How Men of Quality Resolve Differences

How Men of Quality Resolve Differences
Pudel and Peper attacks - an ugly but inevitable part of any 17th C. British Civil War, "Oh! The Shame of it All!"

Sunday, November 23, 2025

The Complete Brigadier: Playtest #1

Blimey!  The weight of Dice can be OPPRESSIVE!



So it was time to get The Complete Brigadier on the table, decades after the last time I played them.  The key motivation for me to play these again were:
- The great "FEEL" the game gives for the period due to writing orders using actual formations and movement rates for units [like the classic "Wooden Ships & Iron Men].
- There's very little chance / dice rolling in the game mechanics. 
The only time is for Command Casualties, where risk to the Complete Brigadier is randomly rolled when near friendly units that took casualties. 

This raised an interesting question: 
"How much chance is enough for unpredictable historical possibilities, yet, 
doesn't overwhelm historical tactics so that the sense of "playing a game" is greater than "re-enacting history?""

I have to admit, that seriously considering how much the dice impact games hadn't been a specific question on my mind until I re-read TCB.  Then I really wondered which is more realistic: deterministic mechanics or more chance-driven mechanics? My inclination is to add a little bit of chance to the morale and fire mechanics of TCB.  But I also want to respect the game design and keep it almost diceless.

For the playtest, I used One-Hour Wargames, scenario #25, "Infiltration":

Blue army, with 4 Units must cross the table diagonally from the lower left to the road at top right, and exit at least two units. Red starts with a unit on the hill [shaded area] and then gets reinforced by 2 Units from the North edge, then 3 from the South road entrance. Thus, Blue must hasten to exit before they are caught by superior forces, and will certainly have to fight their way through at least 2 Red units to do so. 

This scenario has been a challenge in every period and with any rules I've played it, and nicely balances maneuver with a hard fight near Blue's exit point. 
The reinforcement's arrive later since move and shooting attrition are slower in TCB vs. the original 1HW rules.

Below, the 
Blue force: three infantry battalions and a small battery if 6lb guns. I'm using 15mm War of 1812 I inherited from the guys at the club. These are all Americans and I need to get Brits - soon. The Quality of the Units is Elite, Regular, Green, Elite [basically they're the British].
These will all enter, Turn 1, from the Southeast corner.

Facing South is one Regular Red infantry battalion in bicornes on the hill [so Blue is entering from the left against its right flank]. A sticky way to start what will be a hard day! The uniform is the West Point cadet uniform, I think.

Entering from the North Turn 5 will be Red's blocking force, a Regular green battalion and two Elite 8lb guns.
Finally, Turn 10 two Green Quality grey battalions, and one Elite green battalion will arrive.  I see Red as 1813 Americans, more or less.

Turn 1 below, Blue enters the board with two battalions in Column of Divisions hurrying to the exit [top]. The battery of guns moved Forward in a Column of Batteries to Unlimber within cannister range.  The last Blue unit entered close to the Red Unit as possible in a Column of Divisions.  All Units used the Quick [6"] or Double [8"] rates to get the right distances for the plan.
The two battalions will race to the exit point and engage the Red blocking force. The guns and one battalion will rout the Red unit on the hill, then follow up behind the other two battalions. The guns and South battalion could also interdict the Turn 10 reinforcements to better allow their fellows to exit.

Red battalion forms Column of Divisions, Right, to face the enemy.
As all units moved or changed formation, there is no shooting.

As the Red Unit was "Threatened" by enemy units moving withing 10"...
...it has to check morale. This is calculated by figuring the various pluses and minuses.
...to get the correct column, then going down the column to the % strength of the unit. Each row is a 10% decrease, so the top is 90%+, the next row down is 80%+, etc. The Blue unit is feeling the threat, alone and unsupported they're on the "-1" column, so drop one level of morale from "C-onfident" [the best morale] to "F-irm", which is fully functional just not as good.

