Paddy Griffith's Napoleonic Wargaming For Fun - Paddy Griffith - 2016 - The History of Wargaming Project - Anna's Archive
Paddy Griffith's Napoleonic Wargaming For Fun - Paddy Griffith - 2016 - The History of Wargaming Project - Anna's Archive
The Fred Jane Naval Wargame (1906) including the Royal Navy War Game
(1921)
Verdy’s ‘Free Kriegsspiel’ including the Victorian Army’s 1896 War Game
Introduction
Foreword
1. Basic Ideas
7. Map Kriegsspiel
Conclusion
Appendix: Gamesheets
Further Reading
Acknowledgements to the first edition
This book could not have been written without the encouragement and
forbearance, over the years, of my wargaming friends. They have given me
not only many good games, but also many good ideas and pieces of advice.
I would especially like to thank Peter McManus for his help with map
kriegsspiels and TEWTS; John Davis for the decisive impetus he gave to
the army level game; Henrik Kiertzner for his enthusiastic skirmishing; and
Andy Callan for his sustained inspiration in the brigade and generalship
games. I am also grateful to Nigel de Lee, as well as to past and present
members of the Lancaster University Jomini Group, who have helped me
on many occasions. Finally, I would to thank Christopher Duffy for
demonstrating - on the ‘night of the Puffer’ – the correct approach to
publishing wargames.
The author would like to thank the following for supplying photographs for
this book: Model and Allied Publications and The Mansell Collection.
Paddy Griffith
Introduction
In the early days of ‘modern’ wargaming, Napoleonic games were
tremendously popular. They allowed the new, not necessarily young,
wargamer to fight the glorious actions they had heard about in their school
history lessons. Often starting with the Battle of Waterloo as their first
action, the general would deploy his hastily painted soldiers from Airfix’s
Napoleonic range. Airfix offered British and French infantry, as well as
[1]
cavalry and guns for both sides.
The fundamental unreality of all players being able to see all the troops
arrayed on the tabletop, however, remained unchanged – although some
rules included systems designed to forbid a player from issuing orders in
respect of things he could see on the tabletop that an historical general
would have been unable to observe because of obstacles or powder-smoke,
adding yet another level of complexity. Such rules purported to offer
realism and the limited awareness and intelligence of the commander’s
perspective, but succeeded only in producing even slower moving, tedious
wargames that would take far longer to reach a conclusion than the battles
they sought to portray and were anything but fun to play because their
authors felt unable to abandon the existing ‘open’, face to face structure of
the model soldier game. Wargames were becoming far more brain-taxing
and far less enjoyable to play.
Why then, did Napoleonic Wargaming For Fun not make more
impression upon wargamers, despite its focus on one of the most popular
periods of military history in the hobby, when it was first published?
That focus on the Napoleonic Wars may actually have discouraged
devotees of wargames of other historical periods from opening the book, yet
many of the ideas and game structures are equally appropriate to other eras.
The rules for the Skirmish, Brigade and Divisional games would not require
much amendment to suit the Seven Years’ War, the American Revolution or
the United States’ War with Mexico, for example. The Generalship game
could easily be adapted to portray the life of a general on campaign in other
historical settings within the Horse and Musket period. For the campaigns
of Marlborough and the Seven Years’ War the only alteration necessary
would seem to be the replacement of ‘Corps’ as the designation of unit
counters by suitable contemporary terms such as ‘Wing’. For post-
Napoleonic conflicts, such as the Franco-Austrian War of 1859, or the
American Civil War, rules for movement by river steamer and railroad, and
for communication by electric telegraph could be added. With some more
drastic alteration of the combat system to reflect the effects of machine guns
and heavy artillery firing high explosive shells, and provision for movement
by motor vehicles and railway, intelligence gathering by aerial
reconnaissance and communication by radio and field-telephone, the game
system appears admirably suited to game the ‘chateau-generals’ of the
Great War.
A slim, hardback book with concise rules may have seemed rather old-
fashioned to the casual glance of the new generation of wargamers of the
1980’s, many of whom had not been introduced to the hobby by reading the
works of Don Featherstone, Charles Grant senior, Brigadier Peter Young
and Charles Wesencraft, and served their apprenticeship by casting or
converting their own figures, making their own scenery and composing
their own rules. These new wargamers were consumers who expected
voluminous rules, replete with numerous charts and complex calculations in
their professed pursuit of historical ‘realism’ and ‘accuracy’. Length
seemed to be equated with quality. The use of the word ‘Fun’ in the title
may have subconsciously suggested that the various games therein were not
sufficiently ‘serious’ to be worthy of their attention, and Paddy’s rules for
the traditional Divisional game did, indeed, appear suspiciously short when
compared to other commercial sets of Napoleonic wargame rules on the
market at the time, and remain much more concise than many today.
Some regular players of the traditional Divisional Napoleonic game,
content with their existing rules, may well have felt no need to step outside
their comfort zone to experiment with the alternative perspectives found
within the pages of Napoleonic Wargaming For Fun. As the founder of
Wargame Developments, a society whose origins lay in his, and others’,
dissatisfaction with ‘mainstream’ wargames heterodoxy – a concentration
upon the model soldiers [which he provocatively insisted on calling ‘toy
soldiers’] and the minutiae of their uniforms to the exclusion of serious
consideration of alternatives to the inherent unreality of the ‘open’, face to
face structure of the traditional game – Paddy was gaining something of a
reputation as a wargame maverick, whose opinions were to be treated with
caution.
The time has surely come to summon Napoleonic Wargaming For Fun
from the reserves, where it has remained too long, to march boldly forward
to take its rightful place in the first rank of wargame literature. It gives me
great pleasure to introduce a new edition of this splendid, thought-
provoking book, which profoundly influenced my own wargaming and will,
I have no doubt, stimulate and inspire its readers to look more critically at
today’s Napoleonic wargames and, perhaps, to develop further games of
their own for this fascinating period of warfare.
No one can be very dogmatic about wargame rules, because they are
always a highly personal thing. Every club or small group of wargamers
will understand any specific set of rules in a rather different way from
everyone else, and every player will add his own pet interpretations and
short cuts. This individual tinkering with the rules is, to my mind, one of
the great strengths of the hobby. Every wargamer can twist the other
fellow's ideas to suit his own particular approach, so that the result is a
personal statement of what Napoleonic warfare represents to him. There is
no higher authority to tell him that he is wrong apart from the Delphic,
ambiguous, and often unreliable statements of the history books. This
present collection of wargame rules is therefore intended to be a record of
my own personal thinking. It cannot be 'definitive'; and readers are cordially
invited to change round, or ignore, any of my suggestions which don't quite
suit their own views.
You will find here a selection of the Napoleonic wargames that I have
developed over the years, together with some of the general wargaming
ideas which lie behind them. I start with two fairly conventional games for
beginners, and then branch out to explore a variety of more advanced
games for the experienced player. I do not confine myself to presenting a
single system of play: instead, I aim to offer as many different approaches
as possible, so that the reader can decide for himself which ones he likes
best.
This wide diversity may sound surprising to many wargamers, because
there are usually only three types of Napoleonic game in general use. These
are:
Skirmish games, which portray very low level action indeed, where one
model soldier represents one real man.
Because of the wide variety of different games available, the player can
select exactly the right one to suit his particular interest at a given moment.
If he has just read a book about British riflemen in the outpost line during
the Peninsular War, for example, he will be able to re-create their exploits
with the skirmish game. If he has been reading a biography of Wellington
on campaign, on the other hand, then he will want to try the generalship
game. If battalion tactics, (for example, volley firing, forming square,
making bayonet charges, etc.) interest him, he has the brigade game. If
army battle tactics (for example conserving a masse de rupture, co-
ordinating flanking corps, choosing an order of march, etc.) attract him, the
army level game is tailor-made. By using a variety of different approaches
the player can highlight a variety of different aspects of the Napoleonic
Wars. He will not be stuck in the same old (Divisional) rut every time.
Realism and pretence
An important point to remember with all types of wargame is that they are
fundamentally different from formal games like chess or bridge. With the
latter, the fun of the game is derived from the purely abstract competition
between the two players. It is the ability to think logically, and almost
mathematically, which is most important. In a wargame, on the other hand,
the competitive element certainly has a part to play; but it is not really
predominant. It is, rather, the sense of re-creating the past which provides
the excitement. The wargamer is playing at 'let's pretend' with military
history. Some form of realism, or imaginative leap into the Napoleonic era
will be essential and anything which helps it along will be good for the
wargame.
There are three main areas in which it is practical to hope for realism in
wargames. These are:
Aesthetic We can use finely detailed model soldiers and scenery to make
a sort of animated miniature tableau of the scene. This in itself can
sometimes bring the event vividly to life, and four of the games in this
book are based upon it.
Tactical We can find out the vital statistics of regimental fighting during
the Napoleonic period, and make sure that the rules of our game are
tactically realistic. In other words we will make our model regiments
march, shoot and fight according to the same limitations and probabilities
as were really imposed upon Napoleonic regiments. To do this we will need
to know some accurate details of Napoleonic tactics, and then to use
various wargame techniques to fit them into a workable set of rules.
