Heretical Gaming is my blog about my gaming life, featuring small skirmishes and big battles from many historical periods (and some in the mythic past or the far future too). The focus is on battle reports using a wide variety of rules, with the occasional rules review, book review and odd musing about the gaming and history. Most of the battles use 6mm-sized figures and vehicles, but occasionally 15mm and 28mm figures appear too.

Saturday, 25 May 2024

Simple Culloden Revisited

Since the Simple '45 rules by Stephen Simpson are so quick to play, I naturally did all three of the big(ish!) battles on the same day - finally got around to writing up this last one!

 


The Set-Up:

The two armies, Jacobites to the Left, Government to the Right. The Jacobites as ever have the Highlanders at the front, plus here they have Royal Eccossais and FitzJames (the cavalry) in reserve. The goverment has two lines of infantry and cavalry on the wings, plus some artillery support. Eek!

I didn't have a ditch representation to hand, so I just used a bit of road to represent one. Sorry!

The Government Left

And the Centre and the Right. Unlike in previous battles, all the Government troops are adequately trained and adequately confident.

And the Jacobites again.

The Battle:

As on the day, the Government artillery superiority means the Jacobites have to attack, really. Unfortunately, the Government Foot seem to have their eyes locked in

The flanking fire from the other side of the ditch is going to be uncomfortable (the Government troops have gone for a short rather than deep flanking move)

The Jacobite Right is stuck under the heavy fire, so the Left is left to advance; Royal Eccossais (bottom) at least start to make life difficult for the Government Foot by the ditch

The centre Highland regiment breaks, unable to face further the hail of bullet and ball

The Highlanders get a second wind, and this time manage to charge home (centre-right)

However. more Highlanders in the centre fall, and more still being to run away

The Government artillery is proving decisive, and the Highland regiments are not winning anywhere else to offset it

The Jacobite cavalry advances to plug the gap in the centre; however the Jacobite right has now given way fully: note that the Government reserves have taken over in the centre to give the lead troops a breather

And now the Jacobite Left starts to give way too!

A somewhat desperate charge by the brave Franco-Jacobite Horse

However, the Highland Regiments have been destroyed and the net is closing in on the surviving Jacobites...

However, finally some success! Royal Eccossais puts one of its opponents to flight!!

Another Government Foot unit breaks in combat with the Jacobite Horse!

However, Royal Eccossais is hit on the flank by marauding British Dragoons

They rather smartly turn to face and hold on!

However both the Jacobite cavalry and Royal Eccossais are doomed, both breaking at the same moment

The rebellion is over

Game Notes: 

More good fun, although the first half of the battle was much more convincing as a recreation than the second! In any case, although this Jacobite Army did somewhat more damage than thier historical forebearers, the destruction of the Jacobites in this game was pretty much absolute. But that is expected when rules don't feature army level morale checks. Some of Neil Thomas' rules share a similar feature, in that although they don't fight to the last unit, fighting to the last couple of units does give a somewhat similar dynamic. Anyway, I don't want to stress the bits that were a bit odd as celebrate the neatness of the mechanics which do give such a good game and a reasonable bit of period flavour. The simplicity of test-to-do-action, test-morale is a good one, and is actually very close to that used in Twilight of Divine Right. Much of the chrome in that set of rules could be used as a basis for adapting this one to become somewhat more fully formed.

Figures and walls by Baccus 6mm.

Thinking About the Bruce Quarrie Napoleonic ruleset...

As you do. Or at least, as you might do, if you are a wargamer of a certain age who likes Napoleonics. I don't think I would ever go back to playing Napoleon's Campaigns in Miniature as written. The mechanics are just too effortful to go through in the number of times you need to do it to be fun for me as an essential part of the game, regardless of any other vices or virtues.  In any case, this post isn't a review, or anything like that - I already did one of those - but more a meandering wandering through the ruleset, and perhaps see if there are any concepts I might salvage. I have used the Polemos sets I most often play, Ruse de Guerre, General de Division and Marechal d'Empire as the basis for comparisons.






