Explorer wrestling on the floor like a couple of elderly drunks, so here is the first part of the OOB for the solo campaign. My armies use a 33:1 figure scale, and garrison guns, since they can't be carted around, are not included in the army totals.

I haven't finalised the positions on the map yet, but at least I've got a definitive list now. The armies for the other lot will appear shortly (next time I'm bored?). There is a strong whiff of historical accuracy in this OOB, but it is only a whiff....

Marmont

French Army

Army of Portugal (Marshal Marmont)                         approx 21000 inf, 2500 cavalry, 48 guns
                Division Foy
                                Brigade Chemineau
                                                6e Léger (3 Bns) & 69e Ligne (2)
                                Brigade Desgraviers
                                                39e Ligne (2) & 76e Ligne (2)
                                Horse battery
                Division Clauzel
                                Brigade Berlier
                                                25e Léger (3) & 27e Ligne (2)
                                Brigade Barbot
                                                50e Ligne (3) & 59e Ligne (2)
                                Foot battery
                Division Maucune
                                Brigade Arnauld
                                                15e Ligne (3) & 66e Ligne (2)
                                Brigade Montfort
                                                82e Ligne (2) & 86e Ligne (2)
                                Foot battery
                Heavy Cavalry (Cavrois)
                                Brigade Picquet
                                                6e Dragons (3 Sqn) & 11e Dragons (3)
                                Brigade Boyer
                                                15e Dragons (3) & 25e Dragons (3)
                                Horse battery
                Light Cavalry (Montbrun)
                                Brigade Curto
                                                3e Hussards (3) & 22e Chasseurs (3)
                                Brigade Vial
                                                13e Chasseurs (3) & 26e Chasseurs (3)
                Artillery Park (Tirlet)
                                2 Foot batteries
                                Siege train
                                Bridging Train
                                Engineers & sappers

Army of the Centre (part) (King Joseph & Marshal Jourdan) approx 21000 inf, 1000 cavalry, 20 guns
                Division Guye
                                Royal Guard (Merlin)
                                                Grenadiers (2) & Fusiliers (2) & Voltigeurs (1)
                                Brigade Casapalacios (Spanish Line troops)
                                                1e (Castilla) Léger (1) & 2e (Toledo) Ligne (2) & Royal-Etranger (1)
                                Spanish Guard horse battery
                Division Armagnac
                                Brigade Neuenstein
                                                2e Nassau (2) & Regt de Francfort (1) & 4e Baden (2)
                                Brigade Chassé
                                                4e Etranger (Prusse) (1) & 4e Hesse-Darmstadt (2) & 3e Berg (1)
                                Brigade Verbigier de St Paul (Italians)
                                                2e Léger (1) & 3e Ligne (2) & 5e Ligne (2)
                                Italian Foot battery
                Garrison of Badajoz (Phillippon)
                                5 Bns + various artillery
                Cavalry
                                Brigade Trelliard
                                                4e Dragons (3) & 14e Chasseurs (3) & Lanciers de la Vistule (3)
                                               
Army of the North (part) (General Dorsenne)               approx 11500 inf, 1500 cavalry, 24 guns
                                Brigade Leberknoedel (Duchy of Stralsund-Ruegen)
                                                Grenadiers (1) & Fusiliers (2) & Jaegers (1)
                                Stralsund Foot battery
                                Various garrisons and flying columns:
                                                28e Léger (1)
                                                Garde de Paris (1)
                                                Chasseurs des Montagnes (1)
                                                Grenadiers Provisoirs (1)
                                                Dragons à pied Provisoirs (2)
                                                4e Vistule (1)
                                                4 Bns de marche
                                                Garrison artillery - various
                Cavalry
                                Brigade Maupoint
                                                13e Cuirassiers (3) & 15e Chasseurs (3) & 5e Chevauxleger-lanciers (3)
                                Brigade Kleinwinkel (Stralsund-Ruegen)
                                                1e Chevauxlegers (3) & 2e Chevauxlegers (3)

                                               

Hooptedoodle #37 - Paul McCartney's Bus Pass


Like radio stations the world over, the BBC puts on supposedly topical programmes in the late morning, so that listeners may phone in or text their views. I can see that this is a cheap way of constructing a programme, and has a sort of appeal in that any flapmouth in the country may have 30 seconds of exposure. It has to be a sign of advancing age that I find these programmes serve mostly to increase my blood pressure. I cannot find any upside at all, I'm sorry. They are not informative, they prove nothing, they do not even reflect mainstream views. The people who can be bothered to get in touch will normally be those who care deeply about the topic, often to the exclusion of all else, or else head cases - or so it seems. I find myself leaping to the radio, yet again, to change stations, muttering "Beam me up, Scotty..."

