Sunday, February 14, 2010
Casualties
Thursday, February 11, 2010
Campaign Counters






Saturday, February 6, 2010
Black Powder Battle Report
The battle plan adopted was pretty similar, mainly because I was curious how each rule-set would handle it. The field was roughly similar too – each side advanced in columns onto a field with a stream perpendicular to the two battle-lines, plus some hills to the edges.
Aschenbach went for the central Infantry attack with a mass of Cavalry on the right flank, to turn the line. Luftberg deployed similarly, but had Cavalry on both their flanks and deployed (as per the old ‘brigades’ standardising notion I had devised and not gotten round to using,) which meant that the left flank was all Dragoons & the right flank was all Cuirassiers. The whole army was preceded by the ‘Advance Guard’ brigade of shifty Irregular types, Croats and Hussars.
The battle began with Luftberg proving themselves slightly above clueless, only getting basic single-move orders to fumble forward while Aschenbach were clearly able to move far faster. Generally all seemed favourable for Aschenbach’s big central attack, but although the attack brigade made good rolls and hurtled forward to catch the Luftberg troops still deploying, the other brigades lagged behind. The left infantry brigade was particularly troubled by the stream slowing it’s movement and the oncoming enemy cavalry. Clearly moving at max speed and ignoring the rest of the army is not a good idea!
Aschenbach's neat battle-line advances
In the centre, Aschenbach hammered on with it’s two lead units up front – one Line Infantry, one Grenadiers – which crashed into a firefight with the lead Luftberg units. The rash advance suddenly looked very unwise, as the lumbering Luftberg masses steadily sorted themselves out – enlivened by the odd regiment ‘blundering’ it’s orders and sailing off in totally the wrong direction! Rapidly, the fight developed into Aschenbach’s two regiments locking horns with five enemy regiments! With both flanks enfiladed, Croats firing in on them, plus Hussars threatening their rear, it rapidly turned into a disaster. Both regiments became disordered, meaning they couldn’t be pulled back from the disastrous situation, and when they were finally hauled out they were badly shaken by the hot reception!
The battered survivors back away, under pursuit
So, where were their supporting units? The cavalry brigade had a fantastic time smashing up the Luftberg dragoons opposite them, but they were weakened themselves and found that by the time they had seen off their opposite numbers, the Luftberg infantry were in place to hold them back. They never even had a chance to try it, as the central attack failed before they had reformed to come and assist, the useless show-boaters!
As to the left-flank infantry, what about them? Well, they advanced gamely enough but rolled badly for orders, plus the stream slowed them down further, representing a terrible dawdling when the crisis broke! As the Luftberg Cuirassier brigade closed in, they deployed into line and unlimbered their batteries to receive them. The disadvantage of having one flank wide open and cavalry-free quickly became obvious! Although one Cuirassier regiment was shot up and forced to a standstill, the other two proceeded to charge and outflank batteries and regiments one after the other, rolling up the line like an old carpet. Finally all Aschenbach units on the left bank of the river were swept away! With one flank wrecked, the other stalled, and the centre reeling, Aschenbach had clearly lost the day and retreated. A sterling victory for Luftberg!
Overall, disaster for Aschenbach was pretty likely as they weren’t bringing their ‘best game’ to the table, what with being only partially completed. Over-eager advances on good order rolls are clearly very unwise, as keeping your force together is pretty essential. An excellent, fun first game, which was far faster than Might & Reason as well as more action-packed!
It is also probably worth adding a little bit more about the Black Powder (BP) Rules, now they’ve been played. The advantage of superior orders seems best while ‘unengaged.’ Once units close up to the enemy, they are more limited in their movements and can make an automatic single move by initiative – and they’ll probably not need more than one. Well-led armies will want to engage in the dramatic flanking marches to turn an enemy line, as the higher order rolls will be useful here in the early stages. BP seems to be a good set of rules for mobile, dramatic battles (ie, the fun type!) I would also add that the 24-man unit is not critical to play. All you need to be able to do is show formations, so technically you could probably play it with a DBx-style of army, if you just used little counters or something to show if units were in line or column, etc. Mind you, you’d lose the visual effect, and a 4-figure unit might look a bit weird with three casualty markers at it’s base (almost more figures shot down than standing - embarrasing!)