For Turn 2, I consider Charging the 
Red infantry with the Blue.  Blue is within Quick Rate and Target's Front arc...
...but will be disordered on the Gradual Slope for moving at the Quick rate. And you have to Charge at the Quick or Double Rate - unsurprisingly.
Some quick calculating reveals that Blue will lose the melee, being disordered v. a unit that is not.  
Also, Blue can't force an Encounter to drive Red off it's hill position, either; Red is not disordered so would Fire and Blue would form Line.

Turn 2Blue continues with plan, Guns Fire cannister, infantry form Line.
Red forms Line, also.

Turn 3, Everyone Fires, the Red infantry are getting the worst of it, of course.

Turn 4
Blue continues their plan. Red realizes that they are not going to stand this much longer - their morale drops to S-haken, which halves their fire effect. They need a way out of this Firefight, but there is very little a battalion can do once it exchanges Fire with an enemy Infantry unit, unlike most rule sets.

Turn 5. After consulting the rules, 
Red does a Fall Back [always Double Rate], leaving Blue with no Target in the Fire Phase.

Turn 5, the Red blocking force also arrived. Blue is close, but not close enough to prevent them from blocking their road exit.

"Follow me, lads!" cries Brigadier Buffoonery, "Once more into The Breach!"
"Did he say we're going to the beach?" asks Private Snuffy. "Shut up" his pals explain...

Assessment of battle Phase 1.
* The Orders deliver a lot of realism for little effort - especially if you are familiar with the period's formations, rates, etc. Each Turn you can pretty much do only one thing - change formation, move, fire, etc. This keeps decisions simple and straightforward. 
*Paying Stamina for activities - Fire, moving at Quick or Double Rate - is a great reminder that units have limits of ammo, energy, mental strength, etc. 
*The restrictions for units in a Firefight [exchanging Fire] is very realistic [based on period accounts] and definitely something that has to be planned around. 
*The result that the Red Unit was forced to - voluntarily - flee, Shaken, off the hill is unsurprising. They were being Fired upon by two units, and Artillery cannister is effective. Most other Nap rules would deliver the same outcome. But the Orders, Stamina and the Firefight shape choices and events.

Turn 6. Red and Blue form lines, the guns Move and Unlimber. Red infantry continue to move back to their reinforcements.

Blue Limbers and Moves guns, forms Column of Division and begins to follow the retreating Red unit. If they move at the normal March Rate [4"] they will avoid Disorder, which takes a turn to Reform from.  But they are falling behind. Decisions, decisions...

"There's the enemy!" cries Brig. Buffoonery. "We have met him and he is ours!"
Note: War of 1812 generalship was often very poor, especially with the amateur, unprepared Americans. No amount of humor can underscore this enough.

Turn 7
Blue infantry form line and advance upon the Red blocking force, which Fires at them.

Writing orders looks like this. Note that I'm writing orders ahead a couple turns whenever I have a chance so that if my generals get busy or have to intervene somewhere, the Units will continue some sort of plan.
Even though I'm writing for both sides, and this is a first game, I don't find it difficult as the Rules Summary pages have almost all the info I need. When they don't and I need to look something up about an Order, the extensive cross-referencing makes it quick.

Turn 8Blue continues to chase after Red infantry and close on blocking force. Red continues to Fire.
Red blocking Units feel Threatened, and their Morale drops to Firm. They need more support, but this is a maneuver game not a set-piece battle, like so many in the War of 1812.


Turn 8
Red is getting their last freebie Fire in - Blue units check Morale for the Hits, and it drops to Firm for the same reasons - not enough support, taking unreturned Fire from the front and such.
Blue continues to pursue the retreating Red battalion. Blue Brigadier Biggles considers the Stamina situation carefully, and decides he has enough to turn up the pressure on the retreating Red infantry.

Turn 9. 
Blue advances a battalion Oblique and fires with the other one. In the space created, the guns unlimber within obvious Cannister range. He also Double-times the pursuing infantry so they are now clearly threatening the rear of the Red infantry who were planning to March to the line and About Face.  They should have marched faster, obviously [my bad].