Afar cry from chess. In this wartime a very high level of aesthetic realism
has been achieved, in both the terrain features and the finely-detailed
model soldiers
Command and control It is all very well knowing how Napoleonic
regiments operated; but this is really only half the story. In the more
advanced games in this book we will also try to develop rules for the other
half: the ways Napoleonic commanders operated. Regimental action was
certainly an important instrument by which commanders could win
victories, but it was by no means the only one. Commanders also had to
master a whole set of techniques for collecting intelligence, issuing orders,
and controlling the battle. If we can make a game which simulates these
things, and forces us to make the same types of decisions as Napoleonic
commanders would really have had to make, then we will have gone a long
way towards imagining ourselves in their shoes. We will no longer simply
be chess players sitting over our tables and moving pieces when and where
we wish. Instead, we will be commanders in battle who have to cope with
misleading information, reluctant subordinates, couriers who get lost, and a
host of other difficulties before we can get our pieces into motion at all.
The realism of our rules - the sense that we are really taking the part of a
Napoleonic commander- will be easier to achieve if we read novels,
biographies, and history books about the period. The more we know about
our subject, the more we will be able to look at it in the right perspective,
and imagine ourselves in the middle of it all. It is for this reason that I have
included a short book list for each game.
Many wargamers fail to achieve the right balance in all this, and either
become obsessed with minor details and mental arithmetic in the name of
realism, or go to the opposite extreme, and reject any claim to realism at
all, in the name of playability. Neither of these approaches is correct, since
it is perfectly possible to devise games which are both realistic and
playable. To do this, however, you must be clear about just what level of
realism you are after; through exactly whose eyes you are trying to look at
the battle.
The games in the present book have varying standards of realism and
playability, but they all try to be very clear about just what is being
simulated, and precisely whom the player is supposed to be. In this way
they attempt to combine the two elements of fun and historical satisfaction;
although at the end of the day the reader will of course only get pleasure
from them in proportion to the time and energy he himself puts in. I have at
least tried to keep the games relatively short, so that their play-mechanics
may be kept to a minimum: each game is designed to be completed within
two to four hours, by two to six people.
Table of units and formations normally used in the Napoleonic Wars: (note
that each nation had a different specific organization of its own; the details
given here are only a very rough guide).
Unit/formation Rank of Approx. Average number
commander strength and type of sub-
units
Line infantry
This was the normal regular infantry, often composed of conscripts who had
not been given a long military training, but who were under the eye of a
cadre of veteran N.C.O.s and officers. These troops were of patchy quality
but, on the whole, quite reasonable. They were armed with a muzzle-
loading flintlock musket and bayonet, up to sixty rounds of ammunition,
and perhaps a short sabre or machete. Battalions were composed of a
number of companies (the precise number varied in each army), each of
two sections. The sections were in turn composed of squads of eight to ten
men.
Militia or Landwehr
Many countries used second line troops in the field to make up numbers.
They tended to be badly trained and led, possibly under- or over-age, and
despised by other troops. In action, nevertheless, they often performed
surprisingly well. Their organization was similar to that of the line
battalions.
Irregulars
Irregulars were often used when nothing better was available. These troops
would have extremely sketchy organization, and probably very poor
equipment. In formal battles their units would be hopelessly fragile; but
they performed better in smaller skirmishes or guerrilla raids, where
enthusiasm and individual cunning counted for more than formal drill. We
may thus have an amusing time designing irregular bands for our games,
and arming them with such diverse weapons as nail guns, blunderbusses,
billhooks, and stilettoes.
Guards
Any type of unit - infantry, cavalry, artillery, and even military police or
marines - could be designated as Guards, i.e. the personal troops of the
sovereign. In battle they would usually be kept back as the last reserve, 'so
as not to spoil them'. They enjoyed enormous privileges, and according to
contemporary wisdom they were supposed to be unbeatable, except perhaps
by the enemy's Guards. In the light of Second World War experience,
however, this assumption may perhaps be questioned. Relatively fresh
units, provided they have done well in their first battles, often tend to fight
better than veteran troops who have been through the crucible too often.
Some Napoleonic troop types: from left British hussar, British rifleman,
Cossack, French Guard infantry, French dragoon, Russian line infantry.
Heavy cavalry
All cavalry was armed with a sword (usually curved for the light cavalry,
straight for the heavy) and a small musket or carbine. Heavier types often
had pistols as well, while dragoons would carry bayonets in case they were
ordered to fight on foot. The basic organization was the regiment, which
consisted of a number of squadrons, each of two platoons, of two sections
each. The squadron might have a total of 120 men, although on campaign
this figure would dwindle even faster than in the infantry. Good horse care
was essential to keep up the fighting strength of the cavalry, and it took up
much of their time.
Light cavalry
There were several different types of light cavalry (light dragoons, hussars,
chasseurs, cheveau-legers, etc.) to which for the purposes of this book we
shall add the (technically medium) lancers. The primary role of all these
troops was scouting, liaison and outpost work; although in practice they
tended to be used as battle cavalry more often than they should have been.
They rode small horses, and felt especially comfortable when they were
skirmishing.
Irregular cavalry
Artillery
Scouting
One of the few ways in which generals could get information was to send
out scouts; either small parties of light cavalry, or specialized staff officers
(possibly with an escort). If one of these scouting groups ran into a similar
enemy group or a static outpost, there might well be a skirmish. Thus a staff
officer might try to reach a village post office to read the mail (a favourite
means of gathering information), or to find a local guide. If he ran into a
small enemy force, he might try to fight his way through.
Outpost action
Foraging
Armies constantly had to send out small parties to collect food supplies
from outlying farms and villages (either with or without payment). These
foraging parties would usually take wagons with them and would be rather
heavily laden. They would often need an escort, to protect them from
enemy raiders or to persuade recalcitrant farmers.
Guerrilla action
Now that we have glimpsed the types of troops, and the sort of actions they
might fight, we can turn to the business of making it all into a game. The
following items will be required.
A table top
This should measure at least 1m x 1.20m (3' x 4'), and preferably more. A
bed can be used at a pinch, although it may suffer from being a little too
soft. The floor is also a possibility, but in this case players must take great
care not to step on the models. As a general rule we can say that the better
and more expensive the models, the less a floor game is advisable.
The classic military method is to use a sand table. This is very good for
showing relief, but is laborious and messy to set up. It requires specialized
equipment, and is not recommended.
You could make a cloth model. This consists of a cloth or thin linoleum
sheet stretched over the table top, with relief shown by books, boxes, or
blankets placed under the cloth. The visual effect can be very good, as
hills swell naturally and continuously, and the cloth may have a
realistically rough texture. It is often rather difficult, however, to persuade
model soldiers to stand up on the hills, so you will need to be very careful.
If your table has a painted top, it may be possible to chalk a map directly
onto it without damaging its surface. If this is the case the terrain can be
shown very easily and quickly, and does not require any complex
paraphenalia for hills. Some wargamers, however, object to chalked maps
as unsightly and messy, despite their great convenience. The most popular
technique (but also the most stylized) is to use a table top with contours
shown by flat cut-out layers of hill. Chipboard, expanded polystyrene tiles,
thick cardboard and so on, can all be used to make the layers; and if they
are carefully painted and detailed they can make very impressive scenic
features. They have the great advantage that model soldiers can always
stand up on each layer; but the fact remains that with this system you are
left with a rather limited choice of relief. Unless you make a really large
number of different hills, you will find that the same one keeps cropping up
again and again in every battle. Another, less serious objection is that all
your hills will have an artificially stepped appearance, so that it will require
a certain amount of imagination to envisage the precise degree of slope.
Once you have established the relief of your battlefield, you will need to
show woods, houses, roads and rivers upon it. Model railway shops stock a
number of useful items for this, or you can make them yourself. Buildings
can be cut out from card or built up from plaster or modelling clay. Woods
[5]
can be made from dyed loofah , which is expensive but effective, or
plastic sponge, which is nastier but cheaper. Rocks can be brought in
straight from the garden; roads and rivers can be shown by suitably
coloured tapes, or made from cork chippings, sawdust and so on. The
precise methods used will depend upon the ingenuity and modelling skill of
the individual, although particular care should always be taken to keep the
scenery in scale with the model figures being used.
A model village, in this case being used in a Divisional game. Notice that
each building, hedge and wall stands separately on its own small base. This
allows a new configuration of scenic features be made for each game.
Two forces of model soldiers
Record sheets
Every player should have a record sheet on which he can write moves for
each of his model soldiers. The sheet of paper should have the soldiers'
names and/or reference numbers down the margin and their appropriate
skill rating, with several lines between each for writing in abbreviated
instructions for each move. There should also be some spare paper for
writing any orders the soldiers themselves may issue.
When the decisions of chance or fate are called for in the game, we use a
twenty-sided decimal dice to find the result. These may be called deci-dice
for short; but I prefer the nickname nuggets, and shall use that throughout
the following pages. These dice are available at many model or games
shops and are especially handy for wargames. This is because they produce
a score between 0 and 9, i.e. a choice of ten different scores. This makes it
easy to generate percentages: if a 0 comes up, it stands for a percentage
between 0% and 9%; 1 stands for a percentage between 10% and 19%; and
so on up to 99%.