Wednesday, February 3, 2010
The Parade Ground
My original games were played out on an old ‘Subbuteo’ game mat, which is basically a green bit of cloth 3 or 4 ft square, and this has been a regular battlefield for me over about ten or fifteen years – no exaggerating! It’s certainly done great service, but I finally decided it was time to get a replacement. Not least because I filled the old mat with the 50% reduced armies in the battle of Froschbach, which meant that any further battles on the old mat would be like a knife-fight in a phone booth. Popping down to Homebase, I’ve bought a grass-green throw to act as my new field of conflict. According to the label it’s 150cm by 200cm, and for the non-metric folk out there that translates into a roughly five foot by six-and-a-half foot of space. Very roomy, even if a bit of that is lost in the tassels at the end, and not bad for about £15.
Tuesday, January 26, 2010
New Campaign
Welcome to the province of Muckenmire, as ghastly a backwater of low-lying, rain-sodden, semi-submerged bogland as could ever be wished onto a hated enemy. The source of nothing but over-religious peasants, tastelessly rich merchants, moodily-lit landscape paintings, outrageously elaborate cheeses and innovative waterproof footwear. In short, no decent Luftberg gentleman could regard the place as anything other than a nightmarish hell-hole. And flat – so very, very, flat.
The province is heavily inspired by the actual Hapsburg holdings of the Austrian Netherlands (modern-day Belgium, basically.) Muckenmire was inherited by Luftberg through various treaties as a bargaining-chip. They never had a desire for it, have no interest in it, and aim to foist it off at the first opportunity onto some luckless counterpart. Spoiling the party, Aschenbach seek to take it.
A year has passed since the Spitzplatz war. Feldmarschall Krumper is now the ruling monarch of Aschenbach through succeeding to the throne, after the sad death of his senile and elderly father. It’s the role he was effectively doing anyway as the Prince Regent, but now he’s able to exercise full uninhibited power. Picking off a low-hanging fruit like Muckenmire should be a tantalisingly easy trick!
In Muckenmire itself Von Hentsch, semi-banished to the province’s governorship, fumes over events in the capital of Brederdam. He was side-tracked into a backwater, only to see it become the focus of Aschenbach’s latest agression. Now however, instead of being left to his own devices he is faced with a steady stream of his contemporaries (ie, rivals for glory) arriving as part of the Luftberg buildup.
The geography for Muckenmire is based on the Low Countries, plus – with a flagrant disregard for reality – turned thru 180 degrees just for the hell of it, to make things ‘fresher’. Distinguishing characteristics include the low water table, many small rivers, marshes, etc. One major river (the Schelve), plus a provinvial capital in it’s mouth. It has a largely urban population and most large towns are fortified, plus a few canals, a good road network, and some scattered woodland at the fringes. Actual tactical maps will be ‘in character’ and heavily favour marshes, fenland, streams, ponds, polder and dikes.
Next post I'll cover the military plans of the two old protagonists.
Tuesday, January 19, 2010
Black Powder: A Review
The postman has finally delivered my copy of the Black Powder rules, and so I thought I should post a review from my first reading:
Intro
First, the basics: Black Powder is a new set of rules by the Games Workshop old-hands Rick Priestley & Jervis Johnson, and is published by Warlord Games. It covers a period of a full 200 years, broadly from 1700 to 1900. (Readers of this blog will probably be minded towards the SYW themselves, and there is certainly lots of suitability.)
Appearance
First thing is first: the actual look of the book is incredible. No stapled A4 booklet here! Hardback, nice illustrations, a colour picture on virtually every page, and usually of a ridiculously vast diorama. This is a genuine work of love by a set of enthusiasts, and easily the best-looking book I’ve ever seen in the hobby. Maybe standards are higher nowadays and this merely shows my ignorance, but this is surely excellent stuff in anyone’s eyes.
