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Honours of War - Cover Art

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Well now. I fully expected Osprey to draw on their wide range of already available images for the cover of my rules. But instead, they have gone ahead and commissioned a piece of original artwork. Nice. Very nice indeed. 

Men of Prussian IR18, Prinz von Preussen, charge into combat. The snow suggests Leuthen to me - the regiment was present on the Prussian right flank. The artist is Giuseppe Rava. I have always admired the rose pink facings of this regiment. Marvellous!

The playtest feedback I have received from the Yahoo group has been invaluable and has resulted in a large number of positive changes to Honours of War. I have 2 or 3 new playtesters still up my sleeve for final checks, but overall I'm pretty happy with how the rules are. Waiting until next November for publication will be a bit of a pain, but that's the world of publishing for you. At the moment, my two great fears are:

First, the obvious one - the rules are trashed by reviewers and players on publication, no one likes them, and I find I have let Osprey down. Oh, how I fear the wrath of TMP!

Second, having submitted the final manuscript in January 2015, I find that by November I have discovered any number of glitches in the rules, or thought of several ideas or improvements which I would love to include but can't. We all know that by the time Donald Featherstone had published War Games, he no longer used the rules that were contained within it. I am hardly in the Don's league, but you get my meaning. I guess there's really no way out of this one.

I am heartened by Osprey's decision to provide online support for their various rules (at least, that's my reading of the current situation - don't quote me). But if they don't, I will. This will allow me to address any problems and pass on corrections. And it will probably help sales as well.

Regardless of my fears, the whole process continues to be full of interest and enjoyment. I suppose in a way it's work, but it certainly doesn't feel like it. Thanks again to Phil Smith, Games Manager, Osprey Publishing, for giving me the chance to do this.


Latest RSM95s

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Having given up painting full units recently, I have had a few figures painted by those lovely lads at the Dayton Painting Consortium over in the US of A. A couple of small cavalry units, an Austrian Grenz battalion and some Prussian grenadiers. Not exactly a massive order by some people's standards, but including the cost of the figures, painting, postage and customs fees, it still came to £122.65. Counting the cavalry as 2 figures, that's around £3.23 per figure, all in.

Even taking into account that the style is my favoured block painting that may not satisfy some gamers, that's still very reasonable. But think how much you'd need to spend to get off the ground with a few hundred figures! I think this is the next big challenge for the wargames industry - providing ready painted figures at cheap prices. I know a lot of you love your painting, but what a boost to the hobby that would be. As I don't particularly want to benefit from the output of some foreign sweatshop, maybe technology will one day present the answer - how about pre-coloured plastic figures?

Anyway, a few photos for you. I kept the figures unbased in the photos for the Old Schoolers amongst you:

On the left, Prussian Hussar Regiment no.6, 'The Brown Hussars'.
On the right, the colourful Austrian hussars from Regiment no.36, the 'Palatinal Hussars'.
My usual regimental strength is a decidedly modest, 'non old school' 8 figures. These latest chaps can act as
small units of 4 figures (2 'squadrons'), or be combined with standard units into 12 figure 'large' regiments.

Carlstadt Grenz Regiment Oguliner.

Grenadiers from 3 separate Prussian regiments.
These will make up the rest of my Grenadier units from 16 figures to 20.

I have a few artillery guns and crews to add, and then that will be about that for my SYW armies. I think it will soon be a time for an 'all toys on the table' battle so I can get the whole collection out at once.


Consumerism Gone Mad

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Yes, it's me again. Not satisfied with spending out on a bunch of painted RSM95s (see previous post), I've just bought 'Marshall Saxe in his Coach' from Crann Tara Miniatures.

Now why would that be? Well, I've always fancied the idea of having a SYW army commander in a coach - it just seemed like a pretty cool idea. But the appropriate model never really came up, until I spotted this delightful sculpt on the Der Alte Fritz Journal. Now it's available from Crann Tara for around £20 plus postage. Of course, Marshall de Saxe never fought in the SYW, but why let that stop me? The figure in the coach can become any fictional general I choose, and I can paint him in any uniform I like. At the moment I'm considering making him Swiss, with a nice red coat, and available to command any army for the highest bidder.

As you'd expect, the model is of very high quality. The kit of parts that you receive needs just about no cleaning up.

The kit seems a little daunting at first, but actually goes together 
easily once you check out a photo of the completed coach. 
And so, a quick evening's work and I had a great model ready.
Believe that and you'll believe anything.
This is the beautifully finished model in a photo courtesy Jim Purky and Crann Tara Miniatures.

I have plenty of wargaming jobs outstanding at the moment - a bit of painting, a review of Neil Thomas'One Hour Wargames to put together for the blog, plus playtesting of Honours of War. When this coach will finally see action I'm not sure. But such a tempting model won't stay on the workbench for too long, I think.

One Hour Wargames

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Neil Thomas is becoming quite a prolific wargames author these days. The subtitle to his latest offering is 'Practical Tabletop Battles For Those With Limited Time And Space'. Sold, then. I think most wargamers these days (and probably since time immemorial) have had limited time and space. This was definitely a book for me.

I took a photo because the cover you see on Amazon isn't the cover you receive.

This 150 page softback can be got from Amazon for around a tenner. None of your colour pictures or high-end production values here, just a normally printed book with a set of black and white maps (to which we will return) and no photos. After a quick introduction, we are into the meat of the book - rules for nine wargames periods from Ancients to World War Two (not eight as the jacket blurb states). As regular readers of this blog will know, there are actually only three wargames periods, but Neil has decided to give us:

Ancients (500BC to AD100)
Dark Ages (Western Europe 600 - 1000) 
Medieval (1100 - 1300)
Pike and Shot (1450 - 1650)
Horse and Musket (Europe 1700 - 1860)
Rifle and Sabre (Europe 1860 - 1900)
American Civil War (The name is the clue here)
Machine Age Wargaming (1900 - 1939)
Second World War (You guessed it)

I suppose most gamers will have their own thoughts about this periodisation. My initial thoughts were that the Battle of Hastings appeared to have disappeared from history, and that the Second World War section should have started in 1936 with the Spanish Civil War. The latter opinion was confirmed when I read the rules in detail - Machine Age Wargaming is really WW1 (and doesn't include tanks).

Each period receives three pages of explanation of both the period and the various rules rationalisations, then a set of rules which take up around two and a half pages. After the rules there is a section of 30 scenarios followed by short (and I mean short) sections on campaigns and solo wargaming.

The rules for each period have essentially the same structure: Neil forms his 'armies' (which have a maximum of 6 units) from 4 troop types, which vary from period to period, and the rules for each period are basically tweaked from those for other periods to reflect the flavour of each epoch. To say the rules are simple is a gross understatement - they are brutally simple, not to say Extremely Basic. My reading brought me to the conclusion that Neil had been very clever in picking out some essential facets of each period, and making adaptions to the various sets to bring these out. The book does indeed bear the evidence of a very analytical and disciplined mind setting out to produce a very specific product - games that can be played in a maximum of one hour on a 3' x 3' table.

I did note a few downsides before I had played any test games. The Wargame Campaign section (2 pages) is really nothing of the sort - even calling it a 'tournament' section would be extravagant. Neil simply suggests you might like to play the best of three games (or five if you have the time), and might like to link them by, for example, allowing the winner of the previous game to pick his preferred side in the next game. The Solo Wargaming section (a little under two pages) is a bit better, but not much. Providing thirty scenarios must have been a real effort, which is much appreciated, but they are let down by maps which are frankly a bit sad. They bear the unmistakable stamp of maps produced by someone in a rush using Microsoft Word. Black and white is fine, but in this day and age something a little more inspiring and imaginative (or at least a bit less amateurish) is to be expected. And despite the emphasis on using 3' x 3' tables, each map has unaccountably been squashed so it is actually a rectangle. In my opinion, Pen & Sword must bear the blame here - as a well-established military publisher they should have made sure a decent standard was achieved. 

I should also have payed more attention to one final point before I set up some test games. In his introduction Neil makes the point that complex rules don't necessarily provide realism (a fair point), but that 'simplicity is at least guaranteed to produce enjoyment'. This is not true, as I was about to find out.

I played out five solo test games, two in the Seven Years War period (i.e. Horse and Musket, troop types infantry, skirmishers, artillery and cavalry) and three in WW2 (troop types infantry, mortars, anti-tank guns and tanks). I chose one of Neil's scenarios at random for each game. The rules do have the advantage that anyone with a modest collection in any scale for a particular period will probably be able to get forces together to play these rules. For me, trying them out only meant another tenner spent on acquiring a 3' x 3' square of 12mm MDF. 

The SYW games were OK. Fair enough, these were only solo test games so I didn't expect nail biting entertainment. But I did get the feeling that the games, which are supposed to run to 15 moves if using the scenarios, started to run out of steam after 6 or 7 moves, as units tend to be destroyed quite quickly. Still, I thought, an uncomplicated evening of 'the best of three' with a live opponent would be worth trying. Then I moved on to WW2. Frankly, the resulting games were dull exercises in die rolling, where the winner was usually obvious halfway through the game, or else so many units were destroyed that the final moves became pointless fight outs between lone units, usually a mortar unit on each side as these tend to be the last to fall. Never mind an hour: the games I played were essentially over in 20 minutes. As an example of how the game mechanics failed, I played a scenario based on a surprise flank attack. But as all units in the WW2 section have a 360° field of fire, and there is no disadvantage for being fired on in flank, the defenders didn't need to re-deploy or manoeuvre at all against the flank threat. It was back to a die rolling exercise again. Maybe it's just the case that these rules work better for the earlier periods.

I also found that the period feel introduced by the tweaks to the rules tends to be cancelled out by the common basis that all the rules share. Setting out my WW2 infantry units and anti-tank guns on a hill, it felt like I could just as easily have been setting out some SYW infantry battalions and smooth bore artillery.

I very much wanted to like this book, but I learnt that most wargames rules have a certain level of complication for good reason - they provide the required period feel, and also provide games that are interesting to play because you have to think about detailed tactics, as well as simply having a number of things you have to constantly bear in mind if you are to be successful. For my taste, Neil has taken simplification several steps too far, and has conclusively thrown the baby out with the bathwater. To be brutal, I would say the rules are just rather boring to play. I will also say that I have encountered 'one side of A4' rule sets for periods including WW2 which gave much more subtle and interesting games than this book provides. If you have ancient or medieval armies, DBA is a far better option for a quick game, with much more play interest. However, one area the book might be of value in is as a starting point to get young kids into wargaming. They will certainly enjoy the no-nonsense simplicity.