Some punishing Cannister Fire causes the center 
Blue infantry to become Shaken. This halves their firepower, altho they are also in an Enfilade position against Red.
Brig. Biddles has his horse shot from under him, and cannot Move next Turn altho he may write Orders. This intervention was caused by my poor planning skills and desire to take advantage of the developing situation. Overall, was a good plan.

Turn 10
Blue charges rear of Red Infantry, whom I am not handling well. There are lots of things to think about, I'm learning the rules as I go, and I'm overlooking some tactical possibilities while playing both sides - writing orders for 10 Units.  Red reinforcements arrive, and I move them at the Double, burning Stamina to save the blocking force. This has unexpected result of causing Blue units to be Threatened as I got within 10".

After carefully checking the rules, I decide to intervene with 
Red General and force a melee result. Blue wins and then pursues which gets the battalion farther from Red reinforcements.
Turn 10 is quite the whirlwind of activity! Red general has horse shot from under him, and can't Move but may give Orders next Turn.
I forgot that the Shaken Blue infantry getting plastered with Cannister had the option to Fall Back. Would that have been the best choice? Probably.

I seriously consider a 
Red Charge to force the green infantry back, which would allow Blue to link with his other unit and open the road exit. Quick look at the numbers doesn't seem good as they'll take a close range shot on the Charge.

Turn 11, the pressure continues from 
Blue. The Red bicorne Unit Breaks from the melee. Brig. Buffoonery breaks his sword using the flat of it to 'encourage' the men to stand firm. There's lots of Firing everywhere.
One rule I missed - there's a Fire Zone behind units where other units will be Hit from Fire passing through the front unit.  The Artillery lose a couple gunners due to being too close to their Blue Infantry, which is now Shaken.

Turn 12. Brig. Buffoonery has to Command Green to Rally on Me! to keep them in the line.  



Turn 12 view from Montgolfier Brothers Aerial Platform.  
Blue succeeds in forming a line facing incoming Red reinforcements - just in time. I debated just running them off the table, but felt they were in such a great position behind the Red lines that surely they would be able to achieve something... Red's Elite Green infantry charges the flank of the poorly handled Blue Infantry [my fault] while Red grey battalions close in at the Double Rate on the Reformed Blue battalion threatening the Red rear.

Blue infantry are Broken and Retreat into their own Guns. They are pursued by the Elite Green [Rifles, most likely] which now have the option to charge the limbered Guns, the rear of the other Blue Infantry - which did succeed in driving back the Red Infantry beyond the road. Blue General is Wounded trying to keep his Bluecoats in the fight.

Turn 13. The 
Red reinforcements manage to just barely win a melee result and drive the Blue unit off the board - an unfortunately turnaround after their successful drive over the hill pursuing and Breaking the Red bicornes. This also places the last good order Blue unit in a hammer-and-anvil situation, Red to the front and rear of them.
With all Blue Units in various stages of Broken, Shaken, or surrounded by Red columns in good order, they won't be able to get anyone off the board in a state to fight. I'll have to count this as a Red win - a bonus is that Red's general is also out of the fight!

Well, that was quite a bit of work, largely due to my lack of familiarity with the rules. While it was easy to look things up, processing what I was reading into decisions on the table was not always smooth - and there were some interruptions due to real life that caused me to forget things I was planning to do. Hey, it is a game, right!? 

Tactically, I clearly should have pushed the Blue units harder as they still had Stamina to burn when the Red wave of reinforcements crashed upon them. If they had arrived one or two turns earlier they could have really pressured the Red blockading force, perhaps even defeating it as it moved onto the table. Also, I thought of holding off the Turn 10 Red reinforcements with the guns and one Infantry battalion in the South, but chose instead to hasten to the exit point.  I probably should have done that. A reason to play this scenario again, I think!

I can definitely say that if I had some Blue cavalry, they would have been able to maneuver in a more threatening manner.  But going with the War of 1812 theme, and not wanting to use more than two unit types - Infantry and Artillery - caused me to set aside cavalry for the orders of battle.