Language & Style
The actual writing is marvellously judged to suit the period, typically being rather over-polite and gentlemanly, shot through with a dry humour. For example, the Foreword advises it is “a game for militarily inclined gentlemen with straight backs, bristling beards, and rheumy eyes that have seen a thing or two … The library or billiard room will serve as our battlefield, or else some similarly spacious and secluded refuge. Ensure that children are safely put to bed and … secure the doors against the intrusion of womenfolk as yet unfamiliar with the conventions of war.” What’s not to like in that? Each topic in the rules is typically given a 2-page spread, so it’s all visible when laid open on the table for reference mid-game. There are no excessive bullet-points or quick summaries, but a discussive tone, with the same humorous style throughout. For example, when the rules mention marking casualties on units they advise using models of fallen soldiers, adding: “Some gamers will doubtless feel that this service can be provided equally well with pen and paper. This notion has a whiff of accountancy about it and can only be recommended to those irretreivably so inclined.”
Mechanics
The game itself is simple and has a no-nonsense straightforwardness. There is a standard and unvarying ‘to hit’ roll and a ‘save’ roll on all combat, and all modifiers merely increase or decrease the number of dice rolled – making it very easy to remember. Each generic type of unit has a profile stating the number of dice rolled for shooting or hand-to-hand combat, a morale value (the number of save dice it rolls) plus a stamina level. Successful hits leave casualty markers, and when they exceed the stamina level it becomes possible the unit can break and flee.
Orders are given from a dice roll, to individual units or a group, depending on a general’s ability and luck – if he fails to issue an order he must stop all other intended orders, forcing careful consideration and prioritising. Also, if he rolls very badly there is the possibility of a nasty blunder taking place!
That, in a nutshell, is it! The mechanics are remarkably close in style to Warmaster, in case any of this is sounding familiar.
For particular flavour there are pages of Special Rules listed, all of minor but telling tweaks which have quite an impact through the simple games system. Each one is not usually specified for where and when it should be used, but is accompanied by a small commentary discussing the impact it has, and the sort of rough style of troops it should be applied to. This makes the reader take up slack, judging for themselves whether they think Prussian Infantry should be given the ‘First Fire’ or ‘Sharp Shooters’ bonus, and so on.
As a final note, I should add that the book has advanced rules, covers unusual items like howitzers or rockets, personalities for generals, half a dozen played-through battle reports as extended examples, plus some appendices of advice for different scales and sizing of units.
Conclusion
The level of detail and specific instructions in Black Powder has been deliberately left low, with the writers taking long stride back from telling you how to do everything. They expect enthusiastic players to work things out themselves, and don’t spoon-feed you requirements. I would say this is as much a toolkit for wargaming as a ruleset - especially with the special rules mentioned above. It aims to point a way, accepts most wargamers rewrite things and use ‘house-rules’ anyway, and so puts much more emphasis on players to think right from the start. It’s actually remarkable to think of the ‘classic’ elements of rulebooks left out: There are no minimum force sizes, no setup zones, no army lists, and not even a points system! (Well, all right – they grudgingly and disdainfully include a “suggested” points system for tournament play, hidden away in one of the appendices. They encourage players to simply do it the historical way – fight a battle with a force you reckon is adequate to win the day against the enemy. In other words, the very thing that a points system just puts an arbitrary figure on!) This results in an Exhilirating sense of freedom and the aim is just as much – if not more – to encourage enthusiasm for wargaming. About a third of the book is example battles written up and played through, and combined with the whole book’s discussive style it is remarkably reminiscent of the 1970s books by Charles Grant or Donald Featherstone. In fact, I would suggest it is at least their spiritual descendant, owing them a huge debt.
Should you try it? If you want a detailed, scientific set of rules, I would advise “No.” If you want a playable and simple set with the emphasis on game rather than simulation, I would advise “Yes.” And if you liked ‘The War Game’ by Charles Grant, I would advise “Definitely!”