It worries me to find myself shouting at the radio, so I must stop listening to these shows. A couple of days ago, the hot topic was the money which our bankrupt, stupid nation could save by means-testing benefits for pensioners. The example which generated a lot of heat was that Paul McCartney, as a pensioner, is entitled to a free bus pass. What? Clearly Sir Paul is not short of a few quid, and not what you would call needy, but somehow nobody mentioned any of the following:

(1) Apart from the countless dollars he has earned for UK trade, how many zillions of pounds in taxes and earnings-related National Insurance has McCartney handed over during all these years, as the cost of being a paid-up citizen of the United Kingdom?

(2) Is he likely to actually use his bus pass? Have you ever seen him on the number 27? Apart from the overhead of the many levels of bureaucracy required to produce the pass itself, what is the real cost of occupying a seat on a service bus if he did? He would not be allowed on in the rush hour, for a start.

(3) If the UK can't afford to provide piddling benefits to people who have paid their way and are entitled to them, how can we afford complete fol-de-rols like the London Bloody Olympics?

As a footnote on the worthy subject of the Olympics, I wish to phone in my earnest and very reasonable view that anyone who obtains a knighthood for being involved in the schmooze industry which surrounds them, or who makes a private fortune out of ticket scams, should be executed by firing squad, live on the Lottery show on Saturday night TV. Their wealth may be redistributed appropriately.


I thank you.

Solo Campaign – Nearly Time to Get Started


It would be possible to tinker about with details indefinitely, and never get under way - there is something of that in my character. I have to remind myself why I wanted to do campaigns again, and I also have to focus clearly on some of the advantages of doing it solo.

I have been involved with campaigns before, though never on my own, and they always seemed a satisfying way to generate tabletop battles. They were absorbing at many levels and, apart from setting the wargames into a more meaningful context, they also helped to encourage more general-like behaviour - in particular

(1) since the survivors of a battle will be required to continue to play a useful part in the continuing war, it is a good idea to avoid unnecessary casualties; thus the concept of a controlled retreat becomes important.

(2) armies have to be positioned so that the component parts can support each other, without starving each other to death - not everyone is going to be available all the time, and not everyone is going to be on top form.

This next bit is kind of cyclic logic - it isn't strictly speaking the reason why I have grown my armies far beyond what can fit on a single battlefield, but viewing them as the participants in a grander scale, map-based game has almost become the justification for continuing to add to them. I am impressed by Charles S Grant's recommendation that no units should appear in your campaign OOBs unless you actually have representative figures for them. There will be a need for spare, generic bataillons de marche to provide gap-fillers here and there, and some re-use is a good idea in such circumstances, but my army has built up slowly enough for me to cherish the personalities involved, However silly it might seem, it wouldn't seem right to field my 42nd Royal Highland Regt, who are mostly ancient Garrison figures and have had this ID since about 1974, and pretend for the day that they were the Gordons. Obviously I could do it if necessary, but my instinct would be to come up with another unit of highlanders for this alternative role. Given a choice, I would prefer to bend history a little. It's not just that the facing colours would be wrong (though there is that, now I come to think about it...) - it's the feeling of a slight betrayal of some old friends. Does that make any sense, doctor?

A practical example of a historical fudge is offered by my sketched-out, first-cut deployment of the French. My starting point will be loosely based on January 1812 - how loosely is still a matter for consideration. Historically, the 2-battalion Hesse-Darmstadt regiment Gross und Erbprinz should be in the garrison of Badajoz. On the other hand, I am rather fond of my little Hessians, and would like to see them on the tabletop at some point. The siege of Badajoz looks like an obvious early event in the campaign, which probably means that the units in the garrison will never be seen again if the place falls. Given the choice, I'll fill Badajoz with unspecified units (which can develop an identity later if required), and I'll put the Hessians somewhere else.

Another big selling point for a campaign is that everyone (within reason) in The Cupboard can get involved - even the siege train and the engineers and the logistics boys. Not sure about the Band of King Joseph’s Guards, mind you.

I'm running out of excuses for delay. I have a map, I have my fancy new magnetic map counters, and I have rules. Aha - the rules - they're not complete, though, are they? Well no, they aren't, but they are about 90% complete, I would estimate, and this is where the "solo" bit of the solo campaign scores heavily. There are some inherent features of solo campaigning which are obviously advantages anyway - a campaign will generate some battles which are not finely balanced (in fact, many of them will be, realistically, skewed in favour of one side or the other), and some which are not suitable for fighting on the tabletop for some reason or other - in particular, mathematical sieges are going to be pretty much devoid of anything worth looking at. None of this matters a jot for the solo game - there is no need to dignify the evening with an elegant game, supper, all that. One does not even have to look one's best, as the ancient joke goes.

