Napoleonic Wargaming for fun and Little Cold Wars- book reviews.

As I enjoyed my short stint as Napoleon so much in the Pennine Megagame’s Jena 1806 (see an earlier post) I decided to pick up a copy of Paddy Griffith’s Napoleonic Wargaming for Fun from the History of Wargaming Project. Whilst it is really not my period (other than a fondness for the Ridley Scott film The Duellists and subsequent desire to do a retreat from Moscow skirmish campaign) I was intrigued by the inclusion in the book of high level games hence my purchasing of it.

The late Paddy Griffith seems to have a reputation in gaming circles as something of an iconoclast famously and publicly swearing off miniatures gaming sometime in the 80’s. This book (the HoWP being a reprint) pre dates that proclamation as half of the book deals with miniatures games; that it was republished within his lifetime implies to me that he still saw some worth in what he wrote and he was not as dogmatic as his reputation at times suggested.

As alluded to earlier the book is a compilation of seven rule sets all on the theme of Napoleonic land warfare, they cover different scales of engagement, starting with the skirmish level, passing through, brigade, division and army level, all of which are miniatures games the book concludes with a generalship game, Kreigspiel and advice on TEWTs (Tactical Exercises Without Troops). It was these last three I was interested in. Not that I am giving up on miniatures, I’m still keen on the toy soldiers but for one thing I’ve not got the space for a giant collection in another period. Rather I’m wanting to use the Napoleonic Wars to add a bit of variety to my gaming.

Dealing with the first four sets of rules first they are very straightforward games, interestingly it is noted that apart from a few special circumstances/ theatres there is not that much scope for little actions within the Napoleonic period and even Brigade and Divisional actions are best assumed to be part of a much larger action. Being honest this middle part doesn’t interest me much. My gaming interests lie at either extreme, the larger extreme being adequately covered by the Army game, also the shortest of the four miniatures rules. Indicative of the time it was written perhaps is the fact that you would still have a multitude of little bases to move about. If I were to dabble at this level in 6mm I’d want to have more figures representing a higher formation to speed play. In any event this rules set would form an ideal starting point.

Following on from this is my favourite part of the book: the generalship game. Essentially it is a time management roleplay where you have to plan your day as a general running a campaign against an opponent who is doing the same. I’d love to use this system to re run the Jena campaign, also the example used in the book, I think it is eminently possible, maybe as a PBEM too.

The nineteenth century origins of Kriegspiel are well known enough now for me to not detail them further. Unsurprisingly playing the 1824 Kriegspiel is something I’ve wanted to do for a long time but like many things remains on my gaming wishlist Paddy Griffith’s notes and observations makes me want to get organised and put on a game. Any pointers as to where I could get the blocks to play the game with would be much appreciated.

The final section deals with yet another part of gaming that I want to try but have yet to do so a TWET, essential a country walk with a moderated battle taking place in the participant’s mind’s eye(s). It has a similar heritage to the Kriegspiel in that it originated as a training technique for nineteenth century officers, known then as a staff ride. I think how ever I shall wait until someone offers to run one of these locally as I fear any attempt to dive in at the deep end myself and run one would be a little beyond me.

Overall the book is ideal for those wanting a little more from gaming, I think that in today’s hobby market the miniatures rules themselves are unlikely to get any new adherents, the market is not structured in that way. However they still have worth as examples of rule sets written by a professional (i.e., holds a PHD in History) historian rather than an enthusiastic amateur, not to belittle the latter rather I want to highlight the different viewpoint that the (rarer) professional historian who also writes rules brings. In gaming as well as his academic work Paddy Griffith wasn’t afraid to follow his convictions even if they went against the orthodoxy (at this point I’ll recommend his ‘Forward in to Battle’).

On a completely different tack but in the same order I bought a copy of Little Cold Wars: Wargaming the Cold War using Toy Soldiers by Tim Gow and Betrand Plastique. This rule set takes a nostalgic and delightfully whimsical approach to the often technologically obsessed genre of Cold War gaming. Channelling HG Wells the authors have developed hybrid of a floor game with toy soldiers to the warm glow of remembering a childhood living under the bomb. Eschewing dice for all but the Close Combat mechanisms Little Cold Wars sees a mix of scales (1/35th for toy soldiers, 1/48th for vehicles, 1/72nd for aircraft) do battle by matchstick firing cannon, dropping darts into targets and throwing scrunched up bits of paper. The thing is it really works, I can vouch for this having played an early playtest version of the rules.