At this stage we ought to know the ground scales being used. With 54
mm models, one inch represents one metre. With 25 mm models, one inch
represents two metres. Each model soldier represents one real man; and
each model building or scenic feature represents one real one. The game
progresses in a series of turns or bounds, each of which represents ten
seconds of game time, even though it may actually lake any length of real
time to play through. In each turn the sequence of events is as follows:
(iii) The result of any firing is calculated, including any firing in close
combat.
(iv) The outcome of any close combats is calculated.
(v) Both sides agree that the turn is complete, and the next may begin.
Orders
At the start of the game, and whenever else command figures are supposed
to issue orders (see movement rules, below), the player must make a written
note of exactly what his figure has said to the other men. Whatever it is,
their moves must thereafter conform to the orders. Only close combat, a
wound or a new order may override an order once it has been issued.
Each man will be given a skill rating between 'A' (for a very expert fighter,
a veteran, etc.) and 'D' (for a novice or untrained irregular). This rating will
affect the combat efficiency of that man throughout the game, and will be
reduced if he is wounded. For every minor wound his rating will be
reduced by one grade. For a serious wound it will be reduced by three (i.e.
an 'A' fighter would go down to 'D' if he suffered a serious wound, and a 'D'
man would go down to 'G', etc.). After two serious wounds the man
automatically dies.
Whenever any wound is sustained, the man falls over at once, and must
test for morale. For a minor wound he spends the next whole turn standing
up again, but for a serious wound he must remain on the ground,
unconscious, for as many turns as are shown by one nugget roll. After that
number of turns has elapsed he may stand up again in the subsequent turn.
For example. Corporal Untel, skill rating 'B' (a moderately experienced
soldier), suffers a serious wound after being hit by a crafty enemy rifleman.
He immediately drops to a skill rating of 'E' and falls to the ground. He
tests for morale by throwing a nugget (see below). Because he throws a 6
he remains in good heart, just. Had he thrown 5, he would have become
'scared' - and who would blame him? He must next find out how long he
will remain unconscious on the ground. He throws a new nugget, and for a
score of 4, finds he cannot start to stand up or move until after the fourth
move from then. If the crafty rifleman happens to march up and bayonet
him within the first four moves, there will be an automatic hit, and a new
wound. If nothing of this sort intervenes, the corporal may stand up on the
fifth move after he was originally wounded.
Movement
In each turn each man on foot may perform one of the following actions,
and no more than one. These actions will be interrupted immediately if the
man is wounded, engaged in close combat or fails a morale test during the
turn (see combat and morale rules, below).
Walk
on level ground 12 m
on rough ground 10 m
in woods 6 m
Run
on level ground 18 m
on rough ground 14 m
in woods 8 m
All men who run have a nugget thrown for them. They trip and fall if it
comes up 0 or 1. All men running are also automatically 'puffed' for one
further turn for every turn they have run.
Lie down, kneel down, or stand up, including standing up after tripping
or being wounded.
Open or close a door.
Prime and cock weapon; the third and final part of loading, except with
the rifle, when it is the fifth and final part.
Get out ramming mallet for a rifle; the third part of loading a rifle.
Use mallet for ramming, with a rifle; the fourth part of loading a rifle.
Conduct one round of fencing with bayonet, sword, dagger, bare hands,
etc. If two opposed players come within fencing range (2 m) all foot figures
immediately stop whatever they are doing, and fight with whatever
weapons are available. Thus in the first turn they may combine movement
with either firing or a full round of fencing; but in later turns they must
either move or fight.
Each cavalry figure may perform one of the following in each turn:
On rough ground 12 m
In woods 6m
Trot On level ground 20 m
On rough ground 16 m
On rough ground 22 m
Loading and firing weapons mounted is exactly the same as when on foot,
although the horse must be stationary for all parts of the process.
Turn the horse through more than 90°; the first 90° is free.
Orders may be issued when mounted if the man is not doing anything
else at the same time. The horse may be either moving or stationary.
Morale
When soldiers are 'scared' they may not advance towards the enemy (i.e.
they may not initiate close combat), and must stop where they are, at once.
They may, however, defend themselves in combat, fire, or move in other
directions on subsequent turns. They may not rally during the course of the
game, since it represents too short a time.
Firing
When a weapon is fired, first make sure it has been loaded properly,
according to the sequence already explained. Then roll a nugget for misfires
(in rain there will always be a misfire). Next, find the range from the target,
which may be long, effective, or close. Close range for all weapons is 2 m,
i.e. the range of close combat. Other ranges are as follows (in metres):
Range/ Weapon
Effective 50 100 10 24 10
range
Now find if there has been a hit, according to the table on the next page. A
hit is scored if a new nugget roll equals or exceeds the score shown; for
example, a puffed musketeer at ‘B’ status, firing at a static man in the open,
would need a 7, 8 or 9 on the nugget to hit at effective range, but a 9 alone
at long range.
For all firing at close combat range, a hit is scored for a 5 or more (see
combat rules, below).
Composed A/B 7 8 9 5 6 7
C/D 8 9 - 6 7 8
E/F 9 - - 7 8 9
G - - - 8 9 -
‘Puffed’, A/B 9 9 - 7 8 9
mounted
or ‘scared’ C/D 9 - - 8 9 -
E/F - - - 9 - -
G - - - - - -
Close combat will start when one or both sides move into close combat
range (i.e. 2 m) of an enemy. During this turn, as the attacker (or attackers,
if both sides advance simultaneously) moves into range, there will be both
movement and close combat. In subsequent turns, however, there will be
one or the other, but not both.
First find the result of any firing at close range, i.e. any participants in the
close combat who want to fight by fire in this turn. Note that these
participants may not also fight with other weapons in the same turn. Any
fire within 2 m will score a hit for a 5 or more on one nugget, apart from
blunderbuss fire, which automatically hits every other man within range.
Then settle the hand to hand combats, i.e. the remaining participants in
the close combat, after the firing troops have fired. The procedure is as
follows:
Ascertain the skill rating for all non-firing men (after wounds), and adjust
it according to the tactical circumstances:
Deduct one skill grade if the man is prone, facing away from combat,
mounted, scared, or if the enemy is on higher ground, armoured or using a
longer weapon: Cossack lances are the longest, then ordinary lances,
billhooks, swords, bayonets, daggers and bare hands, in that order.
Deduct two skill grades for a man on foot against a mounted man
walking.
Deduct three grades against a mounted man trotting or galloping.
Each man in the fight will now have a total score, representing his
personal ability to strike at the enemy. We now find whether his blow has
been effective, by rolling a nugget for him. He inflicts one hit on the enemy
if his score equals or exceeds the following: skill 'A' - 4; 'B' - 5; 'C' - 6; 'D' -
7; 'E' - 8; 'F' - 9; 'G' - no chance. If the target figure is unconscious, a hit will
be automatic, and no dice need be rolled.
Now find the damage inflicted by each hit, exactly as for hits from fire
(see above). The combat may continue for as many turns as there are
combatants within striking range of each other. Repeat the above process
once for every man each turn.
It will be found that there are two alternatives in the skirmish game.
Players may want to rush in madly against the enemy, suffer his fire, and
stake all upon a desperate close combat. On the other hand, they may
choose to approach cautiously, using cover and engaging the enemy in a
fire fight. Depending on the circumstances, either approach may be
preferable: the precise choice will depend upon the balance of forces, the
terrain and - naturally - upon the skill of the player.
When both sides had reinforcements at hand, the initial clash would
often be the signal for all other forces in the area to 'march to the sound of
the guns'. The battle would thus steadily grow in size, and be taken out of
the hands of the original Divisional commander. The decisive battle of
Auerstadt (1806), for example, began in this way. Gudin's Division of
Davout's corps arrived in front of the enemy, started fighting, and was then
gradually reinforced by the remaining Divisions of the corps. In a sense, we
could say that Gudin's Divisional battle lasted only as long as he remained
the senior commander present, since his Division soon became submerged
in a much bigger fight. If we were to make Auerstadt into a Divisional
wargame, therefore, we should presumably have to stop the game as soon
as Gudin was reinforced.
On many other occasions only one of the two sides was in a position to
reinforce its original Division. As time went on, this side would
remorselessly bring in more and more fresh formations, while its enemy
was being equally remorselessly worn down. However well or badly it
fought, the weaker side would eventually be forced to retire to a new
position in the rear, and then possibly to another and another after that. The
best that its commander could hope for was to impose as much delay upon
the enemy as possible. Both Bagration at Schögrabern (1805) and
Delaborde at Rolica (1808) fought extremely well; but both were doomed
from the start to being forced back by superior numbers.
The formations used by each battalion would vary enormously, and each
battalion was an entity complete in itself, with only a moderate interest in
what was happening on its flanks. In theory the battalion line three deep
tended to be favoured for the defensive, while the battalion column of
divisions was preferred for the attack. To both of these rules, unfortunately,
there were innumerable exceptions, and it would take a whole book to
explain them all in detail. It is a curious fact, by the way, that no book
devoted entirely to Napoleonic infantry tactics has been published since
[6]
1902 . Perhaps all that need concern us here is that, firstly, since it was
particularly vital to cover a battalion's flanks against cavalry attacks, a solid
column or square was often used for defence whenever cavalry seemed to be
threatening; although this was an especially weak formation against infantry
or artillery.
