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!"

Wednesday, November 21, 2018

Neil Thomas' "19th C. Wargaming"- 2nd Franco-Prussian Playtest

Victory is ours!
yes, but not in the war...don't blink, it's almost over.
Paul Louis Narcisse Grolleron (French, 1848-1901)

Changes I made in the RAW:
  1. There were still a few rule "exceptions" to mechanics that were unnecessary, and hard to remember, e.g. Infantry and Guns can TURN while in line/unlimbered, but only Infantry can Fire, but at a reduced rate. I'm uncertain this is either historical or efficient in game terms. I made both unable to fire if they Turn, which I consider a Movement, anyway. This also harmonizes the Move OR Shoot mechanic.
  2. But, there is so much LESS of this sort of thing than in other rule sets, that it's a big relief to play it! Yep!
  3. Probably the hardest thing to get one's head wrapped around is that there's a Change Formation Phase at the start of the turn. Game Design Convention has such things during the movement Phase, so I'll be interested in trying to understand why and see how it feels. I re-wrote the Turn sequence so the phases are Move-Shoot-Melee. However "Move" has subphases for Change Formation / Rally, and Charge.
  4. Cavalry move only a LITTLE faster than infantry, which is odd. They do get to maneuver more easily. We added 2" to the Cavalry move, so they are now 8" v. 5" for foot.
  5. The Firing rules allow you to plink away sequentially at units until you get the result you're looking for, which gamers love and Kevin and I dislike - some Target Priority rules may be in order. Considering...haven't changed it yet. It is in fact a complicated rule to work with. My initial thought is that the front is a priority, "front" being perpendicular to the sides, so a rectangle as wide as the Unit and as long as the range.
  6. I also find the presence of out of period, i.e. not Franco-Prussian, rules / troops / data distracting on the RAW writeup I did, so will remove all the earlier period references and chart modifiers from the charts. I removed all the weapons not needed for F-P war. This greatly simplified the charts.
  7. Also, there seems a needless amount of distinction over Dragoons, who have a lot of exceptions and don't seem very good, anyway! However, their rules do make me think that these would work for ACW battles with a few tweaks. After a bit of research, decided that Dragoons are regular Cavalry when mounted and skirmishers when dismounted. Ergo, removed pretty much all the references to them on the charts. It's amazing how clean and easy they are to work with now!
  8. I'd like to have some Rally Rules, similar to the ACW rules from Wargaming: An Introduction. Of course, this will lengthen the game a bit, but I like rewarding players who conserve their Soldiers instead of ruthlessly getting them slaughtered. I introduced allowing units to Change Formation and Rally, together, representing in effect a "reform and reorganize" period. They can't move, shoot or charge, so it isn't a freebie. If they make their morale roll, they regain a stand. However, they can't rally to full four stands, i.e. the first stand lost is permanent.
  9. Converted all measurements to Inches. I also ditched the 1/4 per Turn for Infantry Units, and switched it to a -1" cost instead. Overall, I find subtraction easier than fractions, even tho' the 1/4 wasn't bad with all the cm measurements being in values of 4, e.g. 8, 12, 16, etc.
  10. For Line of Sight, Gaps, etc, went with a base width, e.g. 4cm, which is about 150m.
So, lots of little improvements, let's see how they play out!

Turn 1-2, Below.
This time, the French and Prussians set up much more effectively. The Frogs deploy their Napoleons well into effective range of 12", and the Infantry are 9" from their target, the town. My blue skirmisher is holding off an Infantry and a Skirmisher in the woods. This is good for me, for now, as I'm keeping two Units busy and not driving on the town. However, I certainly don't have combat power to win and turn the left flank of his battle line. 
Prussians have the town held solidly, but are somewhat daunted by the superior French range. They have adopted a Wellingtonian tactic and are behind the hill, except for the Unit actually in the town and the Krupp gun which is out of French range. It's job is to knock out the French guns as they are the most vulnerable having no save and only four hits.

Below, turn 3 center. French did occupy one victory point, the town at left. However, preferring a very aggressive drive on the other that French Battalion is leaving, probably to support the main attack on the right. 
The Prussians are hastening to the town with a battalion and a gun. Of tactical concern is that Prussians have solid control of the woods with a blue Skirmisher lining North side and a full battalion within it. This situation will continue to bedevil French plans...