To Sum it All Up:
The Complete Brigadier is the most exciting set of rules I've brought to the table in years. It has a lot more realism, and plays a lot like what Duffy, Nosworthy Griffith, Keegan and Muir have to say about horse and musket warfare.  I think that someone with a couple games under their belt can easily handle two Brigades, but it would take a lot of experience to handle three brigades well, especially if one of them was cavalry.  I'd say the rules are medium complex, but will play like low complexity rules if one keeps the troops and scenario simple.

In Scenario #25, there was a lot of maneuvering required and I should have started with simple straight-up fights like Scenarios #1 and 2. But as I already had #25 on the table, I decided to just play that out. Eager to play my next game, which will stick with the War of 1812 one more time before I try out my other 15mm armies, which are Franco-Prussian War.

Overall, a big "thumbs-up!"  Highly recommended for all who see historical miniatures as a type of re-enactment in the form of a fun game.

Friday, November 14, 2025

Going back to 1982 w' "The Complete Brigadier"!

Classic is as Classic does!

I got these rules in the 1980s, around the same time as John Hill's new release "Johnny Reb" [also from Adventure Games], and they really impressed me.  The production value was very high, about the best I've ever seen before or since, frankly.  The bookcase-style boxed set comes with two volumes "Vol. I - An Introduction to Wargames" and "Vol. II - Rules for Battles" a detailed cross-referenced [!!] 4-page Rules Summary [so...not really a QRS], and two brigades worth of counters [Blue & Red] so that you can start playing immediately:
Another notable item - there are no dice included! More on this later.

Volume I Introduction to Wargames starts with the assumption that you know absolutely nothing about table top historical wargaming, and then explains, well, pretty much everything you need to know about historical miniatures, and explains them well! The table of contents shows how thorough Vol. I is:
Each section gives a paragraph or two about its topic in succinct, clear language anyone can get through.  Take the below excerpt about military organization as represented in a wargame:
I enjoy reading it, even though I know already 90% of what J.F. Grossman says - it's such a simple, clear reminder of the historical and gaming facts.  In addition to the clear explanations [which still have strong historical basis 40 years later] the books are liberally illustrated by the very talented Peter Quinlan. His art goes from realistic images like these casualties...
...and these Artillerists prolonging their gun in the mud...

...to what is best described as "wargamer funnies":
I think this colonel should be called "the wargamer"...!
...all of which considerably adds to the enjoyment of reading rules and historical explanations.  I can honestly say that I look forward to reading or referencing in both these books, unlike most rulesets.

Volume II Rules for Battles is a deep dive into the rules, which are incredibly well organized, way beyond most table top rule sets even today. It's like a deep dive into a crystal clear lake where you can see the bottom, instead of the murky silt-obscured river of most rulesets.  I'd say these are more like a second edition set of board game rules, they are that professional and that well organized.  Everything is also cross-referenced and often repeated in other relevant sections, which considerably reduces the amount of page-flipping.  This all makes me believe the rumor I heard that author J.F. Grossman is [was?] an attorney.

The back cover has a summary of a game turn, each Phase written up in a series of logical questions that a player needs to ask of themselves:
This approach is not only easy but acts as a thinking tool guiding the player through the game mechanics to the phase's completion.  Each step is also cross-referenced to the rules in the same volume.  I've never seen such a well-organized set of medium complexity, nuanced rules, and [now that I've play tested them] I can say that it is very fast to look up questions that arise.  No searching - just go to the numbered section.

The 4-page players reference sheet contains nearly everything you need to play the game, by phase, and is cross-referenced into Vol II so that you can quickly answer any questions about "how do I do that?"
Obviously, if you are familiar with the horse and musket period, you will quickly pick up and use the rules, perhaps learning a few historical facts along the way.  But unlike most other rule sets, if you are new to the history AND the hobby, you can also get playing quite quickly, especially if you have played other games, such as a GMT board game, of about the same complexity level.

Every step to get started - organize two forces, create a challenging table and logical game scenario - is clearly laid out.  Once you start playing, the game flows easily off the reference sheets onto the table. The occasional lookups into Vol II for rule questions reduce with each game played.