Secondly, many experiments were made in the use of columns heavier
than a single battalion; but this almost always led to failure. The additional
numbers in regimental or brigade columns added nothing to the impetus of
the attack, but served only to make a more unwieldy formation and a better
target.
Typical formation of a cavalry regiment
After more or less softening-up by artillery and skirmish fire, the
attacking forces would send a first wave of battalions to assault the enemy.
Everything then depended upon how these troops reacted when they came
within musket range. If they pressed on with determination, the defenders
would probably shoot badly and start to melt away. If the defenders stood
firm, on the other hand, then the attackers might well grind to a halt and
try to use musketry fire instead of their forward impetus. One side or the
other would lose its confidence before anyone actually came into hand-to-
hand combat, and it is a well-documented fact that there was very little
true bayonet fighting during the Napoleonic Wars. The expression 'bayonet
attack' is rather misleading: it tended to stand for 'a menacing forward
movement without much firing', rather than a genuine expectation of
actually skewering anyone.
If the first assault cleared away the enemy, well and good: the cavalry
could pursue. If the first attack faltered, on the other hand, there would
probably be a long and indecisive fire fight between the units directly
concerned. The victory would go to whichever side could feed in fresh
troops to break the deadlock. Thus at Talavera (1809) the first French
wave was repulsed by the British, but the British were then in turn thrown
into confusion by the arrival of the second French line. At Albuera (1811)
the French first wave again faltered; but this time it was British
reinforcements who arrived first, to repulse the French. A very great deal
depended upon who had the freshest reserves at hand, and how well they
could be fed into the decisive combat.
Cavalry action tended to follow the same lines as infantry fighting,
although faster movement and less emphasis on musketry led to more
frequent clashes with cold steel. Whether or not there were such clashes, it
was once again the timely arrival of formed reserves which proved
decisive almost invariably. Keeping some 'sabres in hand' was the only
sure way of winning the cavalry fight, so most cavalry regiments would
attack with one or two of their squadrons held back from the front line.
Against infantry, on the other hand, horsemen found that their mounts
were reluctant to charge home into formed units. Most would shy away at
the last moment, and it was only against unformed or broken infantry that
they posed a serious threat.
Infantry should be divided into groups of five models, i.e. 165 men.
According to the particular national organization of that army, each of these
groups will represent either one company or two, but for the sake of
simplicity we will hereafter assume two companies, i.e. a division. The
models for each division are stuck onto a base in a single line. The base
should be as near to 50 mm long as is possible, and as thin as the base of
the figures will allow. This represents the division in line three deep, with
officers and N.C.O.s acting as a fourth line in the rear. British infantry
bases should be longer, say 70 mm, to represent the British formation two
deep, with officers and N.C.O.s forming a third line.
There is a slight problem posed by the different sizes of 25 mm and 15
mm figures. In theory we should use smaller bases for 15 mm models, but
for convenience it is better to use the same size bases for both; allowing the
15 mm troops plenty of elbow room, but slightly squashing the 25 mm
soldiers. As the figure scale is bigger than the ground scale, this does not
really matter (see discussion of scales).
In the course of the battle, the four division bases in each battalion may
be arranged in certain combinations to represent the various formations
which are possible in battalion drill:
Battalion line is represented by all the divisions in the battalion being laid
side by side. It is a good formation for fire, but not for movement. If
another friendly unit stands within 50 m behind the line, they will be
considered to have become entangled together, and 'bunched'.
To form square, the four division bases are arranged in a hollow square.
Battalion Formations
A decision must be made for each regiment whether it wants one, two,
three or four squadrons in the front line (or more, if they are available).
Whichever it choose, these will receive the first shock of battle, while the
remainder act as a reserve in the second line.
For movement on roads cavalry adopt the column of route; i.e. each
squadron turns sideways on, to follow the road one abreast.
Each model gun is paced on a base 50 mm wide and as thin as the model
will allow. Four model gunners are ranged around the gun on the base. This
represents a battery in line, facing the direction in which the model gun is
pointing. It may be either unlimbered, when the gun is pointing at the
target, or unlimbered, when the gun trail is pointing along the line of
movement. Players should always specify clearly which is being used at
any particular time. Batteries may move along roads, when limbered,
without any further contraction of frontage.
Couriers are represented by single models of staff officers or
cavalrymen. Commanders and their headquarters are represented by two-
man groups on a single base, apart from the Divisional commander, who
has a four-man base. It is essential that every player must know exactly
which figures represent him in the game, so that the location of his HQ may
always be known.
Each model wagon, plus one or two drivers, is placed upon as small a
base possible. This represents a company of thirty wagons.
Stationery
Scenarios may start with both sides already in close combat, or they may
require both forces to march onto the battlefield little by little, preceded by
scouts and advanced guards. In the former case heavy fighting will develop
from the very start of the game, and the action will be fast and furious. In
the latter case the game will be longer, and will build up more gradually. To
a large extent, therefore, this choice depends upon how much time is
available for the game.
As far as possible, at the start players should be kept in ignorance of the
enemy's strength and aims. Each player will then have to use his
intelligence, in both senses of that word, to find out what his opponent is up
to.
This scene illustrates the various groupings of figures on bases for the
Divisional game. On the road there is a limbered gun team on the march,
then a battalion in line or column of route (four bases each of five men),
then a wagon on a base. In the middle rank is a battalion in square, then a
battalion in close column of divisions, then a battery in the firing position
(four men and a gun on a base), with a courier and a two-man staff base
behind, and then a cavalry regiment of three squadron bases, each of three
men (note the formation is two-up). In the front line is a battalion of
deployed skirmishers.
Orders
When each Divisional commander has been given as much (or as little)
knowledge of the scenario as he needs at the start of the game, he writes
general orders for all his subordinate commanders. Nothing may be done
by these subordinates in the course of the game unless it can be shown to
be consistent with the original orders, or with subsequent orders arriving
from the Divisional commander, e.g. by courier.
Scales
There are four types of scales which are essential if we are to understand
the relationship between time and distance in this game. These are the
ground scale, the figure scale, the vertical scale and the time scale.
The ground scale is used for all ranges, movement rates, unit frontages
and other horizontal measurements. To fit a reasonably-sized action on to
the average table, it is convenient to say that 1 mm on the model represents
1 m on the real ground. Thus a cannon with a range of 1,000 m would be
allowed to shoot up to 1,000 mm (about 3 ft 3 in) in this game.
The figure scale follows from this, because the units we have arranged on
division and squadron bases will now have their frontages represented by
the frontages of the bases. If the base has a 50 mm frontage, that represents
a unit 50 m long. This was in fact about the frontage of a division in the
Napoleonic Wars; so we can say that each five figures must represent a
division (165 men), i.e. each figure represents thirty-three men. Using the
same methods we find that each model gun represents a battery, and each
model wagon represents a company of wagons. The only exception is for
couriers, who act as individuals. In their case we stretch the scales a little,
and say that each model courier represents one real one.
These things form the guts of the rules, and must be followed carefully if
the rest is to make sense. Each unit is initially allocated a basic morale, a
state of training, and a certain number of effective men. To represent all
these things together, for simplicity, we allocate a single 'status' grade to
each unit at the start of the game.
Guard or élite units are grade 'A' status. If they have to detach a sub-unit -
a division detached from a battalion, or a squadron detached from a cavalry
regiment - that sub-unit will be status 'D', but the status of the parent unit
will remain unchanged. Such detachments should normally be avoided,
except for specific skirmishing tasks. Line troops are 'B' status, their sub-
units are 'D'; militia units are 'C’, their sub-units are 'E'; irregulars start at
'D', their sub-units are 'E'.
As the battle progresses, units may lose status due to fatigue, failing
various morale tests, or because they lose casualties to enemy fire. Every
loss of one status grade represents the loss of about ninety infantry
casualties to all causes; forty-five cavalry casualties; or one gun and its
crew from a battery. These men are not all necessarily killed or wounded,
however, since a very large proportion of them may have fled from their
unit, physically unharmed. Napoleonic battlefields were notorious for the
crowds of stragglers lurking in the rear, well away from the fighting line.
In these rules, units may lose a number of tenths of a status grade, as a
result of certain forms of enemy action, e.g. artillery or skirmish fire. In this
case the loss is recorded, but it becomes important only when losses of ten
tenths have been accumulated by a given unit. For example, a 'B' grade unit
which loses 0.7 of a grade will still fight as 'B' grade. If it then loses 0.3 of a
grade, it will fight at 'C grade.
Status
'D' The unit is badly alarmed and/or hurt but still in the fight.
'E' The unit is now rated as permanently 'shaken' (see morale rules,
below). It may not advance towards the enemy, although it may perform
other manoeuvres. If it is within range of the enemy, it will fire wildly until
it is moved out of range.
'F' The unit is 'broken' and must retreat as fast as possible to a safe place,
in a 'disorganized' skirmish formation.