This post on TMP is the proximate reason for my current interest. It contains a reasonable defence of the Quarrie rules, although I can't 'quite' agree with most of it.

'National Characteristics' are probably the most remembered part of the Quarrie rules (along with rules for the prices of loaves of bread, etc.). Not being critical for a moment, what is it trying to achieve and what does it actually achieve?
 
Each unit is rated for how good it is at firing, melee, morale and movement. The middle two are divided into two categories, the latter into four. The categories of movement aren't particularly an issue, the author just incorporates the move rates of different formations into unit ratings as opposed to having them as modifiers in the movement rules: no real issue there. Morale is broadly divided into 'normal morale' and 'discipline/reaction'; melee into 'charge bonus' and 'normal melee'.

Quarrie wants to embed certain differences in performance between different armies. These differences are not to be considered as primarily functions of unit experience I think, since there are separate modifiers for being 'Raw' and 'Veteran'. I think this is pretty under-developed in the rules, but I it is technically possible to have 'Raw Old Guard' and 'Veteran Old Guard', as distinct from just the 'Old Guard'. This looks to take place at the unit level, so a 'new' unit of Old Guard should indeed be 'Raw'. So, the basic ratings look to be considered a product of selection, training, doctrine and military culture.

Most line infantry are pretty similar. Russian, Polish and British Highlanders & Fusiliers are considered to be better in melee. All British infantry are considered better at shooting.  British, some Confederation of the Rhine troops, Poles and Russians are considered to have higher morale, Austrians lower. Spanish infantry is just a bit worse at everything. Light infantry shoots better than line infantry. French infantry, along with some Confederation and British Highlanders are considered most 'enthusiastic', Poles and Spanish the least. After that, each nation's troops get one better for an additional level of 'eliteness'; so Grenadiers will be a bit better than line infantry at everything; Guards one better than that. If a nation has more than one 'level' of Guards, so much the better for them because each score will tend to be raised by 'one' every time.

Quarrie took the historically untenable view that skirmishing was always done by units with some kind of light infantry-esque designation. Other writers (Griffith and Barker) were correct that a light infantry name just as often implied a tailor's flourish on a jacket or a different colour of feather as anything real. 

In the TMP thread I linked to above, one writer makes the following remark:
Glenn Pearce, a current rules author who posts here occasionally, asserts that there are no differences in unit quality from one army to another, that formations are a needless detail, that it doesn't matter what figures go on a base, and that Napoleonic and ACW battles don't look any different. These principles are are a return to Donald Featherstone's of sixty years ago. 
 
I know (online!) Glenn Pearce a little (he is the author of Polemos: Ruse de Guerre, and prior to that played a lot of Polemos Napoleonic and can firmly state that he does entirely believe there were differences in unit quality from one army to another; it is simply that those differences can be much more easily, and perhaps better, simulated by using troop quality ratings without a blanket -1 for being Spanish. So in his rules, there are basically 6 types of infantry: well-trained, trained and poor quality infantry, which are either light infantry or line infantry. 
There are middle grounds. Black Powder's approach is a little closer to Quarrie's in using a stat-block approach. The stat-block is much simpler though, and big differences are represented by a special rule - British Cavalry can be prone to 'galloping at everything', French infanty get an additional bonus for attacking in column, whatever. Neil Thomas' approach is closer to Glenn Pearce's (same basic 6-types of infantry, more-or-less), but also uses the special rules used by Black Powder.