There is perhaps one further point to make. The rules in the book are obviously sitting ducks for those keen to make their own amendments and additions, and Neil indicates that this is fine by him. In the past I might have already been busy working out 'improvements' so that the rules worked better for me. But these days I tend to think that, having paid out for a rulebook, I want to be able to use it more or less as written. Spending time amending and altering is messy and frustrating. And I also want to feel that I am giving the author the chance to convince me about his ideas - I've bought the rules, so I should give them a chance to work on their own terms. I therefore won't be spending time making Neil's book work for me. His approach doesn't suit me, so I will leave it at that.

I should add that I do not regret buying this book. Reading it and playing the rules therein has helped me clarify in my own mind what makes wargaming intellectually satisfying. And those three page sections written for each period which give a potted explanation of how warfare worked during that time, and how Neil proposes to reflect this, made me think about my own assumptions for the periods I play. Despite the maps, those thirty scenarios will probably spark some game ideas in the years ahead. A good feature of them is that Neil notes which real battle or classic wargames scenario has inspired them.

Despite the mostly kind reviews on Amazon, I doubt these rules will catch on. But the book was worth writing, because I feel Neil has explored the limits of rule writing for miniature wargames with a brash originality. Even if  I find the results disappointing, the attempt was worth making.

Fury

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"War Never Ends Quietly' - what kind of dumb line is that?

I normally like to keep this blog strictly wargaming, but I went to see the latest Brad Pitt war film last night, and I wanted to share my experience. As the film ended, the guy next to me said to his girlfriend "That was so fake". He was so right.

The battle scenes are desperately unconvincing, the bits of drama in between the battle scenes don't work, and the climax is 20 minutes of Hollywood gung-ho nonsense.

This is a stupid film, and if this is the best the American film industry can do 69 years after the event, they should be ashamed of themselves.

Honestly, don't bother. Over and out.

Toys On The Table

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My ambition to complete my SYW collection before the end of the year is largely fulfilled. Of course, as a red-blooded wargamer I hold to the faith that no army is ever truly complete, so I expect I will find a place for the odd extra unit as motivation and money allows. But in most of my recent battles, some units have remained in their storage drawers, so significant growth seems unnecessary. I have as much as I reasonably need.

Taking stock, I felt it was time for a game that used all my units (every single figure, including civilians and sheep), both in order to see them all out on the table and to test my rules with as big a game as possible. I decided to go for a very basic terrain, and set out the Austrian and Prussian armies opposite each in other in a 'classic' (some might say 'unimaginative') encounter set up. The table size was my maximum 7.5' x 6'. Total number of toys on the table were:

Prussia: infantry 255, cavalry 56, artillery 8 guns+28 crew, senior officers 9.

Austria: infantry 275, cavalry 56, artillery 9 guns+30 crew, senior officers 9.

Other: 10 militia, 8 civilians, 12 assorted supernumerary officers and NCOs, 6 wagons, 9 sheep.

There we are then. Nothing left in the storage drawers, everything out on the table. 

My cavalry units are small (normally 8 figures each), hence the low numbers of actual cavalry figures. Overall, not a massive collection by some standards, but like most people I have my limits of time, space, money and motivation. My SYW project started in 2008, so it has taken 6 years to get to this stage. I suppose around 40% of the figures were painted by me, the rest being painted commercially.

I am currently fortunate in that the dining room at our new home sees little use, so it makes an excellent wargames room where I can set things up and leave them there for as long as I like. Hence I was able to play out my 'big battle' solo using odd hours of spare time over the course of a week or so. I was also able to take my time in taking some photos to a slightly higher standard than normal, using a bit of extra lighting and trying to improve my composition. The recent articles in Miniature Wargaming on wargames photography, authored by Henry Hyde,  were an inspiration here, though sadly top quality results continue to elude me.

Detail of the Austrian Grenzers holding the wood on the Austrian left flank.
They are well supported by light cavalry

The Prussian centre. Grenadier brigade nearest, with line infantry in the background.

Whilst the artillery on both sides commenced a bombardment, the cavalry flanks were the scene of the earliest real action. Here Prussian dragoons charge Austrian cuirassiers.

The infantry centres were more cautious. The Prussians pushed gingerly forward, whilst the Austrians were content to let the enemy come on. A definite blue 'cast' on the Austrian uniforms from my choice of light bulb (although the rear 2 infantry units are Bavarians!).

On the other flank, the Austrian light cavalry advanced and tried a charge against the Prussian Frei-Korps, who were supported in turn by their own hussars. A high risk tactic...

...which resulted in disaster. Two hussar regiments and a dragoon regiment were destroyed.

Overall, the battle was slow to get going. In the distance it is possible to see that the Prussian cavalry attack has failed, although less conclusively than the Austrian charge.

Using the rules to apply pressure. In the background the Prussian cavalry push forward a hussar unit to prevent the Austrian cavalry rallying off hits, whilst howitzers and light guns engage. If charged, the hussars will be able to evade. In the middle right of the picture, the Austrian 'grand battery' (3 model guns representing 12 actual guns) picks off Prussian infantry units at an alarming rate. Six units became two over the course of six moves.

On their right flank, the Prussians have to decide whether to follow up the success in the cavalry encounter.

Prussian grenadiers in column of battalions wait steadily for the order to advance, shrugging off casualties from the Austrian cannonballs skipping through their ranks.
Upsides
I called the game after 6 moves. Besides the fun of seeing the collection out on parade, a large game was a useful exercise for my rules. For example, I have never used a large 3 gun battery before, and it was surprising to see the effect three model batteries could have when firing together. One of the first things the guys on the Honours of War Yahoo group pointed out was that they felt artillery was too powerful. I had tended to use artillery very sparingly in my games, and so had not noticed this, but I adjusted the artillery effect down in response. I have been wondering recently whether I went too far, but this game reassured me that the playtesters had been right.

Downsides
Those unfamiliar with this period might think that a setup like this, with both sides lined up opposite each other, cavalry on the wings, infantry in the centre, was typical of the Seven Years War. Whilst such a deployment may have been the basic template, I have read of very few battles where the opposing sides ended up in such a balanced and symmetrical state of affairs. Terrain and other circumstances created all sorts of battle situations, especially due to the common tactic of trying to outflank your opponent with at least part of your force. So the setup was not particularly representative historically.

In wargames terms, despite looking attractive, such a setup didn't make for a very interesting game either, even taking into account that it was just a solo test game. Neither side had much alternative but to advance forward and hope for the best. An interesting wargame needs to provide for a bit of manoeuvre, with some open space to exploit and choices to be made. In this game, both sides had to be so cautious that the infantry didn't even get round to engaging during the 6 moves played. The almost completely open terrain didn't help matters, but it was worth having a game on such an open plain to see how it affected game play.

And Finally - A New Wargaming Mat
The Games Workshop Battlemat is a very good product - durable and easy to use. I have been using 2 of them for a while now, and you see them in the photos above. The two problems are that, one, they seem to be no longer available, and two, although advertised as 6' x 4' they come out at a couple of inches short of 6'. On my 7.5' x 6' table, I end up with a white strip along the baselines, as well as a join along the middle. Call it the effect of OCD, but having seen an S&A Scenics mat at a show recently I decided to get an 8' x 6' one which would cover my table completely and uniformly. The mat is plain green felt, and you see it below just unpacked, before I try to iron out the packing creases (iron not too hot, and don't use steam - any escape of water will stain the cloth). I like the nice bright green colour and the broadly Old School look it gives. Usefully, the mat is a generous 2 to 3 inches over-size in both directions. Total cost £38 including p&p.

The S&A Scenics mat with some TSS hills placed underneath.
The same hills placed on top of the mat. Not sure which I prefer as yet.

As you can see, the worst of the creases are easy to remove. But being felt, the mat will pick up more creases during storage, so we'll see how I get on. And the felt can be a bit 'sticky' with things like tank tracks and the rougher sort of basing. You pays your money, etc...

And that's it for this post. Thanks for visiting.

Hell Yeah!

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A Pleasant Surprise
The very lovely Richard Couture at the Kronoskaf Seven Years War website has made this blog his Website of the Month for December, which is very nice of him. If you are visiting as a result of this, welcome. 
If on the other hand you have an interest in the SYW and haven't yet found the Kronoskaf site, I recommend it unreservedly as an outstanding source of information on this particular era of military history. It is also constantly being improved and updated.

The Roaring Inferno of Industrial Wargaming
Now, being nice is all very well, but I have a set of rules (specific to the Seven Years War) to perfect before the end of January next year, and I need your help. Below you can see the cover artwork for Honours of War, to be published next year by Osprey Wargames. Regular visitors know all this already but I'm hoping to interest new visitors prompted by Kronoskaf.


So, regular visitor or new one, I'm hoping you might want to take a minute to visit the Honours of War Yahoo Group. Members of the group have been very helpful in ironing out a few problems and suggesting improvements to the rules, but things have been a bit quiet of late and some new blood might be just the thing. The rules plus a playsheet and some explanatory diagrams can be downloaded from the files section. 
Anything from first impressions following a quick read-through to the results of a full playtest will be gratefully received. Or, if you're feeling nasty, just download the rules and avoid paying for them when they come out. What the hell. Although you will miss a very reasonably priced but excellent quality booklet with some very nice illustrations.

Ooh! Nice!
The rules will be one of the current 'Osprey Wargames' series, retailing at £11.99 at present, which I reckon produces a great balance between an affordable price and a well produced product. And regarding those illustrations, below find a teaser of the quality of photos you can expect. These crackers have been provided for us by James 'Olicanalad' Roach, whose website was the first ever Kronoskaf Website of the Month. Enjoy, and I hope to see you on the Yahoo Group.

Russians (below the river) meeting Prussians

Prussian artillery.

Villages and Towns in the SYW

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When I was putting together some models for my SYW towns and villages around 5 years ago, I was inspired by the type of model buildings I had seen in the works of Charles Grant and Peter Young. So my built up areas took on the vaguely Germanic, Central European look of prosperous and solidly built small towns. The models were of 15mm size, purchased mainly from JR Miniatures with a couple of models from Total Battle Miniatures. You can see what I mean in the 2 photos below:



Over the last year I have realised that a lot of the small towns and villages fought over in the SYW were a lot more basic than this, consisting of wooden houses and huts, often thatched, and not offering a great deal of protection to the occupants, particularly from artillery fire. For example, read this quote from Duffy's book Prussia's Glory, describing the field of battle at Rossbach:

"The ground was open and cultivated, and devoid of obvious features except a pair of villages (Tagwerben and Reichardtswerben) to the east. They were poorish affairs of thatched houses, and offered no defensive potential." (p.65).