'G' The unit has had the stuffing knocked out of it completely. Only a
small nucleus of brave men remains with the colours, of no tactical
significance. The model unit is removed from the table.
Note that no unit is removed from the table unless it falls to status 'G'.
There will thus be no visible means of telling the status of an enemy's unit,
apart from the way it behaves. This is only realistic, since in battle it is
always difficult to tell the enemy's precise status.
To keep track of your own losses, a written record is kept. If there is an
umpire this task is given to him, and he might not always choose to release
the information about status, even to friendly commanders. Lined paper is
used for this record keeping, with a list of all units down the left-hand
margin. Inside the margin is the unit status at the start of the game. As units
suffer losses the new status is recorded along the line, and the old one
crossed out. When a unit becomes temporarily 'shaken' due to a morale test,
the letter 'S' is added at the end of the line, and crossed out if the unit is
successfully rallied.
It does not take much practice to keep these records quickly and
efficiently. They give an instant summary of the state of the Division, and
at the end of the battle they can be used to add up the casualties suffered.
The 200th infantry battalion has lost 0.5 of a status grade, then a further
0.7, bringing it from 'B' status to 'C - 0.2.
The 201 light infantry has lost one status grade and then another, later. At
some stage it was 'shaken', but it has now rallied.
The 202 guard infantry battalion has lost 1.2 grades, and is still shaken;
whereas the 203rd battalion has had no luck whatsoever.
The remaining units have suffered light losses, but have not yet lost any
full status grades.
Temporary morale changes
The status of each unit gives an accurate reading for basic morale and
losses. There are certain circumstances, however, when the basic score is
temporarily changed due to a passing influence. In these cases the unit may
become temporarily 'disorganized' or temporarily 'shaken'.
Units which count as 'shaken' are those which are not fully organized for
combat. They may not advance towards the enemy, although they may still
carry out other manoeuvres. If they are within range of the enemy they will
automatically fire at him until they are moved out of range (for the effect of
this sort of fire, see below).
A unit will always be 'shaken' if its status has fallen to 'E' or below. In
this case it is 'shaken' permanently, and may not be rallied. A unit with a
higher basic status may also become 'shaken', however; but only
temporarily, as it may later be rallied. Units become temporarily 'shaken' in
this way either as a result of combat, or after a morale test.
· When the unit is within musket range (200 m) of an enemy unit or sub-
unit.
· A friendly unit or sub-unit attempts to pass through the unit; this does
not include the unit's own skirmishers returning to re-form with the unit.
· A friendly 'broken' unit, i.e. at status 'F', moves past the unit.
· Cavalry which have just won a close combat must test morale, as they
may become over-excited and liable to pursue the enemy recklessly.
The morale test itself consists of rolling one nugget. The unit will lose
the morale test, and become 'shaken', for the following scores, or less:
Unit’s Nugget
Status score
'A' 1
'B' 2
'C' 3
'D' 4
'Shaken' units are normally rallied more slowly than this. One nugget is
rolled for each temporarily 'shaken' unit on each turn. Any unit which
scores a 9 may be rallied, starting at the beginning of the next turn.
Linked to morale are the initiatives which unit commanders may wish to
take in a crisis, contrary to any previous orders. These initiatives may occur
during close combats, when the units have been caught in the wrong
formation or with the wrong orders, e.g. infantry may not be in square
against cavalry, or may have orders to stand still when it really wants to
counter-attack, etc. In these cases the player must wait until half-way
through the turn before he may change the unit's orders at all. Then he may
claim the 'combat initiative' to perform the new act. The initiative will be
allowed only if the following score is equalled or exceeded in one nugget
roll:
'A' 5
'B' 6
'C' 7
'D' 8
If these scores are not achieved, the unit must follow the original orders.
If the scores are achieved, the unit may start to carry out the new initiative
during the second half of its turn.
Sequence of actions in each turn
(i) All players decide what they intend to do during the turn. If the
opposition is especially cantankerous it will be necessary to use markers or
make a written note, but this is not so with sensible players.
(ii) All players simultaneously move all units they had decided to move.
Every unit may be moved in each turn, unless it is to fire on that turn, or is
unavoidably detained by the morale rules.
(iii) Both sides announce which units are firing, and at what targets. All
firing units are assessed on the basis of their status at the start of the turn, so
that any damage inflicted upon them during that turn affects their firepower
only on the following turn. Artillery fire, however, should as far as possible
be assessed before musketry.
(iv) Both sides take any morale tests which are due, and settle any close
combats, including crisis initiative moves.
(vi) Players then, and only then, take receipt of any orders arriving during
the turn, and write any new orders to be dispatched by courier during the
next turn.
(vii) When all this has been finished, someone with a loud voice (or the
umpire if there is one) shouts that the turn has finished and the next one is
starting. Players will keep a written record of which turn is in progress.
Movement
disorganized
units
Formed 130 90 60
infantry in
line
Formed 30 10 —
infantry in
square
Rivulets: any unit trying to cross in that turn must move at rough ground
rate throughout the turn.
Small rivers: may be crossed by infantry and cavalry units in four turns,
but are totally impassable to guns or vehicles, without a bridge or ford.
Big rivers: totally impassable to all except couriers, who may swim
across in four turns, but are drowned if they throw 0 on a nugget.
Bridges and fords: all units cross these, provided they are formed in
column of route.
Villages: all movement through villages counts as movement in rough
ground, whether or not there are roads through the village. If troops wish to
enter or leave houses, it takes a whole turn in each case. Small houses will
accommodate the equivalent of half a battalion; large houses take a whole
battalion. Precise capacities for each building should be agreed before the
start of the game.
Low hedges, walls, ditches, etc., count as obstacles to infantry, but are
totally impassable to cavalry and artillery, unless engineers have opened a
breach.
High walls are impassable to all units.
Mounting and dismounting: cavalry take a whole turn to mount or
dismount.
Limbering and unlimbering: artillery units take a whole turn to limber or
unlimber their guns, during which the guns may not be fired. In this game
we do not use model limbers, so players must make specific
announcements as to whether their guns are limbered or not.
Manhandling and traversing artillery: artillery may be moved by hand,
without first limbering up, at the rate of 30 m per turn. Alternatively it may
be traversed through an angle of 45° in half turn, to face a new target. Any
battery firing upon a target must face within 45° of it.
Infantry lying down: it takes one whole turn to make an infantry unit lie
down, and another whole turn to make it stand up. During both of these
moves the unit is temporarily 'disorganized'.
Firing: units, including cavalry, may either fire in a turn, or move. The
only exceptions to this are:
Artillery which is traversed or manhandled for half a turn may then fire
for the remaining half turn, but only at half its normal effectiveness.
Units which have elected to fire in a turn, but which receive an enemy
attack during that turn, do not fire in the normal way. Instead, the effect of
their fire is included within the same calculation as the effect of the close
combat itself.
Rifle-armed units fire only once every two turns. Between each shot they
must take one stationary reloading turn. Pedants may argue that Napoleonic
troops could fire much faster than we allow in our rules. It was true that this
was possible with very well drilled troops, in peacetime, and without
counting the delays imposed by command and control problems. In battle,
however, with average troops, the rate of fire must have been much nearer
what we suggest here.
Artillery fire
Artillery batteries have the following maximum ranges, provided that they
can see the target:
Every time a battery fires, read off the status lost (in tenths of a grade) by
the target from the table below, and note the change on the target unit's
record sheet. The scores shown in brackets are the effect when canister is
used. For example, a 'B' grade field battery firing at 'C' grade cavalry would
reduce it to 'C' minus 0.3 at long range, or 'C' grade minus 0.6 at canister
range.
Loss of status to units under fire by one battery for one turn
Limbered Arty
Field arty 'A'/' B' 0.3 (0.6) 0.2 (0.4) 0.1 (0.2)
Where a blank is shown in the above table, throw a nugget. The target
will lose 0.1 from its status if the score is 7, 8, or 9.
When buildings are under fire from artillery, throw a nugget for each
battery firing. If a 9 comes up, the building has started to burn, and must be
evacuated at once by all its occupants. This represents the fact that each
battery contains a number of howitzers capable of firing explosive shell.
Enfilades Infantry in line or deployed artillery count as infantry in
column or limbered artillery if the firing unit can enfilade them, i.e. if it is
firing at 900 to their line, so that its shot can rake their whole length.
Troops in cover or prone count as 'in line' if artillery can enfilade them
properly. In reality, not even good cover was totally effective against this
type of fire, and enfilading became a principle weapon in fortress warfare.
Hard cover In certain cases (e.g. troops behind very solid masonry) cover
will be especially resistant to artillery, so that the effects of fire will be
halved. Players must agree before the game which parts of the battlefield
count as hard cover. Note that most buildings in the Napoleonic period
count as soft cover, since they were usually quite flimsily built, of wood,
wattle and daub and so on. Buildings also gave off nasty flying splinters
under artillery fire, which increased the casualties among those inside or
near them, thus partially counter-balancing their use as 'cover'.
Artillery which has been manhandled or traversed for half a turn may
then fire for half a turn, but at half normal effectiveness.