In any case, it would be relatively simple to take the headline elements of national characteristics and apply them to Polemos: Ruse de Guerre or a similar ruleset, if you wanted. It would look something like:

Infantry:
British +1 firing
Scottish Highlanders +1 firing, +1 close combat
Russians and Poles +1 close combat
Spanish & Neapolitans -1 to everything (firing, close combat, rallying from shaken)
Austrians -1 to rally checks, +1 close combat when attacking (first round only)
French +1 close combat when attacking (first round only)
Light Infantry +1 firing

Cavalry:
Spanish & Neapolitans, Irregular cavalry -1 to everything (firing, close combat, rallying from shaken)
Lancers +1 close combat when attacking (first round only) 
Light cavalry -1 in close combat with other cavalry
Cuirassiers +1 close combat, +1 to rally checks
British Dragoon Guards +1 close combat, +1 to rally checks

Artillery:
There is some absolute weirdness in the fire factors here; amusingly the Royal Horse Artillery is much better than the Horse Artillery of the Imperial Guard at firing cannon! Trying to find a pattern is a little difficult but maybe:
Austrians, Spanish, Neapolitans -1 firing, -1 rally checks
French +1 rally checks

One would then apply the 'Poor' and 'Well-Trained' labels as required, although Well-Trained would now better be thought of as 'Veteran'.  One would need a separate 'Elite' category too, which would be a double-strength 'Veteran'. This would cover all the various 'elite' troops of the Napoleonic period.

So Veteran-Elite French Light Infantry would be +4 firing, +2 close combat (+3 when attacking in the first round), +2 rally checks
Raw Spanish militia would be -2 firing, -2 close combat, -2 rally checks

I strongly believe that Quarrie, in line with many other rule-writers, has erred in differentiating more amongst the top end of the quality scale than at the bottom. I don't think it is true of many periods, but it is slightly more defensible in some than in the horse-and-musket era. Think of it this way: there is no lower bound of troop quality before one gets to 'indistinguishable from a civilian just handed a pike ', but it is very hard to  describe how much 'better'  one experienced Napoleonic soldier could be than another. Shako was notably good in this regard, usefully dividing the lower end of the scale - but many other rules, not so much.

The Polemos rulesets tend to ignore formations. The only exceptions to this are that in some rules (but neither of the Napoleonic sets, nor Ruse de Guerre) there is a march column formation. This is to simulate the beginning of a battle in earlier periods where deployment had to be done in a certain fashion, or getting caught in an ambush unawares. But there are no meaningful unit formations (yes, squares get mentioned in one set: however, mechanically they make no difference, they are for narrative only). However, I think we can replicate some of the thinking through the tempo point system. The tempo system has 3 elements: the player (expressed through the bidding system), the commanders (who generate the tempo points) and the costs in tempo points of performing those manoeuvres. It is therefore quite a simple matter. Quarrie in essence thinks that the French and British are quickest, later Prussians and Russians in the middle, and the Austrians, Spanish and early Prussians are the slowest. To the extent that one agrees with with one can either:

1 - Reduce the average competence of those generals to reflect that a general would have to be comparatively amazing to wring out of Austrians the same performance that the average French general would need to get the same performance out of his troops. Conversely, the average French and British general could be somewhat improved.

2 - Increase the tempo cost points to perform different actions. For instance, in Ruse de Guerre, the side that has the initiative (i.e. 'won the tempo') is able to get their troops to perform simple movement for zero cost. Instead, the costs for those armies considered less mobile could increase, so it cost a single tempo point to move such a force. And further, each army could in effect have its own menu: Russians for example could be good at simple actions but less good at more complex manouevres, or whatever the prejudices of the gamers involved believe. Polemos SPQR basically uses this system anyway and it works fine.
 
In addition to 'morale', which does the things that you would normally expect morale to do, Quarrie's rules also have the concept of 'Control'. This might be understood as the tendency to go battle-mad (or not). Ruse de Guerre basically eliminates most of this kind of thing - one of the reasons it is such a smooth set to play is that involuntary moves, especially sequences of involuntary moves, add in quite a lot of complexity to rules (because it multiplies the number of interactions units can have across phases basically); this becomes even more true when the chances of various things happening are probabilistic. So I can see where he was coming from. However, Quarrie and many other rules writers want their British cavalry to 'gallop at everything' etc. And the Polemos Napoleonic rules do have this concept. What might that look like:

Infantry: Highlanders; French, Austrian, Prussian, Portuguese, Austrian & Confederation Light Infantry; Bavarians +1 to Pursuit rolls
Spanish Line Infantry and Guerrillas -1 to Pursuit rolls
Cavalry: British Cavalry, Eastern European Irregular Cavalry +1 to Pursuit rolls
Spanish Cavalry -1 to Pursuit rolls 

Quarrie uses the above factors for pursuit, or when a commander leaves their troops, or after an attempted charge fails to make contact. Including the second option might make for an interesting mechanic within Polemos, by using the 'Pursuit' table if their commander moved over a certain distance away. However, probably the above modifiers are sufficient within the current structure of the game.

The firing modifiers probably don't warrant inclusion, since they are mostly encompassed within existing concepts. However, Quarrie is keen to give troops which used 2-deep line a fire bonus. He fluffed the maths a bit in the actual rules IIRC, but his logic is basically:

Troops that used 2-deep line: +1 fire combat rolls, -1 close combat rolls

As we can see, it becomes quite hard to win firefights against British infantry.

Quarrie has quite an interesting command and orders mechanic, in terms of the time it takes. He uses written orders, which is a method I have very little patience for in most circumstances, so I won't delve into that. But what he uses, although the rules are slightly under-written, is an interesting delay mechanic. Essentially, for each 'node' in the command chain, it may take, depending upon the circumstances and the quality of the commander involved, 0-3 turns (each supposedly representing 2.5 minutes) for any given order to be translated into action. Now, it isn't particularly clear in the Quarrie rules whether this is envisaged as primarily a two-step procedure (C-in-C to unit), or as something which should go down through the chain of command; and if the latter, what is the lowest level of command that this should be applied to. Now, I think the logic of the Quarrie rules is that it should go all the way down, including individually rated unit commanders. However, my suspicion is that I think he played it down to Brigade commander level only. In any case, we can port something of this across to Polemos rules, by limiting the rate at which certain commanders can 'absorb' tempo points. We might say that Decisive commanders can 'absorb' 3 points a turn (from whatever source), Capable commanders 2, and Plodding commanders only 1. This should achieve something of the same effect. What I quite like too is that all commanders in Quarrie have a 50% chance on any given day of being one level down from their theoretical performance: so an 'A' class commander has a 50% chance of performing as a 'B' class commander. This could be quite easily adopted into Polemos, although one would need to define the performance characteristics of a 'worse-than-plodding general' - that is a pretty trivial task, however. 

Quarrie also posits 'Control' modifiers - essentially modifiers to pursuit tests, so some generals' troops are more likely to pursue beaten enemies, others less so. The best generals get to modify either way. This is all fairly easy to include. Quarrie also gives different quantities of morale boost for different generals, and whether they were attacking or defending. I think this is a pretty terrible and unrealistic idea, but it wouldn't be impossible to include. However, Quarrie suggests quite huge swings (+5 to -1, depending on the general) and I don't think that reflects what Napoleon and Wellington actually did, or were good at. But it could be done.

Campaign

After my recent campaign, which did feature attrition, sieges and assaults in a not entirely convincing way, I did re-look at Quarrie to see how he handled sieges and especially, campaign attrition. He uses the following rates:

Bivouacked in friendly territory: 0
Bivouacked in allied territory, marching through friendly territory: 1.3% / week
Marching through hostile territory: 2% / week

x2: half rations, winter, guerrilla effects in Russia and Spain
x4: totally out of supply
 
To slightly extend this, you might also have:
Marching through allied territory: 1.5% / week
 
x2: barren country
 
Recovery:
10% / week when at rest for a full week (no offensive moves) 

The rules Quarrie gives for foraging are pretty simple, with an urban area of a given size on a scale of fertile/barren terrain able to support a certain number of troops, with any excess 'out of supply'.