Hence my recent purchase of some rather more rustic buildings. These are now painted up, and below you can see them set up on my traditional square of felt to produce a built up area: 

Some Croats are in residence, supported by a light gun manned by their own gunners.

Protection From Fire
Further reading has refined my opinion of the level of protection that might be expected from occupying built up areas. Roundshot evidently created so many splinters of stone, brick and wood that even well-built towns offered doubtful advantages to those occupying them, unless actually enhanced with entrenchments and suchlike. Villages consisting of wooden buildings and farms would similarly offer limited cover.

So, in Honours of War, only entrenchments offer rock-solid 'heavy cover'. My built up areas are divided into two types, densely built places with mainly stone and brick construction, or more open affairs of mainly wooden buildings. Both are only 'light cover' against roundshot or shell. Against infantry and canister fire the former type is heavy cover, the latter light cover.

In addition, both roundshot from heavy guns, and shell (which I always class as medium) get a +1 modifier against built up areas, so in fact against these types of artillery fire villages and towns are no cover at all. Bring on the howitzers and 12 pounders!

As I have said many times, I like the Black Powder rule set. One thing I don't particularly like, however, is that built up areas in these rules are very tough nuts to crack and attacking them can easily bog down the game, something I have tried to correct in my own rules. Fighting for towns and villages was usually intense and bloody, but unless prepared defences were in place they could often change hands fairly readily. Think of Leuthen or Hochkirk, to take 2 famous examples. Or the village of Krechor at Kolin.

As usual, I am simply gagging to hear from those who might disagree with these conclusions. I try to be open minded at all times!

Good gaming!



Twas The Game Before Christmas...

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With some leave booked in the days before Christmas, there was time on Christmas Eve eve (i.e. the 23rd) for a last game before the big day. My old friend Paul was once again able to make the trip across from Bristol.

I'm grabbing all the opportunities I can to playtest Honours of War, so SYW it was. I worked up a quick scenario using some nations I don't normally play - the Prussians would attack, but the defenders would be the Reichsarmee, with their French allies providing a flanking force. 

6' x 5' table. North to the top.

The map shows the Reichsarmee forces in position defending a town and its 2 river crossings. The Prussian force is attacking them, but the Reichsarmee's French allies have performed an outflanking march and hope to catch the Prussians off guard.

Prussian force (attacking, deploys up to 30cm from baseline between wood and eastern board edge)
Infantry brigade - 3 line infantry battalions, 1 grenadier battalion
Infantry brigade - 1 line infantry battalion, 1 grenadier battalion
Infantry brigade - 2 Freikorps battalions, 1 light artillery battery
Cavalry brigade - 2 cuirassier regiments
Cavalry brigade - 2 dragoon regiments
Artillery - 2 medium artillery batteries

Reichsarmee force (defending, deployed as shown. Commanding General with the Reichsarmee)
Infantry brigade - 3 line infantry battalions, 2 medium artillery batteries
Infantry brigade (reserve north of river) - 2 line infantry battalions
Cavalry brigade - 2 dragoon regiments

French force (outflanking counter-attack, arrive between wood and north board edge)
Infantry brigade - 2 line infantry battalions, 2 grenadier battalions, 2 medium artillery batteries
Cavalry brigade - 2 elite cavalry regiments, 1 hussar regiment

The French dice to arrive (by brigade) from the beginning of move 3. Each brigade must roll 4 or more to arrive. Arriving brigades are deployed at the table edge with all units in march column. They then dice for move initiative as normal and can move in their arrival turn. Any brigade failing to arrive tries again next turn, adding 1 to the roll each turn. Once a French brigade has arrived, all allied initiative rolls use the French modifiers.
The Prussians must stay east of a line from the edge of the wood to the western edge of the marshes until some French appear.
The town is formed of 2 built up area templates. Loss of both loses the defenders 1 army break point.

The Game In Pictures


The set up (1). Austrian and Bavarian figures pretending to be Reichsarmee in the foreground.
"Prussians sir, farsands of 'em!"
The set up (2). I was using my new S&A scenics felt mat for the first time.
I like the colour, and the way it moulds itself around hills placed underneath.  
The Prusians advanced briskly forward, with effective supporting fire from their cannon on the ridge.
The Reichsarmee dragoons engage the attacking cuirassiers with little hope of success,
whilst the Reichsarmee reserves move up across the bridges.
It's rush hour in the town as reinforcements struggle through the streets.
Senior officers are forced onto the river banks.
As expected, the Reichsarmee dragoons are destroyed. The Prussians close in. 
The French finally arrived on move 5, which was a move or two too late. Top right are the infantry arriving,
whilst in the foreground the Prussian dragoons immediately charge in to delay the French cavalry.
Yes, I know, these are Austrian figures too.
All those inferior class units really make the Reichsarmee fragile. By the end of move 6 they had all
been destroyed or had streamed out of the town, which was now open to the Prussians.
In the background the 'French' cavalry have triumphed, but at the cost of one of their regiments.
This brought the allies to their breaking point and the Prussians had won. 
Concluding positions. The Prussians are now free to reform and concentrate on the French,
who will not be hanging around to try conclusions.
Paul is gracious in victory. I think the quote here was "you're screwed!".

The Christmas Spirit



Those who know the period will be aware that the Austrian generals' favourite tipple was Hungarian Tokay. I am particularly fond of the following quote from Duffy's By Force Of Arms, regarding the behaviour of Field Marshall Daun:

Verri claims to have seen Daun on a particularly hot day without hat or wig, and enjoying a huge cup of iced lemon sorbet, whilst the first gentlemen and leading gentlemen and officers stood about him. After the sorbet Daun addressed a carafe of Tokay, and at no stage thought of offering anything to anyone else. (p.191).

This year I finally got around to acquiring a few bottles of this lovely stuff, and we opened the first one to accompany the game. Personally, I'm with FM Daun - I wouldn't share this stuff if I didn't have to! These days it's generally described as a dessert wine, but it has a wonderful flavour and is not too syrupy or sweet to be enjoyed at any time. I would say something about the fine golden colour, but by the time I got around to photographing the bottle most of it had gone, as you see. Never mind, 2 more bottles still available for Christmas Day. A fine treat if you can get hold of some. 

And so it only remains to wish all readers a very merry Christmas. See you in the New Year!

Hotz Felt Fields

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I recently came across these Hotz Flocked Felt Fields, from the same people who produce the wargaming mats, of course. I was interested in getting some to break up the plain green of my wargaming table, especially now I am trying out an S&A Scenics felt wargaming mat.

They are made to order, and Hotz are based in Canada, so be prepared to wait 2 or 3 weeks for them to arrive. The website says they are posted out rolled, but mine arrived loosely folded. There was some light creasing, but a bit of gentle counter-folding was all that was needed to sort this out. There is an advice sheet sent with the product that tells you the best way to cure any problems with gentle ironing if you need to.

The mats are treated and flocked, and seem to be very durable - there was no shedding of flock evident during shipping or during my bit of counter-folding. I selected the '20-30mm' size of fields, and I got a standard set of 4 fields, each in a different colour. Sizes were roughly 35 x 27cm, 28 x 23cm, and 2 small fields each 14 x 11cm. They do lay nice and flat, and overall I am very pleased with them. They look fine as they are, breaking up the plain colour of my table. But of course combining them with trees and hedges or walls  would be great too. They would follow an uneven table up to a point, and could be used across simple, straight hill contours.

Pricing is very reasonable in my opinion - $16 for the mats and $8 postage.

The mats with 15mm German tanks and infantry, and some 30mm SYW infantry.
Close up of one of the fields.

I heartily endorse this product!

Being An Entertainment With Toy Soldiers representing The Battle of Hochkirch (Part 2)

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As I write, part 1 of this post is still showing amongst the Popular Posts in the side bar. It seems nearly 4 years has passed since I promised a post describing the refight of this battle. I guess some sort of apology is called for. The delay was occasioned by the fact that, well, no refight has actually taken place until the present time. As to why - I'm at a loss. I guess the project just fell through the cracks.

Rediscovering the battle again, I found I wanted to tweak things a little. The first was to twist the battlefield a bit more anti-clockwise to provide more space for deploying the Austrian attackers, and remove the northern end of the Kuppritzer-Berg as my table was now only 7.5' x 6'. Its presence was unnecessary anyway: the attacking Austrians were only spotted at the last minute by the defenders, as they were attacking in fog and at night. This brought my table layout much nearer to the map used by Olicanalad in his refight, which he did in 2009. Yeah, I should have paid more attention to the guy in the first place.

The forces were tweaked as well, and as I'm now using Honours of War instead of Black Powder, some of the special rules also changed. Each unit in the game represents around 5 actual units.

I went back to an old-school-style sketch map this time around. Key to the map: IR=infantry regiment, FK=freikorps, GR=grenadier regiment, JGR=jaeger, ART=artillery, CR=cuirassier regiment, DR=dragoon regiment, HR=hussar regiment. Prussian commanders are shown by a circled initial: FR=Frederick II, M=Manteuffel, K=Keith, Z=Zeiten. All generals are dependable unless otherwise indicated.



Battle of Hochkirch, 14thOctober 1758

Prussians
Commanding General Frederich II (dashing)

GL Manteuffel
2 infantry battalions, 2 grenadier battalions, 1 jaeger detachment, 2 medium artillery batteries

Independent dragoon regiment

FML Keith
1 infantry battalion, 1 Freikorps battalion, 1 grenadier battalion, 1 jaeger detachment, 1 cuirassier regiment, 1 small hussar regiment, 1 medium artillery battery

GL Zeiten (dashing)
1 dragoon regiment, 1 hussar regiment

15.5 units,  Army Break Point = 7

Austrians
Commanding General FM Daun

FML Forgach
2 infantry battalions, 1 grenadier battalion, 1 medium battery

FML D’Aynse
2 infantry battalions, 1 grenadier battalion, 1 medium battery

FML Loudon (dashing)
1 infantry battalions, 2 Grenz battalions, 1 hussar regiment, 1 medium artillery battery

GdC O’Donnell
1 infantry battalion, 1 cuirassier regiment, 1 dragoon regiment

FZM D’Ahrenberg
4 infantry battalions, 1 grenadier battalion, 1 medium artillery battery

GdC Buccow
1 cuirassier regiment, 1 hussar regiment

24 units,  Army Break Point = 12,  25% = 6

Special Rules.