Musketry
All divisions which are in view of the enemy within these ranges may
fire, provided that they have not already moved on that turn. Note that only
the front rank of models may fire: models further to the rear may not fire
over the heads of others, because one line of models represents a triple line
of soldiers, and fire could not be delivered by more than two or three deep.
Units which receive an enemy attack during a turn may not fire in the
normal way, their fire is taken as part of the general calculation for the close
combat (see below).
One nugget is thrown for every division (or cavalry squadron) which
fires. If a score equal to or higher than that shown in the table below is
thrown, the target loses half a status grade; for example, four divisions of
formed troops at status 'C' firing at formed troops in the open at long range
roll scores of 0, 6, 8, and 9. This means that the enemy lose half a status
grade, for the 9. If the same fire had been at short range, the enemy would
have lost one and a half status grades, half a grade each for the 6, 8 and 9.
Dice rolls needed to inflict half a grade status loss on the enemy
'C'/'D' 9 6 - 8
'E'/'F' - 8 - 9
'C'/'D' 9 5 - 7
'E'/'F' - 8 - 9
Formed or skirmishing, - 8 - 9
any status except
disorganised
Close combat
When opposing units come within 200 m of each other, both must test
morale (see above). If an attacker survives this and continues to advance to
within 50 m of an enemy unit, there will be a close combat. This does not
normally mean that there is true hand-to-hand fighting, except between two
cavalry units or in street fighting. It usually means that when they come
within that range of each other the two sides will study the form very
closely indeed, and one of them will be outfaced.
When formed units are in close combat with a formed enemy, apart from
cavalry against cavalry (see below), both sides halt when their first ranks
are within 50 m of each other. Combat is resolved as follows:
Both players agree which units are in each combat, and in what
formations. At this point players may make attempts at quick rallies for any
unit which is temporarily 'shaken' or 'disorganized', including any attacking
units in column which have 'bunched' too close to their neighbours in the
approach march. Failure to rally 'bunched' units will disqualify them from
being counted in the combat, although they must share in its result; i.e. if
they do not rally, their combat points will not be added to the total score of
that side, but if that side loses the combat, they will also be deemed to have
lost. If the defender claims any crisis initiative moves, they must also be
settled now.
Units which are following too close behind either attacker or defender
(i.e. units which have 'bunched' to less than 50 m behind front line units)
must be counted in the result of combat, but will not be counted in the
combat scores; they will simply be sucked along in the combat without
being able to influence it.
A small Austrian force, deployed in line, has been attacked by a mass of
French infantry, in several lines of battalion columns. The Austrian cavalry
on the left flank has charged the infantry and forced two battalions to form
square, thus upsetting the attack. This has disrupted the cavalry's first
echelon. On the French left a battalion in a column of double divisions is
coming under fire from the deployed Austrian line. The Austrian battery is
firing into the juicy target presented by the French square. The French
skirmishers, meanwhile, are retiring in the face of the cavalry threat.
advancing around the square which remains.
Apart from these exceptions, all units which naturally fall into the same
action, all the battalions attacking the same line, etc., are included in the
one combat. Players must agree where the boundaries fall between each
separate combat.
Both sides then add up the total point values of all their units which are
allowed to count in the combat, according to the table on the next page
(any units still temporarily 'disorganized' or 'shaken' will count as 'E'
grade):
The central square has succumbed to the artillery fire and the cavalry has
been reinforced. The Austrian cavalry's first line is still in disorder, mixed
with fleeing French infantry. On the French left, their lead battalion has
been checked by the Austrian infantry, but on their extreme right flank a
fresh battalion column is still advancing around the square which remains.
Status
Unit Type
Artillery battery 4 3 2 1 0 0
Battalion 5 4 3 2 1 0
Heavy cavalry 6 5 4 3 2 1
regiment
Light cavalry 5 4 3 2 1 0
regiment
Both sides now make the following additions or subtractions for each unit's
score:
The cavalry now meets the French second line, and finds that it comes
under fire from a new square hastily formed by the French battalion to their
right, as well as a column of double divisions to their front, and the original
square to their left. A desultory firefight continues between the Austrian
infantry and the shaken French battalion whose original attack failed.
Unless they can commit more troops to the battle, the Austrians will now
find that the tide of battle is turning against them, as their cavalry has been
defeated, and they are heavily outnumbered in the infantry battle.
All lancer units fighting against infantry or artillery, for their longer
weapons.
All armoured cavalry units.
All units larger than normal, e.g. five-division battalions, five-squadron
cavalry regiments.
· All units which have been in any close combat on the immediately
preceding turn.
After all this, both sides will have an overall total for their units in the
combat.
Both sides throw one nugget to find the variations in score due to chance:
Nugget Result
score
0 combat score
unchanged
1 add 25% to combat
score
2 add 50%
7 add 150%
8 add 200%
9 add 400%
The side with the higher final total is the winner of that close combat. If
the result is a draw, the defender wins.
The losing side must withdraw all units engaged in the close combat one
full move at once (free movement), and all these units are automatically
temporarily 'shaken'. In addition, a nugget is rolled for each of these units,
to see what status they have lost. This result should, ideally, be kept
concealed from the enemy.
One grade is deducted from the nugget score if there is no unit of the
same brigade in support behind that unit. Two points are deducted if there
are no supporting units at all behind the unit.
The winning side advances 50 m at once (free movement) and stops on
the enemy's former position, without suffering any loss. If the winner's
force included any cavalry units, they must throw a nugget to test morale.
If they lose the morale throw they recklessly pursue the enemy, and must
throw for losses, as he does. They will remain confused with the enemy
unit during his immediate retreating move after combat, and may
disengage on the following turn.
In the case of cavalry combat against other cavalry, the same formula is
used as before, except that the assessment of results is broken down into
two phases, to represent the succession of clashes as first the front line is
engaged, and then the second. In the first phase all regiments which are
within range of the enemy commit their front line squadrons, and these
become involved in a battle.
Regardless of type, status or tactical position, the side which has
committed numerically more squadrons in the front line now automatically
advances 50 m to the enemy starting position. The enemy must now test
morale, and if he loses the test he also loses the combat as a whole. If he
passes this test, on the other hand, he will be fighting at an advantage,
having lured the opposing front line on to his own fresh reserves. In this
case the combat is settled in the normal way, but with both sides deducting
one point from their final combat scores for every squadron they had placed
in their original front line.
Both sides must now add up their combat scores in the normal way. The
yeomanry have a basic score of 3, to which they add one for making the
attack, but deduct three for their original front line strength, giving a total of
1. The cuirassiers, on the other hand, have a basic score of 5, to which they
add one for their armour, but deduct one for their original front line strength
so the total is still 5. These scores are now adjusted according to a chance
dice: the yeomanry throw 7, which adds 150 % to their score; 1 + 1.5 giving
a final total of 2.5. The cuirassiers throw 2 which only adds 50%; 5+ 2.5
giving a final total of 7.5. This, however, still gives them a very convincing
margin of victory, and the yeomanry must withdraw, 'shaken'. The
cuirassiers still have to test for morale again, to see whether they pursue
recklessly. A lucky roll of 9 shows that they are totally in hand, so it
remains only to see what the yeomanry have lost. The nugget they roll for
losses shows 5, so their status is reduced from 'C' to 'D'.
It was even less common for isolated brigades to meet the enemy than it
was for isolated Divisions. Brigades would be much more likely to fight as
part of a Divisional, corps, or army battle, although in some cases the
connecting links might admittedly wear somewhat thin. Wellington's Light
Division in the Peninsular War, for example, frequently spread its brigades
over a very wide area, and demanded a high level of self-sufficiency from
them. In the main, however, it was far more normal for brigades to fight
with plenty of support nearby. If they were overwhelmed they could be
replaced in the front line by fresh troops, and the battle could continue.
Brigades would thus usually fight with a higher headquarters fairly close at
hand.
The brigade commander's task was in some ways rather similar to the
Division commander's, since both often operated with several lines of
battalions which had to be fed in successively at the right moments and in
the right places. Unlike the Division commander, however, the brigade
commander would have to exercise a great deal of personal control and
supervision of his men. He would have to command drill movements, and
watch over the morale of his units. He would no longer be a rather remote
figure, but would be well known to his troops. In order to design our
brigade game properly, therefore, we must give the commander this added
responsibility for what goes on at low level.
You will need a playing surface and scenery as described for the two
previous games, and stationery.
Two model brigades
Orders
One of the most distinctive features of the brigade game is the importance
attached to the transmission of orders. Very little may be done by units
unless they have very specific orders: for example, 'advance over that wall
and capture the farm'; 'form square'; 'open fire', and so on. It is therefore
essential that all the stages in the transmission of orders are followed by the
player. The skill in this game consists in anticipating what orders will be
required, perhaps two or three turns ahead, so they can be transmitted in
good time. The player who masters this skill better than his opponent will
usually be the winner.
At the start of each turn the player, who is represented on the table by a
specific figure, may write up to two orders. He then works out how many
turns it will take for these to be received by units. For example, it may take
a courier one turn to take the message from the player's figure to the
recipient battalion commander; and the battalion commander takes a turn to
pass the message down to his individual sections of soldiers, according to
the rules for movement. In this case the order would take two turns to
transmit, plus half a turn to issue, making a total of two and a half turns.