Early hobby gaming all started out by using physical props to determine the results of combat, it was not until after WW2 that the dice rolling obsession took hold. It is really pleasing to see a return to these mechanisms are carefully put together is a game that relies on two lots of nostalgia, not that any gamers alive today would have played any HG Wells style games pre war so that nostalgia at least is vicarious. Being 11 and just starting at secondary school when the Berlin Wall was opened I am probably amongst the youngest gamers who remember the Cold War with any clarity, I’d be interested as to what a millennial would make of Little Cold Wars. My uncle was in the Army in Berlin at the time it was knocked down and brought a piece back for me which I still have.

[A little piece has broken off from the larger lump which gave me the idea to crush it up and mix it with plaster to create a scale model of a section of the wall to have a physical link to the place on the table top]

Either way it is a game I want to play myself, albeit all in 20mm, though I need to assemble a few props and toy cannon… and buy some silly hats… I just wish I still had my DDR flag too.

Both books are available here:

http://www.wargaming.co/

Cheers,

Pete.

Alternative DPM and UK Militia.

I have recently finished a small batch of figures from Under Fire Miniatures. The first lot were inspired by pictures I saw of British infantry wearing blue coloured DPM, apparently they have been issued for OPFOR purposes at BATUS (British Army Training Unit Suffield) in Canada. As I had some spare 2010 Helmand British that were surplus to requirements I knocked up this section.

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Bill of Under Fire is in the midsts of developing a future timeline called Reiever ’25 as a setting for some civil distrubance in the UK games. The work so far can be found here:

http://www.underfireminiatures.com/page2.htm

The first new releases to support this are a pack each of armed civies for countryside and urban enviroments.

First up the Urban pack- all youthful armed with Pistol, Shotgun and MP5s:

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Then we have the countryside pack, more older gents, with the possible exception of the AWOL squaddie. They come with 2 SA80s, a Lee Enfield sniper and a hunting rifle.

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I look forward to seeing the project expanded upon and some scenarios released too.

 

Cheers,

 

Pete.

 

 

6mm Cold War game report. Part2- the game.

Following straight on from the last post:

After due consideration Brian decided to place his forces as below, all of the companies dug in or taking cover as appropriate.

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Evan decided to have a broad advance, mixing the little mechanised infantry in and amongst his tanks. After his first turn, which he elected to take as a Scurry, his dispositions and intentions looked like this:

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In 5core Brigade Commander a D6 is rolled at the start of a players turn: on a 1 the turn is a Scurry (all can move) on a 2-5 it is a standard turn (1 unit in 3 may activate) on a 6 it is a Firefight (all may shoot).

Evan put most of his effort into his right flank. A high number of activations (using his assets well) meant that he encircled the bottom wood.

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At this point Brian rolled a Scurry turn and used it to withdraw from what would have been a heavy attack. Evan then took up the positions that the Soviets had vacated.

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Focussing on the centre and his left flank Evan moved forward and occupied the hills for a commanding position.

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As you can see Brian has started to lose his units. Unfortunately this seemed to be the high water point of the West German advance. Brigade Commander uses two different dice in its combat system, Shock dice produce morale results and Kill dice produce the losses (we just use blue and red dice respectively. Basically for the remainder of the game Brian was spectacularly lucky with his shock dice. As soon as Evan tried to advance Brian’s units firing on overwatch would send them scurrying back to which ever spot of cover they tried to emerge from. Thematically you could explain this by the fact that the West German forces were deeply unsettled by the Soviet offensive so much so their counter attack went in at something far below peak efficiency. Mechanically Brian just rolled a lot of 6s on the blue dice.

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Though he was pushed back in the West German right flank Brian’s units did not break completely. Still inflicting losses on Evan.

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Whilst artillery is very potent in the game, as it should be in a game at this level, it did not shift that many of Brian’s units out of their cover, it really wasn’t Evan’s night. That the right flank took all of his attention he failed to breakthrough at all in the centre of left.

With the attack completely stalled and the time getting late we decided to call the game.

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It was a hard-fought game and at time a little frustrating for Evan his plan was sound but Brian’s luck was seemingly endless. Still next week will see the 6mm forces take to the table again, we shall see what happens.

 

Cheers,

 

Pete.