The battle starts at night. The first 2 moves use the fog rules with visibility at 20cm, moves 3 and 4 use the normal fog rules (visibility 30cm).

The Austrian corps of D’Arenberg and Buccow do not deploy until the beginning of move 5.

Frederick  remains within 20cm of the edge of Rodewitz until the beginning of move 4. Keith and Zeiten cannot react in any way in moves 1 or 2 unless one of their units has an Austrian unit in sight. Manteuffel cannot react until the beginning of move 4.

Prussian gun batteries defeated in melee may be captured and used by the Austrians.

Hochkirch and Rodewitz are each worth 1 army point.

Victory conditions
The scenario means that the Prussians have no chance to defeat the Austrians in a conventional sense. They were thoroughly surprised and outnumbered. To give the game meaning, the following simple rules allow the Prussian commander to emerge with honour if he plays well. 

If the Prussian force can remain unbroken until the end of move 8, a draw has taken place. If it has also inflicted 25% casualties on the Austrians, the Prussians have won.

The Battle 


All the forces are deployed and the battle is about to start. Note that my map was drawn after the game, with lessons from the refight learned. Thus the corps of O'Donnel and Loudon enter a bit further north in the photo than on the map. Shifting them south both corresponds more fully with Mr Duffy's map in By Force of Arms, and also makes it harder for the Austrians to cut off the Prussian line of retreat. The columns of Forgach and D'Aynse can also be deployed a bit closer to Hochkirch, allowing all of Forgach's corps (left) to be on table when the battle starts.
Hochkirch and its defenders.
The Austrians close in. The main attack (seen on the right) was a little slow in its approach, delayed by confusion in the fog and darkness. On the left of the photo Zeiten reacts and gets stuck in to the advancing Austrian cavalry. Around Hochkirch, the Freikorps have been pushed back to the town's western edge.
Frederick moves south from Rodewitz, uncertain but suspicious something bad is happening.
The Austrians surround Hochkirch. Escape for retreating Prussians is possible only to the north east, towards the stream. West of the Hochkirch-Rodewitz road (top left of picture), Zeiten puts in a final flank charge with his cuirassiers, which caused some disruption and delay but couldn't halt O'Donnel's forces.
Move 5, and the corps of Buccow and D'Arenberg can now commence their attack.
Hochkirch captured. The Prussian grenadiers entrenched south of the town are still holding on, despite being completely surrounded.
Despite driving off one of the attacking Austrian battalions, the Prussian grenadiers are about to be destroyed.
The attack has now moved beyond Hochkirch. It looks like the Prussian line of retreat has been cut to the south of Rodewitz.
A pocket has formed around Frederick. The remaining Prussian units are under severe pressure with nowhere to go.
Just before the end. The Prussians are almost at their breakpoint (having lost nearly half their units). The Austrians are only down by one unit.
End of move 8. Frederick's army is cut off and broken. Surrender is the only option. Only the independent dragoon unit seen in the distant background looks like escaping. Two days later the Seven Years War was over and Europe's history was changed forever...

My Life As A Bathtubber
I was uncertain how well this game would play out. Maybe the process of 'bathtubbing' had gone too far (see part 1 for the background to my doubts). In the end, however, it was one of the most enjoyable games I have played for some time, with non-stop action across the table and a credible result. Those who criticise bathtubbing (letting one wargames unit represent a number of real units, but keeping the rules exactly the same) often cite the fact that the ground scale is completely thrown out by this process. They are, of course, completely correct, but somehow games played using this process have a habit of turning out perfectly well. Exactly how this works remains a mystery to me. Perhaps the most well known current proponent of this approach is Charles S Grant, with his Wargaming in History book series. Those lucky enough to have a copy of Henry Hyde's Wargaming Compendium will find the process explained on pages 291 to 293.

If this battle interests you, it is worth checking out Olicanalad's refight already mentioned. The best online source is (as usual) the Kronoskaf website. I'm hoping I will get the chance to replay the battle again - it was fun and absorbing. I'm also hoping it won't take 4 years to set it up.

Wargaming In History vol.5

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I am recently returned from a very pleasurable skiing holiday. For the first time in a long time, my wife and I would be holidaying on our own, and in the evenings there would be relaxing hours to fill in the hotel lounge. Some holiday reading was called for, so I brought Barnaby Rudge and the fifth volume in the Wargaming In History series. I leave it to the reader to guess which got the preferential treatment. 

You guessed right.

I already have volume 1 in this series, and I very much enjoyed volume 5. It was a rewarding and interesting read, as most purchasers of this series find. Of particular interest was that some of the most intriguing content involved those parts of the book where I disagreed with Charles' approach. This reflects the best thing about these books - there are the nice photos and the high production values, but it is the combination of these with detailed, thought provoking and well researched content which creates the true value. In summary, there is plenty to get your teeth into. So let's get our teeth into my reservations.

Big vanilla battalions in the wrong formation.
To start with I'm at a distinct disadvantage with this series, as they are uncompromisingly based on a set of rules I don't particularly like. For me, the original Charles Grant Snr. rules are now rather old-fashioned and clunky. What's more they involve Big Battalions of 48 figures, whereas my preference is for infantry units less than half that size. 

This latter point is important because I feel using big units makes representing big battles more difficult than it needs to be. This comes out particularly in the representation of Kunersdorf, where the cramped Russian deployment of the real battle is overemphasised (in my opinion) by units that are just too large. The forces need to be divided down into more and smaller units to give both sides (but especially the Russians) the flexibility to employ their forces effectively. To my mind, a number of the photos demonstrate this, and not just those of Kunersdorf. They are impressive at first sight but on a closer look illuminate games where there are just too many figures crammed into the available space. Of course, I have to admit this seems to be no problem at all for the players of the games themselves, so this has to remain a matter of opinion. But it surely is no coincidence that those rules which are designed to represent big battles (like Volley and Bayonet) tend to use small units - a single stand in the case of V&B. 

Another point, which I found carried over from my impressions of volume 1, is Charles' reluctance to differentiate between the qualities of different armies. This derives from the rules themselves, which it seems to me were designed for imagi-nations rather than historical play, and in which a battalion is a battalion, regardless of which army it belongs to. The refight of the 'Action at Torgau' brings this out. How could a Prussian force defeat a combined Austrian/Reichsarmee force which outnumbered it 3 to 1? One very obvious factor is the low quality of the Reichsarmee units (and the high quality of the Prussian ones), but the book deliberately decides to ignore this, which to my mind is ahistorical. To take but one example, the grandly named Hohenzollern Cuirassiers were a Reicharmee unit formed from 61 different contingents (one of them a single horseman), making it what the Kronoskaf SYW website describes as a 'prime example of a motley crew'. The author acknowledges such potential morale/quality factors, but disregards them without explaining why. Strangely, Charles is willing to apply low morale to some Russian units in the Kunersdorf game, which seems to work well in that case. 

There is also no differentiation between armies in the command and control rules, which basically consist of the use of written orders transmitted by ADCs. Overall, there is very little idea of whether one army or its commanders was better than the other, and if so in what ways and why. This for me is one of the basics if one is attempting 'wargaming in history', and the absence of such considerations is a big disappointment in the books, which nevertheless include much well researched historical detail (such as in the presentation of opposing OOBs).

Finally I was struck by the efficaciousness (is that a word?) of tactics I felt were unhistorical; viz. attacks by battalions in assault column. These turn out very well for the attackers in a couple of the games, but as far as my reading of the Seven Years War goes, attacks in column were not undertaken, presumably for the reason that they didn't work very well. But the rules appear to make them work very well indeed.

So there we have it. The units are too big, national differences are unexplored, and unhistorical tactics win the day. Doesn't sound too good, does it? But of course what shines through is the enthusiasm and enjoyment of the author and the other participants, and the spectacle of the battles represented. So as holiday reading, this book was thoroughly entertaining and much appreciated. I will be pleased to have it on my bookshelf, but further purchases from this series are unlikely. The author's approach is simply too different to my own.

I look forward to comments from defenders of the Grant style!

Increasing Pressure On Wargamers Leads To Alcohol Abuse

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This evening I had planned some painting of a Prussian 12pdr battery. But I have had a frustrating day at work and can't be bothered. I am going down the pub to get pissed.


Good night and God bless.

Bloody Big Battles

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We all know that sets of wargaming rules are coming out thick and fast these days. Personally, I think this is a good thing - whatever period you are gaming in, or are thinking of gaming in, you have a wide choice of rules to compare and contrast. It is also heartening to find that some of the new rulesets offer a genuinely new outlook on wargaming, offering fresh ideas and the chance of doing something genuinely different. In this latter connection I wanted to flag up the recently released Bloody Big Battles rules.

Now I should admit to a personal interest here. I first encountered these rules at the Oxford Wargames Society a few months before publication, as the author (Chris Pringle) is a member of the society and was one of the first members to welcome me in when I joined. Since then I have enjoyed three or four games with these rules, usually in a group of at least 4 wargamers, and all have been an excellent experience.

The rules do not cover either of my own main periods. They are designed primarily to game actual battles of the late nineteenth century (1850-1900), from the Crimean War through the American Civil War and on to the Franco-Prussian War, with stops at all the more minor wars along the way. The idea is that the big battles of these wars can be fought out in an evening. This I have found to be entirely possible - my most recent experience was to fight the 3 days of Gettysburg in the company of around 5 other gamers in (if I remember correctly) about 3.5 hours. The game was a lot of fun, as well as being quite instructive.

The rulebook is of 54 pages in roughly A4 size (being published in the US where they don't do proper A4). The publishers are Skirmish Campaigns, and I got my copy through Caliver Books for £18.50 plus p&p. The rules are contained in the first 25 pages, and the rest of the booklet consists of 9 scenarios for the Franco-Prussian War, covering all the main battles. Full details are provided, including a detailed map, to allow each to be fought out on a 6' x 4' table, except Le Mans which requires an 8' x 4' layout. This is a no-nonsense black and white printed rulebook with no fancy pictures or modelling tips, just the rules and the scenarios.
There is no real need for me to detail how the rules work - suffice to say that they are straightforward, easily comprehended and neatly summarised on a 2 sided playsheet which is provided at the back of the rules. The trick of condensing these big battles down is done by making the basic element a 1" square base representing around 1,000 infantry or cavalry or 36 guns. The basic game 'unit' for infantry is a brigade or division of 3,000 to 7,000 men, obviously of 3 to 7 elements. Cavalry brigades or divisions tend to be smaller, and are allowed down to a 2 element size. Gun elements operate as individual units. Figure size is not important - stuff as many of your favourite figures on a base as you want. Obviously 6mm or 10mm figures will work best in creating a physical picture of these large engagements. You might even try 2mm or 3mm figures, but if thinking along these lines I suggest you seek professional help, or just admit you don't like toy soldiers. To get started quickly, some gamers might want to resort to troop blocks or card markers rather than actual stands of figures. Ground scale is around 1" to 200yds, and a turn is 1 hour or thereabouts.