Siege Rules:

Odds (Attacker:Defender) / Defender points
4:1 / 1
3:1 / 2
2:1 / 4
1:1 / 6
1:2 / 8
1:3 / 10
1:4 / 12

Add difference between General's factors
(for Polemos, would add the difference between the general's ratings, so Decisive = 2, Capable = 1, Plodding = 0)

Food supplies for defender: +1 / week available
Ammunition supplies for defender: +1 / week available
 
Now, I think there is a mistake in this next factor. Quarrie gives +1 to the defender for every day's march away a relieving force might be. Taken literally, the fact that a relief force is marching to relieve Danzig from Cadiz should make it pretty much invulnerable! So it should be a minus, I presume.
 
Distance in day's march from possible relief force: -1 / day
 
The Defender's points total indicates the behaviour:
6 or less: surrender once breach is made
7-10: fight that number of days then capitulate
11 or more: continue to fight until at 50% or less of original strength, then requires 6 on a D6 / day to keep fighting. 

Losses:
Entrenching (30 days*): Attackers 1 fig (i.e. 33 soldiers) / day, Defenders 0.5 fig (i.e. 17 soldiers)
Siege bombardment begins: Attackers 1 fig (i.e. 33 soldiers) / day, Defenders 1.5 fig / day (i.e. 50 soldiers)
Sickness (cumulative with above): Attackers 0.5 fig (i.e. 17 soldiers) / day, Defenders 1 fig/day (i.e. 50 soldiers)
Multiply attackers by 1.5 / week after the first, defenders 2 / week after the first
Street fighting: Both sides 1 fig / day 
 
*Given that the figures are given in weeks, I would choose 28 or 35.

Quarrie doesn't give a figure for how long it takes to make a breach though. This feels a bit of an ommission. Checking on the figures that CS Grant gives in his 'The Armies and Uniforms of Marlborough's Wars', actually effecting the breach seems to take only 2-4 days, if I am reading it correctly. Given that Quarrie gives a slightly quicker figure for the preliminary engineering, if we call effecting the breach the work of a week, that seems about correct.



POSTSCRIPT:


Potential Errors in the National Characteristics section:
In the version I am using (the Kindle version), I spotted the following anomalies in the National Characteristics tables (there were quite a few TBH):

The movement in column of Scandinavian Life Guard cavalry is given as 110; this seems to be a straight typo it should be 310. This is true of Prussian cuirassiers too.
Spanish cuirassiers and guard cavalry seem to have slightly low road movement rates, and Spanish lancers, dragoons and hussars seem to have low skirmish movement rates. 
Spanish horse artillery isn't considered to be pulled by horses, given its movement rates. I think if you are making the argument they didn't really have any, then you should probably not bother listing them as a separate troop type.
Confederation of the Rhine cuirassiers seem to have a columnar movement rate that is too low.
Confederation of the Rhine dragoons have a control rating which is much too high (think typo, probably should be Morale:6 Control:2); there is a similar error for the Hussars, and several of the other categories of cavalry.
Portuguese Atiradores have a typo in for their columnar movement.
The skirmish movement rates are a bit all over the place. Some units have a skirmish move rate the same as their road move, some the same as the columnar movement, some an entirely different movement rate. There is no discernable principle in play here. I would suggest that it should be the same as the columnar rate for all cavalry. For the infantry, the situation is somewhat more complex: one might make the case that some of the nations have skirmish movement rates aligned to their road movement (French, CoR and Italian line skirmishers, but not Guard or Dragoons on foot; Polish; Portuguese and Prussians); other countries (Spain, Russia and Scandinavia) align with their columnar movement; yet others (Austria & Britain) have some units which align with Road movement (British & Austrian Lights - think the Austrians are their grenzer units), some which align with Columnar movement (British Fusiliers) and some which have entirely different ones. I don't think there really is any underlying logic here, and if there were it would be indefensible. I think overall it would be best just to align the skirmish move rates with columnar movement for everyone.
The fire factors for the Young Guard and the French Grenadiers seem way too high relative to everything else.
Giving British 'Dragoon Guards' and 'Fusiliers' higher ratings than 'Dragoons' and 'Line Infantry' is anomalous in the Napoleonic-era.
Austrian uhlans can't skirmish; everyone else's can.
British hussars can't skirmish; everyone else's can. 
British, Confederation, Italian and Portuguese Dragoons can't skirmish; everyone else's can. I think this may be defensible in the British case, since the Light Dragoons can skirmish: but I think if you were to make this argument, you should make the British more like heavy cavalry and raise their meless scores and reduce their movement rates.
Can see why Spanish cavalry control factors could be low, can't see why Spanish Hussars should be even lower than that low baseline
 