 

 

 

6mm Cold War game report. Pt1 the set up.

Earlier this week I umpired a game of 5core: Brigade Commander (by Nordic Weasel) for Evan and Brian.

I knocked up the following generic scenario:

Soviet Briefing.

Date: 1984.

Location: The Former West Germany.

Situation: The attack into Germany has gone well but the focus has shifted from our sector. Hold the line in the face of the counter attack.

Victory Conditions: Control the North/ South Road.

Initial deployment: Set up any where within 18” of the North/ South road.

Special Rules: The weather is bad until informed otherwise. Max visibility is 24”. No aircraft can fly.

Forces:

HQ Coy.

6 BMP Motor Rifle Coys.

2 Tank (T64 no ERA) Coys.

1 ATGM Coy (may be split into 2 attachments at your discretion).

2 AA Aetachments.

1 Light Recce Attachment.

1 Heavy Recce Attachment

1 Engineer Attachment.

You have the following Assets:

1 one use Stonk

1 Persistent Stonk

1 Persistent Deception

1 one use Shock Operations

1 one use Communications jamming

West German Briefing.

Date: 1985.

Location: West Germany.

Situation: The Soviet offensive seems to have stalled, now is the time to counter attack to regain some lateral movement.

Victory Conditions: Secure the North/ South Road.

Initial deployment: Enter from your board edge.

Special Rules: The weather is bad until informed otherwise. Max visibility is 24”. No aircraft can fly.

Forces:

HQ Coy.

8 Leopard 2 Coys.

6 Marder/ infantry Coys.

2 Heavy Recce Attachments

2 AA Attachments.

3 Engineer Attachments.

You have the following Assets:

2 one use Stonks.

1 persistent Stonk.

1 persistent Intel advantage

1 persistent Coordination

1 one use Shoot and Scoot

1 one use Tactical Withdrawal.

This was the set up:

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Whilst we were discussing possible games a bit back Brian made the suggestion to make cards to to played for the assets. These assets are one of my favourite parts of the rule set as they allow you to add a large degree of differentiation between the forces. While a big advantage of the system is that it takes a relative approach to vehicle performance it does mean that some units feel a bit generic. An hour or so on the PC saw these knocked up. I printed them onto thin card then put them in the sleeves that Collectable Card Gamers use.

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Next will be the pictures from the game itself.

Cheers,

Pete.

Some heavy metal comes forth from the Shed.

These were the last  of the 1/72nd vehicles that brought me up to my total for the quarter- see last post.

First up a Dragon Models M103 heavy tank. A great kit to build, and the single colour paint job went well too. Serving from the fifties to the early seventies it will make an interesting opponent to my IS3s.

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A Model Collect TOS1, basically the Katyusha from WW2 updated with Thermobaric warheads and mounted on a tank chassis, in this case a T72. They first saw operational testing in the Soviet war in Afghanistan then further use in Chechnya.

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Last but not least we have an S and S models Jagdpanzer Kanone in resin, I acquired this one from ebay a while ago. Seems like the tank hunters design lived on a bit longer after WW2, the 90mm gun of its was a rmed with soon became obsolete; the chassis were converted to carry Anti tank guided missiles instead.

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This trio should make for some interesting additions to my post war games.

 

Cheers,

 

Pete.

The Jena Campaign 1806 at Huddersfield- Napoleon’s view.

Last weekend saw Pennine Megagames run their first game in Huddersfield and me take on the role of Napoleon himself. The game was a re- run of the 1806 Jena campaign- the French advanced into what is now Germany to knock the Prussians and their allies out of the war before the Russian could enter the war. I must confess that the Napoleonic period as a whole is a bit of a historical black hole for me which is why I volunteered to be part of the control team initially. However Rupert, the game organiser, was short of players and offered me the top job on the French team; I couldn’t resist giving my megalomania a stretch so said yes.

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The games was played with a hidden map and umpire adjudicated movement, however battles were resolved face to face on hand drawn tactical maps using a combat system crafted by Rupert. Therefore while you were fighting a battle the rest of the players could still manoeuvre around. This meant that desperate holdouts could be reinforced and escapes blocked.

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To quickly gen up on the subject I reached for the wargamer’s standby of the relevant Osprey campaign book and a copy of Haythornthwaite’s Napoleonic Source book that I had lurking around. The biggest difference between the two sides seemed to be that the Prussian command structure was all over the place whilst the French had a tight hierarchy extending downwards from Boney.