So what are the rules like?  
The BLUF is that they are full of period flavor at every level, have extremely little chance / random mechanics, and tactical situations arise almost entirely from the interaction of player decisions. This delivers the head-to-head intensity of chess but with pieces that move simultaneously in a multitude of ways. Some of the mechanics are a bit Old-School but work smoothly and well, and frankly have more "real-feel" and less "gameyness" than many excellent contemporary rule sets. Many of the mechanics are now the standard of tabletop historical gaming, so one can say these rules are well ahead of their time.  And nearly any situation one would have in a scenario from water crossings to breastworks, is covered in the rules.  Thus the claim of the title "The COMPLETE Brigadier" is well-earned.
To summarize: one feels like a Brigadier fighting his brigade against an opponent rather than a player manipulating a game system.

Essentials. These rules have a clearly stated scale:
- a 5 minute Game Turn [representing about 1 minute of measured action and lots of wasted time]. 
- Ground Scale is 20y to the "space" which is the width of one stand of the players figs: 1"/25mm or 40mm wide for 15mm figs, and 60mm for 25mm figs.  
- The figure ratio is 1 Figure is 20 men.

Each Game Turn has six Phases in which both players simultaneously perform the same Actions:
1. Command 
2. Melee
3. Movement
4. Fire
5. Morale
6. Stamina, i.e. fatigue.
As Mr. Grossman puts it, the Command Phase plans the unit actions, Melee-Movement-Fire executes them, Morale and Stamina are the result of the units actions and interactions resulting in events.

1. Command. Commands are written down for each unit, typically one will write 2-4 turns of orders in advance since your personality - the Brigadier [the Complete Brigadier of the title] - can't be everywhere at once doing everything that is useful. Ergo, you have to use resource management with your general.  You must plan ahead a few turns, projecting what you need to do and guessing what your opponent is likely to do.  All the commands are evocative of period formations and drill, with acronyms of 1-2 letters that make them easy to write down on the roster sheet each brigade will need.  For example, if you want your unit to change formation into a line forwards at the march rate, you write: LN-F/M.
It reminds me a lot of the classic Wooden Ships and Iron Men naval game - full of flavor, and you have to plan ahead!

2. Melee is resolved using a value per figure mechanic, with very few modifiers. Generally, more figures will win altho it is difficult to do if you target unit is well supported with secure flanks. A few factors like Disorder and Stamina play a role, also. The totals are divided and the resulting ratio determines the results for the Victor and the Loser, which are clearly summarized on the Reference sheet. Again, it is very period evocative: one can "take ground", "pursue" a retreating unit for additional casualties, or reform, or fire.  There are several choices for the Victor, and each needs to be carefully considered alongside the battlefield situation and the victory conditions.

3. Movement is per the written orders, and has *great* feel with simple but period suitable terms and maneuvers.  This is one of the few Horse and Musket games where I really do feel like a Brigadier or Division general!  Expected and unexpected things happen with the execution of the written orders in this phase, as the opponent also moves.  Generally, it is better to play it conservative, keep your troops together in a well-organized line, and bring fire upon the enemy.  But for those wilder sort of gamers - and generals - you can take a wilder and riskier approach. Indeed, trying to second-guess what your opponent is ordering for his troops significantly adds to the realism and the fun of the game!

4. Fire is attritional and much more realistic than most games, as in casualties happen much slower and at realistic rates.  There are about 8 possible modifiers each for the Firer and the Target. However, only about 4 are commonly used. If you don't make a scenario with mounted skirmishers firing at an open-order unit manning a breastwork, etc, you avoid the other 12

Resolving Fire is most easily done with a calculator, which takes about 20 seconds. One takes the number of figures firing, divide by the weapon's Range Factor [typical is the flintlock musket with a Close Range Factor of 7 and a Long Range of 21] and you get a Hit ratio which is then adjusted by any multipliers. 