But there's more - if I have to improvise or alter rules where gaps become apparent (and they will), if I have to re-run things that don't work - even if I have to give up and start all over again - then if I am on my own it is not a problem. So my 90% rules will be fine for a start.

There are 3 remaining areas where I have a little work to do before I am ready.

(1) Intelligence and scouting – it is not easy to have any level of Fog of War if I can see from my magnetic map and my spreadsheets exactly who everyone is, and where they are, complete with the minutiae of weekly strength returns, and all that. My approach to this will be that I (as the Great Panjandrum) will know everything, and will have a system for working out the imperfections in what the units know about each other. Each group commander will have orders and objectives, and a personality (historical or not). The Fog system will allow for relative proportions of cavalry, the anti-French bias of the local population, plus a few random numbers to help each local commander to act on the information he has.... Since it is my game, if I don’t like the way it shapes up, I shall cheat as necessary until I like it better.

(2) I really can’t model the whole Peninsular War – I don’t have enough model soldiers or enough brain power, so determining how to scope it and restrict the field of operations is a challenge. My current plan is to declare most of Andalusia out of bounds (by reasoning that Soult is so obsessed with the siege of Cadiz and the irregulars in the South, and so unlikely to wish to help anyone else, that this area is self contained). Similarly, I hope to ignore the East coast area around Valencia and Tortosa, since Suchet and his Spanish opponents in these parts can keep each other fully occupied. Galicia, too can be off-limits for this first campaign.

So, in my cut-down bit of the map, the French will have an Army of Portugal with, instead of the historical 8 divisions, 3 oversized ones, with artillery and cavalry in proportion. The Army of Portugal will probably be about 60% of the strength of the real one. There will be a scaled down Army of the Centre based around Madrid, and (very much a simplification of the real war) a representative Army of the North to look after the forts and communications in Navarre and Biscay.

Wellington will have an army consisting of his First, Third, Sixth, Seventh (one brigade missing) and Light Divisions, each being overstrength at the start. Cavalry and artillery, like their French equivalents, will be scaled to suit the reduced force.

The Spanish field army is not large (since I am choosing to ignore most of the areas where they were heavily involved) but does exist, and there is an arrangement whereby the irregular partisans of Castile, Navarre, Biscay and Aragon may pop up all over the place in their own province – not bound by the normal movement rules – but may not move or fight outside their own patch.

I’m doing quite a lot of work on this bit. I’ll post a detailed OOB when I’ve got it firmed up.

(3) One area of the rules I would like to test out before I start is my in-house tweaked version of Commands & Colors:Napoleonics, intended to cope with very large battles. I have not actually fought a battle with this yet, and would feel a lot more confident if I had that experience under my belt (so to speak). In this grand tactical variant of CCN, “units” are brigades, and there are still some changes being worked on to cope with Divisional artillery, which (at this moment) may be attached to a unit or detached from it in a manner very similar to Leaders in the standard CCN game.

I still have a lot of notes from my attempt to fight Los Arapiles last year, and it should be easy enough to borrow heavily from those to do it again using the CCN variant. I intend to stage that battle in the next couple of weeks, and after that the campaign should be ready to go. If the wind blows in a favourable direction, there should be an outline of the GT modifications to CCN here shortly, plus some kind of report of a Salamanca refight using them.

I do realise, of course, that much of the flexibility and informality which I would expect from doing this solo is seriously compromised by writing it up here, so I hope any readers will accept that I am feeling my way, and will cut me some slack accordingly!

Monday, 5 December 2011

The Funky Chicken - Yet Another Mystery Figure


I'm spending an unhealthy amount of time dredging through the dark recesses of the spares bags at present, trying to find figures suitable for a career change, leading draught horses and carts etc around.

This fellow (there's only one of him - it's a montage) is clearly RHA, and his jacket without tails suggests he is a gunner rather than a driver (a distinction which S-Range Minifigs never got the hang of). What is he? What, moreover, is he doing? From likely date of manufacture, it might be the Funky Chicken, or possibly the Frug.

I thought he looked like a horse-holder, and maybe Alberken or early 20mm Minifigs, but I cannot find such a figure listed anywhere. Maybe he's a conversion, but I don't think so. Anyway, he's likely to find himself leading a limber around in the near future. He's 20mm - skinny little chap, as you see, but wiry.