Turn 5-ish. Combat between Skirmishers in cover is slow and very likely inconclusive. With breechloaders, they get 4d6 needing a 6 to hit, and a 3+ save for any hit. Infantry Units are much more powerful despite their skirmish-like fighting doctrine in this period. They fire 8d6 needing a 5+ to hit, so 4x as dangerous, but there is still a 3+ save in woods. Obviously, the one blue Skirmisher won't win this fight! 
I really like how NT's rules, particularly this rule set, shows the development of fighting tactics over time thru this period. Combining some aspects of the Napoleonic Warfare book's rules with this would give a great, flavorful game for the American Civil War.


Turn 5-ish, different angle. The French certainly have a firepower advantage for their main thrust. The question is will the Wellington approach work out for the Prussians??


Turn...much later, around 12 or so. French finally beat up and broke thru. At top right and right are the units from the woods - note the green hats on the Skirmisher Unit. One Prussian battalion has one figure left! The other has three stands but had to advance out of the town to fight the French, and now has a French Guard Unit on its right rear! The Prussian Cavalry Unit is in white, and is fighting the French Cavalry Unit. Another Prussian Infantry is near them and beating up the Guard Unit to its front.


On the left, the Prussians are departing the town objective to attack a Line Unit in the flank, while the French Guard similarly threaten their flank with two stands. The French have cleared the woods at some cost, but it should be worse for the Prussians - I forget to have them check morale at the end of each melee they lost.

Same turn, different angle, below.

At this point, the French have managed a bloody victory, and the playtest concluded mainly because we felt like we'd learned what we needed to learn.

So, was happy with all changes, the only things I'm changing at this point:

  1. Morale check to see if Units lose a stand on a retreat - just check once; failure means you lose a stand [which may eliminate the unit] and you face away from the melee. Passing means you face towards the melee from which you just retreated.
  2. Rallying. I like this rule b/c it rewards people for conserving their troops, which is very realistic [usually] and good generalship. I will make it harder, in that it is 2 worse than normal morale, so Elite Troops need a 5+, Average need a 6+ and Levy a 7+ on a d6, giving a +1 for the general being present.
  3. Cleaning up the charts a bit more, including some better color coding and organizing.
Overall, I am very pleased with this system. I feel like there needs to be more for Generals to do, but that would fall under the optional rules category.

I will endeavor to cut'n paste here all the additions and changes that were made when they are finished.

4 comments:

  1. Nice! The FPW is one I've always been tempted to get into.

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  2. Hey Chris,
    Well, no matter what then, I'd get Bruce Weible's "1870" and 1866 and 1859 are also great to have as they complete an overview of this transitional period.

    I think the interesting thing he mentioned in 1859 [which I'm browsing now] is that 1859 still has the musket on both sides - so there's a balance of shooting and charging. 1866 the Prussians have a breechloader while the Austrians have a muzzleloader so it's a bit lopsided - but the Prussians almost lose a few of the battles b/c the Austrians are pretty determined. 1870 both sides have the BL rifle, but the range advantage is with the French. This is offset by the Prussians having a fast-firing rifled gun while the French still mostly have older muzzle-loading 12pdrs.

    So in an 1870 game, you have the longer range being fought out between Krupp and Chassepot, and the closer ranges is Dreyse v. Chassepot / Napoleon. Somewhere in the mix the cavalry are wandering around looking for a flank and getting pretty shot up in the process.

    An interesting mix - WWI will essentially be seen as a continuation of this firepower v. firewpower clash.

    For an ACW fan like myself, it's interesting to see the various tactics of this period get played out all in one long war that has both breechloaders and muskets in it!

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  3. I regard to the 'plinking' that the firing rules allow. It's a common problem. Let one unit shoot at a target. If that doesn't produce the result you want, then have a second unit take a shot at the same target, and so on. It's not really a BIG PROBLEM because infantry-ranges don't allow for a lot of target choices. But, to me, it goes against common sense. Units didn't just stand there, waiting to see the results of their neighbors fire, before deciding upon a target. The alternative to this is to pre-designate all firing/target shots. Pre-designation can be a pain-in-butt. Perhaps this is why I've seen so few games/rules that call for it. Again however, I believe this situation is limited by range. Naval games, and spaceship games tend to have longer ranges and may call for it.

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  4. One thing to reduce plinking is to pre-designate all shooting at a given target. Additional Units can't then plink at it if the desired results were not achieved.

    Artillery are more of a problem as their long range permits greater opportunities to "plink". However, I think it was difficult to determine whose shots / shells were whose if there were multiple batteries targeting the same Unit / area making it difficult to correct fire and thus affecting accuracy.

    Ergo, batteries should spread their fire a bit, at least if they can. So one can realistically limit the number or effectiveness of additional batteries against a single target Unit. But this will vary by period and training, I should think.

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