For example, a Confident firer gets +50% and when firing at cavalry +50% more, resulting in about double Hits.  The final ratio is then rounded up or down and that is the number of figure casualties.  In execution, it would look like this;
1) 24 muskets firing at Long Range [Factor 21] inflict 1.14 hits, 
2) x1.5 for Confident firer is 1.71 hits,
3) x1.5 for Cavalry Target = 2.57 hits
4) rounded up, is 3 Hits. 
After many years studying gaming charts, making a few quick calculations on my phone is preferable I find, despite not being a 'math guy'.

5. Morale has a number of situational modifiers. These give you a clear goal of how to organize and fight your force in the field. They show that keeping your troops organized and fighting together in a battle line while trying to break through and disorganize the enemy fighting line is likely the winning tactic. 

For example, a Green infantry Unit will greatly benefit from friendly units on the flanks and a rear support, making it's Morale better than a completely unsupported Regular Unit.  Crack units, the best, can be trusted to effectively fight on a flank or on an independent mission.  And thus one sees why so often cavalry and light infantry are better units historically...

It is impossible to plan for every eventuality, especially the choices of one's opponent, and sometimes just one +1 to the good or to the bad can either keep a unit in the line or cause it to become Shaken.  Battlefield events and your opponent will affect your troops' morale and surprises can definitely occur in preceding phases to change the outcome of this phase!

6. Stamina is the cost of unit activities.  Most units have 12-16 Stamina. It costs 0 to move at the normal March rate, but 1 for the Quick rate and 1 to Fire. It is 2 to move at the Double.  Given this and a 12 turn game, or so, and units should have enough Stamina to maneuver on the table and keep up a steady Fire. However, the cost for a Charge [2] and Melee [2] with a pursuit [2] can add up quickly to 6 Stamina spent, and a unit that is low on Stamina. This provides both a brake to unrealistic amounts of unit activity and a pretty clear end to the game, as both sides units start to run low and players realize that both time - and energy - is running out. 

Knowing when and how to spend Stamina becomes another resource management exercise that significantly enhances the realism of the game, and will reward the thoughtful player.

Rating "The Complete Brigadier"
Sure, it is hard to put a number on many aspects of rule sets.  My only justification in doing so here is 44 years of tabletop miniatures experience, and several design, playtesting and publishing credits over the years, along with some research into the topic of wargame design. Despite that, this is a subjective exercise that will likely be more useful in the explanation than in the number values themselves.

Today, I will be using the methodology from the guys at Little Wars TV [I am a Patreon patron] who certainly express their approach clearly, altho one may disagree with it:
from: https://www.littlewarstv.com/scoring-methodology.html
Presentation: [10%] 10 / 10 for reasons stated above.
Playability: [30%] 7 / 10 due to medium complexity vs. modern tastes / bandwidth and more abstraction in modern popular historical wargames. Grognards will find it more like an 8 or 9/10...
Mechanics: [30%] 8 / 10 for extremely clear Deployment, C&C, Melee/Move/Fire/Morale rules; also many mechanics "ahead of their time" like a Base Width is the standard unit of measurement on the table. Took away a point as the granularity while flavorful and enjoyable can be a bit demanding.
Historical Flavor: [20%]10 / 10!  I've played very few games that make me feel, in nearly every phase of the game, that I actually *AM* the commander I am supposed to be.
Support: [10%] 3/10 as both the author and publisher are MIA and there is no dedicated single internet location to get questions answered and additional scenarios or resources.
Final Score:  78 or "Highly Recommended"

Where to purchase?  You will have to check out re-sellers like Noble Knight and of course eBay, but asking around in various Horse and Musket gaming forums can get a copy in your hand for as little as $8 plus shipping.

Well, this has been an interesting review to make, and I did enjoy trying to use the LWTV rating system myself.  But most importantly, what does The Teaspoon Napoleon think of these rules?  Sitting atop his silver spoon [with a 'Paris' stamp'] he appears a harsh judge, but the facial expression seems a bit more generous than his posture.
I may be reading into Le Petit General's body language more than a staff officer should, but I *think* he concurs.  Or at least is not actively disagreeing...

What about you? Comment below!