As to creating the battlefields themselves, I can reveal that the author makes excellent use of felt for roads, rivers and woods which can thus be made cheaply and used flexibly. Imaginative use of a collection of TSS 10mm-depth hills creates the topography. Carpet tiles come to mind as a good alternative for hills. The use of a gaming mat, under which you can put whatever comes to hand to create the appropriate hills, would probably be my method.

Already available is a further scenario book, entitled Bloody Big European Battles, which contains a further 16 scenarios and campaign suggestions from a variety of European wars - the scenarios are listed in full in this post on the Pendraken Forum, where you will also find some additional info about the rules concepts from Chris. 
However, Chris has asked me to say that rumours of a forthcoming work covering World War One, entitled Fucking Big Battles, are incorrect.

One would have to say that this is a fairly specialised ruleset written for a specific purpose, but any wargamer worth his salt could easily use them for fictional large battles and campaigns. They represent a very well thought out and straightforward way into gaming large size engagements involving tens of thousands of real troops. 

Online support is available at the Yahoo Group, as are more scenarios to freely download. These downloadable scenarios have the battle maps in colour, which is a big plus, and perhaps my only criticism of the rulebook is that some colour would have been welcome to make the maps easier to use. See also Chris's Flickr page for more maps and photos of games in progress

I'm looking forward to enjoying more games of BBB in the future. They really are something different and well worth looking into.

A Return To Poland 1939, and Battlegroup Blitzkrieg

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Over the past year I've spent most of my wargaming time developing and testing Honours of War. With the manuscript now submitted, it's time to give my other main period some attention - the 1939 Polish campaign.

1. Wheeling out the Armoured Train
The first tickle of interest was inspired by a scenario map in MW377. As you can see, 'The Bridges at Monocacy' was an ACW scenario - but my thinking was, firstly, what an intriguing map for a wargame and secondly, that railway line can mean only one thing - a chance to use my armoured train!

Many thanks to Henry Hyde for providing this map. Image © Miniature Wargames.

I decided to go for a scenario where Polish recce forces were co-operating with an armoured train to seize the two bridges on the map. They would encounter opposition from German recce and armoured forces. Additional inspiration regarding encounters between Polish and German recce units came from the excellent PIBWL site, for example the accounts of actions involving the Wz.29 Ursus armoured car. Rules in use would be Blitzkrieg Commander.

Scenario - The Bridges at Zamosc (6' x 4' table)

Poles CO CV8 (with the cavalry)
Initial forces (static deployment)
On railway from south east corner - armoured train (CV8) with Tatra T-18 drasine
On road from X - reconnaissance company; HQ CV7, 2 x Wz.34 armoured cars, 1 x Wz.29 armoured car, 4 infantry units (trucks), 2 mg units (motorcycles).
Forces arriving on the road from the west on move 5 (mobile deployment)
Cavalry detachment; HQ CV8, 6 cavalry units, 2 mg units (tazchanka), 1 37mm ATG (horse tow), 2 x TKS tankettes (mg).

Germans CO CV9 (with the tanks)
Initial forces (static deployment)
On road from Y - Reconnaissance detachment; HQ CV9, 1 x Sdkfz221, 1 x Sdkfz222, 1 x Sdkfz231(6-rad), 3 infantry units (trucks), 1 mg unit (truck), 1 37mm ATG (truck tow).
Forces arriving from the east on move 5 (mobile deployment)
Panzer battlegroup; HQ CV8, 2 x PzI, 2 x PzII, 1 x PzIV, 3 infantry units (trucks), 1 mg unit (truck), 1 75mm IG (truck tow).

The German forces arriving from the east should dice - on a 1, 2, 3, or 4 they arrive between the river and the north board edge. On a throw of 5 or 6 they arrive up to 30cm south of the river.

The bridges are the objectives, so obviously possession of both gives you a victory, and one each would be a draw. I suggest a turn limit of 10 moves.

This scenario is untested at the moment, and so may need tweaking after the first game. The idea is that the Poles have the advantage at first with their armoured train, but this is in turn threatened by the German armour on move 5. The arrival of the Polish cavalry will then hopefully even things up. I suggest the T-18 and one of each side's armoured cars be rated as recce units, and all other armoured cars are rated as recce support units.

2. Buying Stuff
Of course, no renaissance of interest in the 1939 campaign could avoid the spending of a little money. I thought I already had all of the worthwhile English-language books on this subject, but was alerted to one I had missed by the Polish Army 1939 section in Anatoli's Game Room. The book in question is from MMP, entitled Invincible Black Brigade (by Jerzy Majka), and deals with the creation, organisation and exploits of the Polish 10th Motorised Brigade. Being from MMP, this 120 page, A4 sized soft back is aimed particularly at modellers and so is fundamentally a picture book, with a large number of excellent and interesting photos of all the kit involved. But there is also a decent summary of the fighting which the brigade undertook and a good organisation table, along with some nice colour profiles of tanks and soft skins. All told, well worth getting, although cheap copies may be hard to find - I was lucky to get mine off Amazon for about £20.


I also decided my Polish armour needed a modest reinforcement. I ordered a 7tp twin-turret tank from QRF Models, to match what I already had, and out of interest I also ordered a 7tp from Battlefront, which can be completed as a single or twin turret vehicle.

My 2 original QRF models are on the left. The Battlefront 7tp is on the right in unpainted condition.
In between is my new QRF 7tp with tracks from a True North Miniatures vehicle.

The Battlefront 7tp is easily the best 15mm model of this vehicle you can get - you can make either version, it is pretty accurate and you get the option to have a tank commander in the turret. The only negative is that the rivet detail is overdone and needs sanding down. Unfortunately, at the time I was building my Polish forces the Battlefront Poland 1939 collection was way in the future, and I had to rely on the QRF models, which at the time were the best there was. I am actually quite fond of them - they are inaccurate, but have a quaint old school feel about them. Sadly, the moulds for the older QRF offerings are in poor shape these days. The tracks for the 7tp I received seemed to have been eaten by moths. I should have sent the model back, but I found some tracks from an old True North Miniatures offering which, whilst too small, were good enough for my needs.

I also ordered an additional Praga truck from QRF, a vehicle used extensively by the 10th Motorised Brigade. Confusingly, this model sits in the 'German' range of QRF vehicles. This is another old kit and whilst a bit rough, is just about acceptable for wargames purposes. QRF seem to have a generally good reputation, mainly due to their main man, Geoff, being considered an all round good egg. However, if ordering their older kits (usually obvious by the dodgy old photos on the website) be ready for poor quality. Their newer stuff is generally good. 

The QRF Praga truck as it comes from the manufacturer. Poor, but just about acceptable.

It is a great shame that Battlefront never completed their Polish range, particularly with the soft skin vehicles eagerly awaited by fans of this period. It just goes to show that big companies driven by profit margins rather than enthusiasm for the hobby won't always give you what you want.

3. Battlegroup Blitzkrieg
Talking of profit margins, we come to Battlegroup Blitzkrieg. When the first 'Battlegroup' title came out (Battlegroup Kursk, of course), I was predictably enraged that a 180 plus page, A4 size, full colour rulebook only covered one campaign of WW2. Clearly, a book that size was plenty to cover the whole war, and the principle behind the rules was endless supplements to maximise profits.

Nevertheless, at the time of writing you find me eagerly awaiting the latest supplement, which covers the 1939-1940 campaigns in Poland and France. That's £25 plus £5 p+p to you sir. £30? Have I gone soft? I think the answer is yes, a bit. I have been looking for an alternative to Blitzkrieg Commander for a while now - not because I have grown to dislike the rules, which I continue to consider excellent, but because after over 10 years of use I feel the need for a change, or shall we say a new perspective. But the various sets I have looked at all failed to inspire - mostly, they were too complex for my taste.

However, a while back my wargames buddy and good friend Paul acquired a copy of Battlegroup Kursk, and recently we got around to having a game. The rules (in my opinion) sit in a slightly uncomfortable space between skirmish level and the company level rules exemplified by Flames of War. The author (Warwick Kinrade) indicates the rules can be used at 4 levels - squad, platoon, company and battalion. The game I played with Paul was at company level: the rules proved a little hard to pick up, and were rather more 'granular' than we are used to (granular being a fancy way of saying 'detailed' in this context). We didn't get anywhere near finishing the game, but against my better judgement I began to develop a fondness for the rules. They were indeed a change from BKC, and at squad or platoon level I thought they could be a lot of fun. Once I am more familiar with them, company level might be OK as well, but I feel battalion level games would take a lot of time, familiarity and patience, as well as a fair amount of space.

This experience coincided with developing the scenario already presented above. In order to give the different perspective I was seeking, I had determined to play the scenario at what BKC players tend to call the squad level, where each stand of infantry represents a squad rather than a platoon. This means your basic formations are companies rather than the more usual battalions. But, having never tried this before, I found that how to play at this lower command level was far from obvious. Apart from the statement that ground scale changed from 1 cm = 20 metres to 1cm = 10 metres there wasn't much guidance. Did you have to double all game distances? Weapon ranges are given in centimetres, and only one range is specified, so where did that leave you? I didn't know, and neither did those who responded to my forum question. So it seemed that Battlegroup Blitzkrieg might fill this void.

I have already purchased the Battlegroup 'core rules' booklet for £10, and to be honest I am looking forward to playing another game. As long as I keep the games small, all that detail will be fun. It was also interesting to read Warwick's justification for this extensive series of large and expensive books. He says:

"The reason why Battlegroup exists is to try and infuse World War II wargames with more historical character... Each supplement deals with an individual theatre or period of the war in detail, providing gamers with its own unique character and feel".