 
 
 
 
 


Wednesday, 22 May 2024

Simple Falkirk

I didn't quite have time to write them up, but when I did 'Simple Prestonpans' recently, I also managed a go at 'Simple Falkirk' too (and Culloden - will write that up soon too). Again it uses the simple rules of Stephen Simpson, published back in Wargames Illustrated 134.



The Battle of Falkirk was a Jacobite victory, although far harder fought and less crushing than Prestonpans.

The Jacobite Army contains 6 units of Highlanders and 4 units of Lowlanders/Regular Foot.

The Government Army contains 2 units of Raw Dragoons, 6 units of Raw Infantry, and 3 units of Regular Infantry.

The Set-Up:

The armies face off: Government troops on the Right, Jacobites on the Left.

The Jacobite Army - Highland units in the lead, lowlanders in the rear

The Government Army - Dragoons to the Left, better-quality infantry on the Right and Right-rear.


The Battle:

The Government lead regiments get in a very effective volley to begin the battle

The Jacobites advance...

One of the raw Government battalions breaks at the sight of the ferocious Highlanders

However, a second volley from the Government Foot routs the central Highland regiment

Meanwhile, the Government Dragoons charge home, sabreing the Highlanders as they go

The Jacobite Foot charge home - another Government battalion takes to its heels

The Government Foot form a new makeshift line to try and contain the advancing Highlanders

Doesn't seem to have worked though - the Jacobite Left continues to pile forwards; the Jacobite Right starts to break after losing its fight with the Dragoons

However, the other Jacobite regiment sees off its opposing Dragoons

The remaining Government Dragoons charge home into another Highland regiment; meanwhile, the Lowland regiments take over the struggle in the centre

The remaining Highlanders are fighting like furies: another Foot regiment and the last of the Government Dragoons are seen off; the Lowland Foot is under severe pressure in the centre, and taking heavy casualties

A Lowland Regiment breaks in the centre

However, the victorious Highlanders from the Jacobite Right are simply rampaging through the Government flank: another battalion takes to its heels

Can the remaining Highlanders win it before the remaining Lowlanders lose it? Another Lowlander regiment is routed in the centre

However, the remaining Government troops are being forced into a pocket - and the most exposed battalion breaks

The Government troops under pressure at all points - however, the exhausted leading Jacobite Highlanders break from facing just one volley too many

However, the armies are now reaching the point of mutual collapse - another Government Foot battalion breaks

The remaining Jacobites charge forward...

And the Government forces are down to their last battalion

Which isn't going quietly - despite their losses, they rout another Lowland regiment!

But superior fire from the flank breaks them - or was it pure exhaustion?
 
Game Notes: All good fun, although it does show where games have to end up without any kind of army morale rules. We can rationalize this as a somewhat plausible result - shades of Sherrifmuir, perhaps? - but it felt a little more like a Chess endgame than a typical wargame. However, not saying it is wrong, just unusual. In any case, this would have been the Malplaquet of the '45: victory, but at a cost so unacceptable that the Rebellion must be defeated soon after. And that doesn't seem so implausible. In any case, the mechanisms for something so simple are really quite effective. Perhaps the only thing a bit off to my way of thinking is that potentially cavalry should break any Foot - the way it works currently is that even if the raw Government Dragoons do charge home, they still stand more chance of being broken than actually winning. But apart from that, pretty good actually.

Figures by Baccus 6mm.