My reading gave me a decent idea of what I want to and needed to achieve in the game so when I arrived at the venue early on Saturday morning a look at the map and ORBAT firmed up my ideas. In my experience a simple plan that everyone understands but executed well works better than some convoluted but potential brilliant scheme. Accordingly I arranged my Corps in quite a wide spread, about a day’s march apart as we advanced to the North East from Wurzburg. Going from my left flank I had 3rd Corps hooking round to try to reach Halle, next was 6th Corps, in the centre was 2nd Corps with first Corps in reserve behind along with extra cavalry, extra artillery and Napoleon’s HQ, to their right was 4th Corps while holding the right was 5th Corps with orders to reach Leipzig. This is evidently not the historical arrangement but there was method to it. Having played a fair few of these games I have come to know the idiosyncrasies and styles of some of my fellow gamers so this allowed me to put the best person in the role I wanted. Given I couldn’t reassign players to different Corps (all the casting was done by Rupert pre game) it was the best solution. The general plan was to advance on a broad front with a large cavalry screen until contact with the enemy was made then those Corps adjacent but not engaged would try to catch a flank while the outer Corps would try to either get right behind their back or push forwards to occupy their supply points. I know that meeting on the field of battle and winning a victory there would be more honourable but I wanted to out march and out manoeuvre the Prussians. My only concern was that my plan was a bit too obvious and could be easily exploited.

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That was the plan and we all known the maxim about plans… so it was on to the game. After a few tense early turns to get through some hill ground that would have meant lateral movement would have been difficult we, the French team, got into a good rhythm. Orders were issued for the day, with an opportunity to change them at midday then a night phases allowed for team time and a chat as during the day only written messages could be passed between Corps. Movement rates were dependant on your food- either supply wagons, forage or carried rations, additionally forced marches could be made with the risk of losing some of the divisions within that Corps morale.

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Early contacts with the Prussians seemed to happen with all the French Corps simultaneously, I was quite pleased by this as it meant that they were quite spread out, given the strength of some of the Prussian Divisions I was concerned that they would gang up on one of my Corps and defeat it before I could bring enough reinforcements to bear. 3rd Corps powered through their opposition and blazed a trail to Halle being followed half heartedly by scattered Prussians. John pushed his Corps as fast as possible including an epic 72 hour march. Given I knew John’s style of play and that the longest route was the northern one I knew he was the right man for the job. On the right flank 5th Corps (Kieth and Ian) faced a Prussian players who fought a tough delaying action, however a splitting of the force meant that the Prussians followed the diversion not the main body so the drive to the supply point continued. In the centre things bogged down with all the Corps engaged. Jason commanding the 1st Corps got the chance he was itching for and got stuck into a tough fight on day five, so much so that I personally intervened as Napoleon with the reserve cavalry in an encounter at Kranichfeld. The side effect of this was that I got bogged down in a drawn out three day battle which was decided in the French’s favour. Whilst I was at a tactical map I completely lost touch with the strategic picture and had to rely on Robin to keep things together in the role of Berthier the Chief of Staff. To his credit he made an excellent job of it and held things together after I returned to the table and took a while to get my head back into the strategic picture. By day eight it was clear to me and Robin that the Prussians had concentrated themselves at Jena around the King whilst we had broken through their defensive line, next stop was their two supply points then after that Berlin. I decided to apply a bit of psychological pressure and sent an offer of surrender to King Friedrich Wilhelm.

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This was my reply:

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As I never fought a large decisive battle I took longer than my historical counterpart to reach a victory but my casualties were much less. One thing that I was lucky about was the late arrival of Simon to the Prussian team, he knows how I game pretty well so would have seen what I was doing and been able, possibly, to influence the Prussian King to counter me.

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As far as megagames go this was one of my favourites, easily in my top three as a player. My team was great, a pleasure to play with, once I explained my basic plan they all got on board with it and followed it through with out me having to micromanage any of it all. Jason as 1st Corp commander and Robin as Berthier on my table were great guys. One of the advantages I find of the high level of command in megagames is that you have a more relaxed time of it rather than having to write orders each turn so we had time for a bit of a chat. After a look at the umpires map and a debrief we went to the Grove pub for some beers and a chance to swap stories with the other side.

Cheers,

Pete.