This, it seems, means in particular a number of special rules in each book intended to provide that 'historical character', plus a series of very specific army lists. Do I buy this? Well, I don't want to call Warwick a liar so I accept his intention, though whether I actually agree with him is another matter. BKC managed this very well using a modest number of simple rule variations, conspicuous among them different command ratings for different armies in different periods. When I get hold of Battlegroup Blitzkrieg I guess I'll be able to judge the quality and accuracy of the army lists and special rules, and we'll see. I am by no means a beginner in this period. It might be interesting to play the bridges scenario above with both BKC and BGB, and compare. Let's hope I have the time and motivation.

And that's it. Let me know what you think of the scenario, and I eagerly await comments from anyone who plays the Battlegroup rules. 


Battlegroup Blitzkrieg - The Story So Far

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My copy of Battlegroup Blitzkrieg arrived bang on time on the 16th of April. As I had pre-ordered (just call me fanboy), I had the pleasure of getting the book before its 'official' release at Salute 2015.
Essential companions - you need the £10 core rules book to supplement your supplement.
Total cost including p&p £40.
I have had the time to read it through thoroughly, and I have played a small solo game. I have also given the game an outing with some comrades from the Oxford Wargames Society at a recent club night. And I had a go a few weeks back with a Battlegroup Kursk game. So what's the conclusion? Well, prepare for a longish post - I am not a wargames butterfly, and committing to a new ruleset is a major thing for me. The comments below mainly relate to the sections of the book relating to Poland - France 1940 is not my period.

These Is The Rules, Mate
I think I have found the new WW2 gaming experience I was looking for. As a 1:1 scale game, Battlegroup was bound to be a significant change from the 1 base:1 platoon scale of Blitzkrieg Commander; but 'a change' wasn't going to be good enough. I wanted a set of rules that were enjoyable and reasonably straightforward to play, and that I could see myself playing for a good few years. And I think BGB is a winner on all these fronts.

My reservations about the concept remain - can you fit a set of rules covering the whole of WW2 in a single 180 page A4 size book? Of course you can. But there's no use carrying on bitching about it - the guys behind the Battlegroup series have decided on their approach, and I feel they are genuine about wanting to bring out the full character of each campaign. So it's time for me to get over it. The books do make an enjoyable read, and to be honest they are a pleasure to own. And they have that lovely new-coffee-table-book smell. Oh dear me; I seem to be feeling a little faint.

But the real test is, are the rules any good? For me, they score by being built on a basically simple structure that adds enough detail to keep things interesting without going over the top. The three guys I played with at the club night were all new to the rules, but all had a positive reaction. I wasn't much of an umpire, being a newbie myself, but after a couple of hours we were well into the swing of things. There is a reasonable amount to learn and become familiar with, but moves don't seem to drag or get bogged down. The learning process is a pleasure.

The simple basic structure I mentioned is the turn itself - one rolls some dice to decide how many orders are available to you this turn, then you get on with issuing an order to each of your units one after the other. The basic orders are to either move twice, or fire twice, or move once and shoot once, or shoot once and move once. As an alternative, you can order your units to be ready to fire or move in your opponent's turn. There are, of course, a selection of other more specialist orders available to let you do all the other types of things with your units that you might want to. And that's about it, apart from the chance to rally pinned units at the end of the turn. None of those endless phases and sub-phases and 'go back to the number you first thought of' that characterise some of the sets I've looked at recently.

Movement rules are simple and sensible. It is in the firing rules that most of the extra detail comes in. This is the part of the rules where the writers seem to have had the most fun. To quote the rulebook "the heart of the game is shooting at each other's units". There is a basic division between 'area fire' (what you might call suppressing fire), and 'aimed fire' (aimed at destroying individual units). To give you a feel of the rules, firing is divided into:

Area fire with small arms, MGs and HE
Aimed fire with small arms, MGs and autocannons
Aimed fire with HE
Aimed fire with AP
Indirect fire (artillery and mortars)

The first on the list is particularly simple, having only 2 steps. The last, indirect fire, can be challenging at first, having a basic 6 steps, with the last step ('fire for effect') being subdivided into a further 7 steps. Ouch! But the steps are there for clarity, to lead you through the process by the nose, and once you have the hang of things indirect fire is good fun to call in. The authors make clear that the complication is deliberate, to give players the feel of a process that could be both time consuming and liable to break down in real life.

The morale rules are by contrast brief and basic - a single die roll is about it.

The only other thing worth mentioning is the Battle Rating system. Each unit has a battle rating (separate from its points value), which you need to add up before the game in order to get your force's total battle rating. When anything bad happens during the game, most commonly losing a unit, trying to rally a pinned unit, or the enemy capturing an objective, you then take a Battle Counter from a pot, which usually has a number from 1 to 5. This number is taken off your battle rating, until the time comes when your battle rating gets below zero and you must pack it in, ceding victory to your opponent. Some counters have special effects to produce the odd surprise.

The quick reference sheet is 2 sides only (as all QRS's should be).

In general, the rules are easy to pick up, but this is a set where the usual advice to start small and then build up gradually to bigger games is particularly sensible. There are four levels of game (defined mainly by points totals), Squad, Platoon, Company and Battalion. My first game was a company level scenario using Battlegroup Kursk, which rather maxed out both players as we tried to learn from scratch. For my first solo game I therefore went down to squad level, and had the additional pleasure of being able to fit the game on our little 4' x 3' dining table.

Ah, the return of dining table wargaming! Nice.
Germans advance
The Polish counter stroke fails and they lose the game.
The Supplements
So why does one need the supplements, and why are they so large? Well, as far as the game goes they include detailed army lists laying out the composition of all the possible units and how these fit into an overall force organisation, along with points values, battle ratings and any special rules the units might be able to use. There are also the equipment lists (or 'stats' as most gamers would call them) which give you the movement rates, armour classes and weapons of all the various vehicles, along with weapon stats. Then there are potted histories of the campaigns (in this supplement, Poland 1939, France and Belgium 1940), and what you might call an army summary of each of the combatants (Polish, German 1939, German 1940, French, Belgian and the BEF), giving a brief overview and some background to the various vehicles, guns and aircraft. There are also 9 scenarios in a range of sizes, which look pretty useful. Three of these are from the Polish campaign, then there are 3 German-British, 2 German-French, and one German-Belgian. The layout is, as the adverts say, 'lavish', which means the authors don't stint themselves on space, layout and production values. One detail I liked were the perforated pages for the quick reference sheet and the page of battle counters, which allowed you to extract these without destroying the spine of the book trying to get a decent photocopy.

Online
Online support is good. The rules are published by Iron Fist Publishing, but are sold by The Plastic Soldier Company. The main forum is situated on the Guild Wargamers site. The Iron Fist site has some useful downloads (e.g. QRS sheets) and interesting links related to the game. The occasional Despatches online magazine (2 editions so far), is a good read, and can be accessed via Iron Fist.

Downsides
Now, readers of this blog will not expect this gushing waterfall of positivity to last forever. I do have some reservations, and there were one or two things I thought were missing. 

As for the whole 'lavish' thing, this is not something I'm bothered about. I could have made do with 'basic', but people seem to love 'lavish' these days. I'll say no more on this. 

Although the rules are generally well written, there are a few explanations which are lacking and things which are unclear. That I am not alone here is borne out by the extensive Q&A on the forum, where many pages of quite basic questions have come in from players. The upside to this is that the answer you want is generally available with a bit of searching, and the authors (particularly Piers Brand, the author of BGB) seem happy to chip in with definitive responses. I think there seem to be more of these minor issues than there should be, but don't let this put you off the rules - most players will have few problems.

As to missing things - first, there are no rules for my personal little favourite, the armoured train. Admittedly, situations suitable for the tabletop involving armoured trains were few and far between in reality, but for a set of rules emphasising period character and flavour, armoured trains would have been a no brainer for me. Rather more difficult to understand is the lack of basic rules for cavalry - the movement rules and organisational details are there, but nothing about mounting/dismounting, number of horse holders, or what type of target they are when mounted (the answer seems to be treat them as soft skinned vehicles). This a small but strange hole in the rules. Also missing is my favourite ground attack aircraft, the Henschel HS-123. Including the Bf-109 instead, as the rules do, I find odd, as the 109 wasn't really a ground attack aircraft at all in this period, whilst the HS-123 was significant and (importantly!) makes an interesting model.

And no rules for smoke. How strange, I thought, flicking desperately through the rule book trying to find how to fire it. Piers' response to queries on the forum is "it's abstracted into the spotting rolls. We assume smoke, dust and other obscurants are ever present and troops are popping smoke as needed." A bit unconvincing, to be honest, for a ruleset that goes into so much detail for firing such a wide range of weapons (up to and including 155mm guns and rocket batteries). As a way out of rules for tank smoke mortars, smoke grenades and the like, this is a fair enough approach, but I will develop my own rules for smoke from artillery and from medium and heavy mortars (i.e. weapons able to use indirect fire in the rules). The same goes for armoured trains - I'm not putting my model on hold for the lack of some rules!

Nothing either for airborne troops. Glider assault on Eben Emael? Fallschirmjaeger in Holland? Sorry! Piers has indicated these rules will appear in the supplement including Crete. He also added that, of course, there are no Dutch lists in BGB. I think there should have been. Apparently, they will be made available in a forthcoming article in WSS magazine, which is something.

A detail too far for me was that vehicles with significant weapons have an ammo figure, which you need to keep track of. This means you can make use of supply units to top up ammo when needed. I doubt I will be bothering with this extra workload - the odd 'ammunition low' battle rating counter will cover this aspect for me.

Other rule areas are surprisingly vague - line of sight is left entirely to player agreement, taking account of the situation on the table. This is actually quite liberating and caused no problems at the club, but the principle might have been made more explicit. Things like visibility within woods, or how close to the edge of a wood you need to be to see in or fire out, must be made up by the players without guidance. 

There is also the odd rule I disagree with. When throwing for number of orders using the designated number of D6s, there is the opportunity for quite a wide variation in the number of orders available. A bit of command frustration is one thing, but with this system some bad luck over 2 or 3 moves can really spoil your chances, rather unfairly I think. I might try using average dice rather than D6 for this. Another more minor example - artillery spotters can spot for arty and mortars, which I don't think accords with reality. But enough - this post has gone on long enough and I don't want to nit pick.

Cut!
Time to wrap it up. The reason I'm going for these rules is that they promise a straightforward but entertaining gaming experience which is enjoyable and fresh. Games seem to have a number of interesting twists and turns, made possible by some clever rule mechanisms. The scale is very different to what I have been used to, which I was hesitant about at first, but which turns out to be a real plus. The Battlegroup rules are well worth your attention.