When the player writes the order he must also make a note of the time at
which it will start to be obeyed.
Only very minor actions are allowed outside the written orders, mostly
common sense interpretations of them. If there is any dispute, the unit
concerned will be allowed to act against orders only for a nugget roll of 7, 8
or 9.
Example of transmission of orders in the brigade game
Scales
We have already stated that the figure scale is one model to ten men, and
that the ground scale is 5 mm to 2 m. The rules for the vertical scale use
similar calculations to the Divisional game, while the timescale in the
brigade game is: one turn or bound equals half a minute. This means that
three times as much action may take place per bound as in the skirmish
game; but only a quarter as much as in the Divisional game.
Although the terrain at Austerlitz does not look like this, the picture
gives an excellent idea of the extended lines used in Napoleonic battles. In
the centre, just behind Napoleon's head, we see one battalion deployed in
line, with its mounted officer and N.C.O.s in the fourth rank. Further afield
we see a regiment of four cavalry squadrons attacking to the left, and an
artillery battery of five guns deployed on the right, with caissons parked
behind. Note also the characteristic scattering of stragglers around the
battlefield - the men who failed to keep their alignments.
Morale tests are taken in the following circumstances:
· The adjacent section is 'shaken' from the previous turn, and has not
been rallied on this turn. This allows unease to spread down a line of
troops, unless it is checked early.
The morale test itself consists of rolling one nugget. The section fails the
test and becomes shaken if the following scores, or less, appear:
Section Nugget
status score
'A' 1
'B' 2
'C' 3
'D' 4
(i) All players make written notes of all orders which they are supposed
to issue on that turn (up to two per turn), and a note of the turn on
which the order will start to be obeyed.
(ii) Both sides simultaneously move. If this includes any morale tests,
they are taken at this stage.
(iv) The result of all close combats is assessed; and any attempts to rally
units.
(v) Both sides agree that the turn is over and the next may begin.
Command
Commanders may issue up to two verbal orders in a turn, i.e. either two
couriers may be briefed and sent out from the player's position, or two
direct commands may be issued to a battalion, battery, or squadron
commander, provided that his figure is within voice range, 30 m.
A written order takes two turns to write and dispatch. If there is anything
complicated, e.g. which involves a sketch map or a complex sequence of
actions, it must be written down, unless the recipient is within voice range.
After they have received verbal or written messages, couriers move at 120
m per turn, but must throw a nugget: if 0 or 1 is thrown, they move at
quarter speed.
Infantry
Once an infantry section has received orders from its company commander
it may start to act. During each turn it may:
· Load and fire any weapon but a rifle; a rifle takes two turns to load and
fire. Loading and firing must be done stationary, in 'disorder'.
Once troops are ordered to deliver fire in close formation, they must take
a morale test. If they become 'shaken' as a result, they must be rallied before
they may cease fire (see morale rules, above).
· Change formation Each section moves at normal speed, once specific
orders have been received to change formation, in 'disorder' for the
duration of the change.
The basic formation for the brigade game, of a battalion in square. Note
that in the square formation, the battery vehicles take refuge inside the
hollow square, along with the battalion staff, flags, drums and so on.
Cavalry
Once the cavalry has received orders from its squadron commander, it may
act as follows in each turn (distances in metres):
Walk Trot Gallop
Note that a standing section must always walk one turn before it may
trot, and a walking section must trot one turn before it may gallop. Equally,
a galloping section must trot one turn before walking, and a trotting section
must walk one turn before stopping. If stopped by a morale test, trotting or
galloping cavalry do not stop at once, but turn away and slow down later.
Taking jumps, one turn in 'disorder' plus roll one nugget. Lose one
status grade for 4, 3, 2 or 1. Lose two grades for 0.
Mounting or dismounting, takes one turn, in 'disorder'.
Changing formation, as for infantry.
Artillery
Artillery moves as follows (in metres) each turn, provided orders have been
received:
Good going, 70 50
limbered
Bad going, 50 30
limbered
Manhandled 20 10
Loading and firing one shot takes one turn, except for very heavy guns,
when it takes two turns.
Traversing artillery through more than 45° takes half a turn. Note that
artillery may not cross obstacles, and that if they are attacked, gunners will
always count as being in 'disorder'. This 'disorder' does not reduce their
ability to move or fire, unless they are also 'shaken'.
Firing
Musket 200 50
Carbine 100 24
Find the range to the target, the status and morale of the firing unit,
and the profile of the target. A nugget is then rolled for each section
firing, and the score is adjusted for certain variables:
Target's Profile
Firing Unit’s
Status
Limbered arty
Long Range
'C'/'D' 8 9 10
'Shaken' or 9 10 11
status 'E' 10 11 12
Effective range
'A'/'B' 6 7 8
'C'/'D' 7 8 9
'Shaken' or 8 9 10
status 'E'
Close combat
As the distance between two opposed forces decreases, there will be morale
tests when any fresh units first see the enemy. Then, when the distance has
closed to 200 m, both sides take a morale test whether or not they have been
in action before. If the attacker can still keep enough of his force in hand, or
rally them, he may continue to advance. When he comes within 50 m of the
enemy, the close combat sequence is used.
Both sides agree on how many sections are involved in each combat. No
combat should normally have more than one battalion, battery or squadron
per side.
Now find how many sections in each combat are enthusiastic to continue
the fight. Throw a nugget for each section in the combat, and make the
relevant adjustments for the tactical circumstances:
· Defending infantry and artillery which are behind cover or uphill from
an attack add 1 to their score.
After finding the total for each section, compare it with the scores shown
below. Any score which equals or exceeds the score shown represents a
section which is still interested in the fight.
Status
'Disorganised'/'shaken' 8 8 9 9 10
Now add up the total number of interested sections on each side, and
make a note of which they are. The side with the higher number is the
winner of the combat.
If there are any cavalry sections among the winning side, they must all
automatically test morale. If they fail, they become ‘shaken’, lose one status
point and pursue the enemy recklessly.
5. The Army Level Game
We cannot discuss games with model soldiers without also mentioning the
highest level of them all: that of the army or corps. At this level we portray
an entire Napoleonic battle in one game, and are no longer forced to play
only a part of a battle in which the result will ultimately turn on external
circumstances and the decisions made by some higher headquarters. When
we play the army level game we are at last taking the role of the higher
headquarters itself; we can be Wellington at Waterloo, the Archduke
Charles at Aspern-Essling or Napoleon at Austerlitz.
There are two ways of setting up a game at army level. Either you can
spend two or three days playing a series of Divisional games
simultaneously in a large hall or even, in theory, a huge multiplicity of
brigade games spread over a month or two, or you can accept simpler rules
and play a single, unified game within a few hours. This second alternative
means that in many details the rules will inevitably be much less realistic
than those for the games we have discussed so far; but in the central fact of
portraying high command they will actually be more realistic. If the player
has to take the same sort of decisions as Wellington or Napoleon, within
about the same space of time, it will obviously make a better simulation
than if he has to make a lot more decisions, at a lower level, spread over a
longer time.
If the main armies were concentrated, on the other hand, the corps battle
would soon be reinforced and taken over by army headquarters. This would
be the signal for a general army action to develop, which might take
between eight hours and three days to complete. No two were the same, of
course, but it is worth mentioning some of the general characteristics which
have been considered typical in the past.
At the start of the battle the first units to arrive would usually engage the
enemy frontally and try to pin him. Reinforcements would be fed into the
line as they arrived, in an attempt to stabilize the position and maintain
pressure on the enemy. The army commander might arrive at this stage, and
make a reconnaissance of the ground and the possibilities. A great deal of
what happened subsequently would depend upon his appreciation of what
was going on.
If you are fighting on a table top, you will need terrain and scenery as
already described, but on a much smaller scale. 15 mm might just be
acceptable for minor actions; but 5 mm is really the scale to aim for. If you
are lucky enough to have access to a large hall, on the other hand, you can
use 15 mm and 25 mm figures quite happily; but you will need a huge
number of figures as well as a lot of players. You will once again need
stationery, as for the previous games.
Two model armies
These should be divided into army corps and Divisions, and then into
brigades and battalions. For table top use each battalion should be
represented by a single small base about 10 mm long, with only a few
figures on it. The 5 mm blocks which were produced a few years ago are
ideal for this; but something quite effective can also be made up from
suitably painted matchsticks.
Artillery batteries are represented by a single model gun; and cavalry
regiments are represented by a single block of cavalry figures, also about 10
mm long. The wargamer can also make up staff groups for Divisional
commanders and above; wagon units, pontoon bridges, and other
impedimenta. We will be operating at such a high level that all these things
may at last come into the game.
If you are using 25 mm armies in a large hall, the organization is as for the
Divisional game.