Consumerism Gone Mad - A Continuing Series

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There's nothing like getting into a new rule set to give a wargamer an excuse for some retail therapy. I mentioned some initial purchases in a recent post, but I felt the need for more. You know what it's like. I am reminded of the phrase from The Fellowship of the Ring, when Bilbo's guests at the Long Expected Party are "at that delightful stage which they called 'filling up the corners'". I guess that's where I am with my wargames purchases these days. No grand new projects for me, just filling up the odd corner. 

Aircraft
I thought it was well past time I had an artillery spotter plane for 1939 Poland campaign. The Poles didn't really qualify for one, but the Germans certainly did. Not tempted by the boring old Fiesler Storch, I plumped for the much grander Henschel HS-126.



The problem is there is no 1/100th scale model available. Therefore there was little choice but to risk the 1/144th model from good old Zvezda. It had the advantage of being cheap, and I knew from past experience that I would get an accurate little model that was easy to put together. In fact I would cite Zvezda as one of the best reasons to promote better relationships with Russia. Any country that can produce a company like this can't be all bad.

Anyway, the model is indeed absolutely fine. As you can see from the photo above, it was not a small aircraft for an observation plane, and so the model comes out at a reasonable size. Over the table the smaller scale is hardly noticeable.



There was further temptation. In Battlegroup Blitzkrieg there is the chance of random airstrikes, and the rules indicate a selection of possible aircraft which might arrive, including passing fighter planes dipping down for a bit of strafing. Thus the possibility of including a Bf-109E, or a PZL P.11c in my collection raised it's head. I did discover that both models are available in 1/100th scale from Old Glory UK (see here and here). But manfully, I resisted. I already have 4 aircraft in my 1939 collection (JU-87, Hs-123, Karas and now HS-126), and a couple more that would hardly get used seemed a bit over the top. For the moment anyway. You never know.

Markers
A link from the Iron Fist Publishing site led me to a purchase of a set of markers for BGB. They are made by Commission Figurines, and I purchased them from their eBay store.  They are laser cut from MDF and have all the possibilities you could want. In fact, there are rather more markers in the set than I am ever likely to need, so some have gone into store. For a fiver, you can't go wrong. As you will see from the link, they are left in a natural wood colour which I think works well, avoiding them being too intrusive on the table whilst still being obvious in use.

Armoured Train
Now, the fact that there are no rules for armoured trains in BGB wasn't going to stop me using mine. I have already knocked up a set of rules for my train, with the help of some pointers from Piers Brand on the forum. Playtesting is yet to come. But then I recalled that a), my train had no assault car, being adapted from the Peter Pig Russian Civil War model, and b), Battlefront were now selling the elements of their own armoured train separately. So around 20 quid got me an assault car which I have added in to give me a complete train. 


The train is preceded by a Tatra T-18 draisine, perhaps the most pathetic armoured vehicle
I have ever wargamed with. But I love it.

As finally completed, my train has most in common with the real armoured train no.51 'Marszalek'


Note in the photo the assault car is behind the loco. Most photos of Polish armoured trains show the assault car in front of the loco, hence my own arrangement in the photo above.

The Battlefront assault car model was OK, but not really of the quality I would expect from them. The resin body of the car comes in 3 parts which plug together, the 2 ends being moulded separately. There was some deformation which made the fit of parts awkward and which produces a model which is OK for wargaming, but wouldn't please a model maker.


A close up reveals the deformation of the main parts of the model.

I seem to be using phrases like 'an OK model for wargaming' a lot these days. Very often the models I purchase are a bit, shall we say, average in quality. Maybe I should send them back more often, but the modeller in me always fancies the challenge of putting them right. When buying from small cottage industry companies, I accept quality might not always be the highest, especially when prices are cheap. But when buying from sizeable manufacturers like Battlefront, I don't really expect this sort of thing. They're supposed to have quality control, for heaven's sake.

Anyway, on that sour note I will conclude. I'm looking forward to some BGB games in the near future, and I hope to report back on how they go.

Battlegroup Blitzkrieg - 3 Games

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Being determined to further my understanding and enjoyment of this set of WW2 rules, I have managed three games in the last couple of weeks. Two have been solo, and a third was with my old opponent Paul, being in fact a game of Battlegroup Kursk rather than a game of Battlegroup Blitzkrieg. The overall conclusion is that I continue to enjoy these rules and will definitely stick with them, but I think it might be worth sharing some thoughts about how the games went.

Game 1 - Defence Line
Playing this solo, I selected the following forces, making this a platoon level action. The numbers after the units indicate points/battle rating.

Poles
Forward HQ 23/3 (senior officer, spotter)
Cavalry patrol 17/1 (scout, brawura)

Infantry platoon 1 102/7 (officer, runner)
HMG team 16/1
Light mortar team 14/1
ATR team 8/1
ATG with tow 19/2

Infantry platoon 2 (2 infantry squads only) 72/5 (officer, runner)
ATR team 8/1
ATG with tow 19/2

2 Trenches 20/0, 2 ATG dugout 40/0

TKS platoon, 2 mg, 1 20mm 32/3
7tp platoon, 37mm 87/6

Forward observer team (spotter) 16/1
Off table mortar battery, 2 81mm 54/0


545 points, 3 officers, Battle Rating 34.

Germans
Forward HQ 24/3 (senior officer, spotter)
Sdkfz 221 16/1 (scout, spotter)
Sdkfz 231 24/1 (scout, spotter)
Kradschutzen recce patrol (scout, m/c) 39/2

Infantry platoon 112/8 (officer, runner)
HMG team 17/1
ATR team 12/1
ATG with tow 19/2

PzI platoon (officer) 40/3
PzII platoon (officer) 55/6
Medium Tank platoon (2 PzIII, 1 PzIV) 90/9

Forward observer team (officer, spotter) 21/1
Off table mortar battery, 3 80mm 81/0

550 points, 6 officers, Battle Rating 38

The game was set up with the Germans attacking from the near baseline. Table size 6' x 5'. German scout units plus the allowed 3 other units (in this case 3 PzIIs) have been deployed. Objectives were the copse on the near ridge, the road junction and the church on the far ridge. The roll for the number of Polish defenders was reasonable: two anti-tank guns plus infantry were deployed, but there were still some empty trenches near the road junction.
The 20mm cannons on the PzIIs are very effective against infantry and gun teams.
The Polish 37mm by the road junction was quickly silenced.
Polish reinforcements arrive in the shape of three 7tps.
A tank action develops in front of the rearmost ridge.
The Germans suffered some casualties, but a timely air attack from an HS-123 turned the tide.
As can be seen, the Germans managed to take the copse and associated ridge feature. Infantry, PzIIs and mortars had
co-operated well. The road junction fell shortly afterwards.
The HS-123 hung around for a strafing run but this had little effect.
Despite significant German losses (20 /38), by German turn 9 the Poles had exceeded their battle rating
and the game was over. All the Polish armour and anti-tank guns were destroyed.
Thoughts on the game
'Defence Line' is one of the 4 standard scenarios included in the core rulebook. The number of defending units on board at game start, and therefore the number of reserves which will arrive later, are decided by dice roll. This a departure from the more usual procedure of deciding defenders and reserves first, then rolling for the arrival move of the reserves. I thought it was an interesting twist and meant the scenario would produce a different game each time.
The rate of arrival of both German and Polish reserves is also diced for - one gets D6 units per move. I thought this not such a good rule - some command confusion is always welcome, but I felt the possibility of having units arrive in dribs and drabs a bit unrealistic. Formations tended to march together, after all. However, the initial moves of this scenario proceed quickly, and reinforcements are soon arriving. The Germans have the advantage of the Panzermarsch! rule, which means on one turn they can roll an extra D6 for reinforcements. At least, I use this rule, although the rulebook suggests it should only be used for France.
At this point on the learning curve, keeping track of the various campaign special rules can be a problem, but this will improve. I am considering making the arrival of an air attack more probable once the appropriate battle counter has been picked. This is a rare enough event in itself, and allowing just a 5 or 6 roll to allow the attack to arrive seems a bit mean - in fact, for the Poles, a 6 is required. A 4+ for the Germans and 5+ for the Poles might be better.

Game 2 - The Bridges at Zamosc
The background to this scenario, and forces for Blitzkrieg Commander, have already been described. I'll repeat the original map which inspired my battle.

Map © Miniature Wargames magazine. Thanks Henry.
The first photo below shows how I adapted the map to my own terrain for a 1939 game. Rules for the armoured train needed to be developed from scratch - this was their first playtest. They have been posted on the BGB forum here. Forces for BGB were:

Poles
1. Forward HQ 25/3  (senior officer, mortar spotter)

2. Armoured train no.51 270/17 (officer, spotter, communications)
T-18 draisine 10/1 (scout)

3. Wz.29 22/1  (scout, mortar spotter)
Wz.34 mg x 2 20/2 (scout)
Infantry squad in 2 PF621 trucks 38/2
ATR team 8/1
HMG team in Lazik 20/1

4. Cavalry platoon 48/4 (officer, runner, brawura)
HMG in tazcanka 20/1
ATG with horse tow 19/2
TKS mg x 2 20/2

518 points, BR = 38, 3 officers, 4 scouts.

Forces 2 and 3 on table at game start up to 10” on rails/south road (enter in column).
Forces 1 and 4 arrive move 5 on west road, enter in column.

Germans
1. Forward HQ 24/3 (senior officer, artillery spotter)

2. Recce command 30/2 (officer, scout, mortar spotter)
Sdkfz222 20/1 (scout, mortar spotter)
Sdkfz 231 6-rad 24/1 (scout, mortar spotter)
Infantry squad in 2 Protz 38/2
HMG team in Protz 21/1
Motorised panzerjaeger 26/2 (scout)
ATR team in heavy car 14/1

3. Sdkfz 221 16/1 (scout, mortar spotter)
Pz I platoon 40/3 (officer)
Pz II platoon 55/6 (officer)
Panzer III 34/3
Panzer IV 40/3
Infantry squad in 2 Protz  38/2
HMG team in Protz 21/1
75mm IG with tow 19/1
Bunkerflak 54/2

514 points, BR = 35, 4 officers, 5 scouts

Force 2 is on table at game start up to 10” on north road (enter in column)
Forces 1 and 3 arrive move 5. Dice for each arriving unit – 1, 2, 3, 4 enter in column on east road. 5, 6 arrive on board edge up to 10” south of river.
Tank platoons and the infantry squad arrive as 1 'unit'.

North is to the bottom of the photo. This is the end of the first German turn - the Polish train and recce units are deployed (background), and the Germans have opted for a dash to the road bridge, which gets them onto the objective but with no chance to fire. This turned out to be a mistake.
The armoured train and its recce draisine move cautiously out of Zamosc station towards the rail bridge.
The puny 37mm on the 'Ursus' armoured car and the Polish anti-tank rifle team are quite powerful enough to penetrate the thin armour of the 2 leading German armoured cars, who have no chance to reply. The Polish infantry also shake out into formation and cause significant casualties to the supporting German infantry.
Three German units, including a 37mm anti-tank gun, are diverted to the rail crossing north of the bridge,
 to stall the Polish train.
Both bridges are quickly in Polish hands. I ignored an 'all objectives held' win. The Germans at the road bridge never recover from their initial drubbing and fall back. The Polish train grinds forward and takes the German blocking force under effective fire. By turn four the Germans are firmly on the back foot, but then their tank reinforcements arrive (top right). Could they turn the tide? Surely that train is a sitting duck?
The train dominates the centre of the table...
...but the German tanks are on their way.
The resulting firefight was intense, but despite the presence of the 'Bunkerflak' (right), the train more than held its own. The accounts of the very few occasions on which such trains were directly engaged emphasise the heavy firepower the trains could develop, and the difficulty of knocking out the various train components. Nevertheless, the two leading train cars are eventually destroyed.
Unfortunately for the Germans, the Polish infantry and cavalry (including infantry from the assault car of the train) are pushing across the board, and help support the train just as the firefight is at its most intense.
After  8 turns the Germans have suffered too many casualties to continue (39/35).
The Poles are at 11/38, have both objectives, and so have clearly won.
Thoughts on the game
Despite also being played solo, I enjoyed this game immensely, and was pleased to see that a) workable rules for an armoured train in BGB could be developed, and b) armoured trains could be incorporated into a reasonable size game with success.

Game 3 - High Ground - Kursk
No photos of this game I'm afraid, which used another of the standard BG scenarios from the Kursk book, also to be found in the core rulebook. It was played with my old buddy Paul in Bristol, using his 20mm forces. We both chose simple armies of infantry and tanks, with no scout/recce units or off-table support. The game was played along the length of a 6' x 4' table.

The result was interesting. Tactically, it was perhaps uninspiring - the Germans advanced, engaged the dug-in Russian defenders as best they could, then took on the reinforcing Russian tanks when they arrived. Not much manoeuvre, more of a stand-up fight. But we had great fun, rolling the dice, wearing down the enemy and enjoying the twists and turns of the rules. For example, towards the end of the game my last surviving Panther moved forward, to then be engaged in flank by a T-34 hiding behind a burning Panzer IV. The Panther survived, was pinned, but then threw a 6 for morale, meaning it had a 'Beyond the Call of Duty' result. Accordingly, it immediately returned fire and knocked out the T-34!

The Germans lost soon after, as the Russians turned out to have just enough tanks to win the fight. The higher points values for vehicles mean that a platoon size game in 1943 has fewer units than one in 1939, so choices are restricted. This also seemed to mean that to reach one's battle rating, you have to lose significantly more than half your force, which in this battle gave a situation similar to those Old School battles from the 1960s when only a handful of figures survived on the winning side. This felt less than realistic, but we had plenty of good, knock-about fun.

What I came to realise during this battle, however, was that a well-rounded Battlegroup game depends on using the full variety of unit types and the full selection of available rules - or at least as many as you reasonably can. When I first acquired BGB I vowed not to bother with the ammo rules for vehicles - too much book keeping, I reckoned. Now I'm not so sure. Having to keep an eye on ammo consumption would have added an extra dimension to the game, perhaps moderating the non-stop shoot out that characterised most of the moves. One would have to think about alternative ways of getting the job done, which might increase the amount of manoeuvre in the game or encourage the purchase of off-table assets. And of course the purchase of a re-supply truck or two! I reckon using a couple of mini dice behind each tank to record ammo usage should be pretty painless.

The army lists provide many more alternatives that I should really be making use of - communications teams, off table artillery (expensive), timed fire missions/air strikes (a cheaper alternative to dedicated support), engineers, and logistic support (those resupply trucks). Lots of recce options are available as well.

Conclusions
I'm definitely enjoying these rules. Whether they're just a fairly lightweight WW2 game, or the heavily period specific, thorough representation that the rules introduction seems to promise, I'm not sure. Actually, I reckon it's both. A not-too-serious game which does try and get some campaign-specific character in.

Army Lists - grrr...
One thing I can't take too seriously are the army lists. These seem very precise and are beautifully laid out, but the choices don't always ring true. For example, my Germans can't have a motorcycle recce squad in 1939, but in 1940 they can. And despite 13 staffeln of HS-126s being deployed to Poland, I can't have an aerial artillery observer either. There are all kinds of little details like this. In short, the lists tend to be too proscriptive, and sometimes don't offer realistic alternatives. But this is always the way with army lists, and is the reason why I won't be offering them in my Seven Years' War rules. I'm pretty sure the authors are quite comfortable with people making their own choices, of course, and this is what most informed gamers will do, but it still makes the lists an occasionally inaccurate guide for the newcomer. And we all occasionally meet those misguided gamers to whom the lists are holy scripture.

Despite the pages of lists, actual OOBs of the various formations as they existed are absent. How does a German Light Division differ from a Panzer Division, for example? Or how was a Polish motorised brigade like the famous Black Brigade organised? No info. My own personal view is that such information is worth more than any number of army lists to a player new to the period. In addition, the rules do not require that units from the same platoon operate together in any way. Thus units from an infantry platoon can be scattered all over the table, even if they are the 2 units which are the components of the same 'squad' (e.g. the rifle group and mg group which make up a German infantry squad). For me, all this creates a situation where one gets rather divorced from reality, into a nether world of allowable army list choices.

Things are not helped by the rather interchangeable use of the terms 'squad', 'section', 'group' and 'team' when describing infantry units and their supports. Take the entry for a German infantry platoon on p.37. It consists of a command squad and then:
"3 Rifle Teams 
Unit composition 9 men
Squad may take anti-tank grenades at +5pts".
So in one paragraph this collection of 9 men is a team, a unit and a squad (which elsewhere aren't necessarily the same thing).

Yes, I know, moaning about army lists is a bit of a wargaming cliché. If you're reading this Piers, sorry for the gripes. I guess I'm just not an army list man. Conclusion - the army lists have been made essential to the game, and generally they are OK, but IMHO some aspects of them are a bit flaky.

Anyway, having got that off my chest, I'll say farewell. 'Til the next time!


Alea Iacta Est

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Yes, the die is indeed cast and the point of no return for Honours of War has been reached. The final layout has been agreed between Osprey and myself and all the last minute amendments that could be fitted in have been included. Now the layout goes to the printers in China and we wait for the books to be (literally) shipped back to the UK.


The book has turned out to be quite tightly packed with text - I went a bit over the word count, and Phil Smith at Osprey has had to cut down on the eye candy a little to compensate. There are fewer large photos and illustrations than have been seen in some other books in the series. It was great that Osprey were prepared to show flexibility in this respect. But there are still some very nice photos and illustrations, as well as the 4 maps for the scenarios which look excellent to me. Sadly, despite my best efforts, the photos I took of my own collection in action were not of a good enough quality for publication, so no RSM95s grace the pages.

This is in fact a good example of the learning process I have gone through. I have in the past occasionally bemoaned the fact that photos in rule books were there just for show, rather than illustrating the rules. The fact is, getting photos of the required quality is an issue in itself, and the services of a professional or the abilities of a committed and well practised amateur are needed for this alone. Add in the setting up of a large number of shots with very specific layouts, and the problem gets even bigger. And in most cases, diagrams are as good or better at making the point, for a fraction of the effort. So the book has diagrams explaining the rules, and the photos are there for illustration and inspiration only.

I have also learnt that despite there being 4 months until publication date, the final layout is needed now to allow for printing in China and for the inevitable slow boat that will bring the books back.

It was on this blog that I first appealed for playtesters, and so I want to express my thanks here to all those that responded, mostly through the Yahoo Group. A large number of wargamers (around 30+) have sent in specific ideas and feedback, often of the highest standard. These were people who knew the rules only through downloading them off the group and making sense of them on their own gaming tables, with their own collections. That they were able to pick up the rules quickly and usually play enjoyable games straight away has been a great confidence booster for me. The criticisms and suggestions made (always politely expressed) have been fundamental in making the rules much, much better than they were 18 months ago. The rules have been playtested in Italy, the US and Canada as well as the UK. Guys, you know who you are - thank you so much.

In the end, the list of playtesters was of a length that precluded listing all the individual names, which was what I had hoped to do. As well as the length of the list, there was the nagging doubt that  I would leave someone out and thus cause offence. So the rules will have only a generic thank you. It is nonetheless heartfelt.

In true Amazon fashion, the rules are already available for pre-order on their website. At some stage I will probably close down the Yahoo group and arrange some other source for online support, but this is not yet finally decided. Any questions or comments on the rules are still most welcome, either here or on the Yahoo group.

And so I wait until November. Fingers crossed!


3 pdr Battalion Gun: An Interactive Experience

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This week, my wife and I are mostly on holiday in Norway. We started by flying into Bergen, and naturally Bergen Castle was top of the list for a tourist visit. Imagine my pleasure when, on visiting the Roesenkrantz Tower, I found it had a Cannon Loft (I want one of those when I win the lottery), and there, sitting in the centre of the floor,  was an 18th century 3 pdr battalion gun.

The barrel was made in the 1780s, whilst the carriage is a 19th century replica.
From the information panel: barrel weight 100kg, range with canister 350m, range with roundshot 1000m, crew 5.

Being in a Norwegian museum, I found I was free to handle the gun more or less as I wanted, so I had a go. I found the whole thing surprisingly light to handle. The carriage was well balanced and it was easy to lift and move the gun. Of course, things might have been different on rough ground, but it was interesting to see how I could manoeuvre the gun with one hand. The short video below illustrates the point.


The elevating screw mechanism was in excellent condition and showed just how precise and simple these mechanisms were - a great improvement over the sliding wedge of the early 18th century.

I was also able to find some authentic 18th century uniform items to demonstrate. Being a bit of an expert in this field, I thought readers would find the results valuable.


Or not. Anyway, having a lovely time. More wargaming posts to come once I'm back in good old Blighty.

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