Markers for simultaneous movement
Each player should have a stock of cardboard markers in his army's colour,
to indicate his intentions for each unit on each turn. There should be a large
number of battalion (or battery, or cavalry regiment) markers, plus a set of
larger ones for each brigade. They should indicate 'rapid movement',
including the intention to charge home if possible (a straight arrow);
'cautious movement', avoiding combat if possible (a zigzag arrow); the
desire to 'stand firm', firing if appropriate (a blank); or 'digging in' (a spade
symbol).
Playing the game
A scenario must be devised. It is best to play games of this scale as part of
map campaigns (see chapter seven); but failing that, the game should be
started with two Divisions (or even corps, if it is a big game) already in
combat. We assume that this is the moment when the army commander
reaches the scene and makes his appreciation. His remaining units should
be spread out in a fan behind the point of contact: some already laid out on
the playing surface, and some off the table, each a stated number of hours'
march away.
A major problem with this game is visibility, for these operations were so
huge that no one man would ever have been able to overlook the whole
battle as our wargamers are now doing. The use of an umpire may alleviate
this a little, and conceal certain units until they would really be visible to
the enemy. In general, however, we will have to accept an unrealistically
high level of visibility in this game.
Orders
At the start of the game the army commander writes general orders for each
of his corps commanders. If there are players for the corps commanders,
they must also write orders for each of their Divisions. All action must
respect these general orders unless they are overruled by force majeure or a
new order.
Scales
The time scale introduces the great innovation of this game: each turn
represents a quarter of an hour's fighting. This means that we must totally
abandon any attempt to portray low level tactical actions, such as the precise
moment at which a battalion forms square, when it fires and so on, and we
have to accept a highly generalized result for all combats.
A quarter of an hour was roughly the time it took for infantry to advance
from covered-positions into a close combat. It was also, again very roughly,
the sort of time during which units might expect to be in the very thick of
the fighting.
Status, losses, and morale
Each unit starts the game with a basic status between 'A' and 'D', exactly as
in the Divisional game. As it suffers losses its status may fall through 'E'
(automatically 'shaken', may not attack) to 'G' (totally spent, removed from
the game). The exact state of losses must be recorded by each player, or by
an umpire.
The morale test itself consists of rolling one nugget. The unit becomes
'shaken' for the following score or less:
'B' 2
'D' 3
'D' 4
(ii) Players now turn their markers face up and move their units as
planned. Because the markers are there for all to see, there can be no
disputes over simultaneous movement. Whenever two opposing forces
come within 200 m of each other they must stop at once. This constitutes a
close combat for the rest of that turn.
(iii) All firing is assessed.
(vi) Players take receipt of any written orders, and agree to move on to a
new turn.
Movement
Units move the following distances (in metres) each turn, until they are
stopped by an obstacle or the presence of an enemy within 200 m, when a
close combat starts.
Engineers set a demolition charge in two turns, and may blow it when
they wish, provided a nugget roll comes up anything but 0 or 1.
A pontoon bridge is set over a minor obstacle in two turns; over a major
obstacle in twice the number of turns shown on one nugget; and over a big
river in four times the number of turns shown on one nugget. Dismantling
pontoon bridges takes half their building time. Note that a nugget must be
thrown for all pontoon bridges once every eight hours. If it shows 0, the
bridge is broken by natural causes.
Fire
Fire may he applied whenever a stationary unit can see a target in range, but
is not engaged in close combat on that turn: i.e. artillery fire is normally
counted against targets between 200 m and extreme range, but not at ranges
shorter than 200 m, since that fire is already counted into the close combat
calculations. In some cases infantry may also have targets presented at less
than 200 m against which no close combat is possible, for example, over a
river, or in woods. Normally, however, only rifle-armed infantry will get an
opportunity to use fire separately from the close combat.
Effect of fire For each battalion, battery or cavalry regiment giving fire,
read off the result on the target from the table below. This will represent the
status lost by the target unit after one turn's fire:
Artillery fire against buildings: throw a nugget. The buildings will catch
fire, and must be evacuated, for a 7, 8 or 9.
Enfilades Double the effect of artillery on targets hit in enfilade.
Close combat
Whenever two opposing forces come within 200 m of each other, they must
both immediately stop their movement and become fixed. If there are
intervals of less than 50 m between each unit in the line they will also
automatically become 'bunched', and fight as if 'shaken'.
If the combat takes place in woods, both sides must automatically be in
skirmish order, and fight by fire alone. In most other terrain, however, any
skirmishing unit fixed by the attack of a formed unit will be at a great
disadvantage.
Find the total combat score of each side by adding the points of every unit
in the same combat. There may sometimes be as many as a brigade in each.
'B' 4
'C’ 3
'D' 2
Skirmishing, 1
shaken, or 'E'
Cavalry on foot.
Cavalry attacking infantry.
Any unit caught on the march or in a defile (e.g. storming a bridge).
Both sides see what variation to their total score must be made for the
action of chance:
Nugget score Result
1 add 25%
2 add 50%
7 add 150%
8 add 200%
9 add 400%
The side with the higher final total score is the winner of the close
combat. The defender gets the better of any draws.
The losing side must withdraw all units from the combat one full move,
during the next turn's movement. All these units are automatically
temporarily 'shaken', and lose one status grade. The winner suffers no loss,
except that cavalry must test morale. If they fail the test, they pursue
recklessly and become 'shaken', losing one status grade.
6. The Generalship Game
The four games we have looked at so far use model soldiers to play out
battles and skirmishes. This is fine as far as it goes, but it suffers from at
least three important weaknesses.
The players can see too much of what is going on. Real Napoleonic
generals would not have enjoyed such an open view of their battles, and
would certainly not have been able to intervene with low level details, such
as battalion formations, as often as we do with our games using models.
All these games are purely tactical, but high Napoleonic generalship was
really about many other things as well as tactics; e.g. strategy, logistics,
intelligence gathering, issuing and supervising orders, building morale and
so on.
All this poses a problem: how can we create a game which gives a fuller
representation of Napoleonic generalship? To do this we must step back
from the table top and the model soldiers, and return to first principles.
Napoleonic generalship
The Napoleonic army commander on campaign was faced with the basic
problem of laying on a favourable battle, or set of battles. The actual tactics
of the battle itself were of very secondary importance beside this major
strategic aim.
In order to lay on a favourable battle, the various army corps had to be set
in motion along the right roads, and with the right timings. They also had to
unroll a line of communication behind them as they advanced, consisting of
a string of posts and depots, with one day's march between each. These
depots would then have to be injected with rations, clothing, ammunition,
reinforcements, and a host of other articles which were necessary to keep
the army at high efficiency. No army could live off the land totally; and
even the most veteran troops had to keep some sort of contact with the
umbilical cord of their line of communication.
In order to decide where the enemy was and what he was doing, the
commander-in-chief had to set up his own intelligence service for each
campaign: there was no permanent one as we understand it today. He would
also be in correspondence with his government and his own family at home,
and with any allied governments involved in the campaign. He would have
to encourage the troops by inspections, bulletins, and speeches; and he
would have to organize his own personal affairs so that he was always in
the right place, with enough food and sleep to keep going. Finally, if he did
succeed in bringing the enemy to battle, he would have to make sure of a
tactical victory.
All this obviously imposed a terrific strain upon a commander, and to do
everything properly he really needed to be everywhere at once. As a
generalization, we can therefore say that the good commander needed two
main qualities. He needed the judgment and military knowledge to use his
time to the best advantage, and to put high priorities on those things which
were really important. And he needed the energy and personal force of
character to get things done, once he had decided what things needed to be
done.
Each team, and the umpires, should have a copy of a specially prepared
schematic map of the theatre of war. This may be based upon a real
historical map (as published in many military histories), or it may be
entirely imaginary. Whichever it is, it should show all the main roads in the
theatre, plus one town (neither more nor less) for every day's march along
each road. Each day's march may be between 5 and 9 leagues (20-36 km;
12½ -20½ miles), so every town shown on the map must be somewhere
within this distance from the next ones. In other words a force marching
out of any town by any road will always be able to finish its day's march in
another town. The towns may be of any size, but for game purposes they
are classified as either fortresses or open supply points. Each army will
also have one town, usually a fortress, nominated as its base. The maps
need not be to any particular scale, as all they have to do is show roads,
towns and fortresses.
In addition to maps and game boards, players and umpires should all
have plenty of spare paper and summaries of the rules. Umpires should also
have a checklist of factors which will need attention, and one nugget.
The umpires must next decide the status score of each corps. For
simplicity we will say that every line corps starts with 25 points; every
reserve (or Guard) corps with 40; and every cavalry corps with 10. The
commander's personal staff, the little HQ and the grand HQ have no status
allocated to them.
Finally, the umpires must state which towns are fortresses, which are
open supply points, and what supply each contains. Fortresses normally
contain enough supplies for one corps to live on indefinitely, plus fourteen
corps days of additional supply, i.e. they may supply a second corps for
fourteen days, or seven extra corps for two days. Normal supply points can
provide for one corps indefinitely, plus seven extra corps days. Large towns
and exceptionally rich areas, however, may be rated much higher. In this
case Berlin, Mainz, Leipzig, and Erfurt should be given a rating of twenty
corps days each, in addition to supplying one corps indefinitely. The supply
for the first corps may not be split between others, i.e. a town which has
exhausted all its additional supply may not re-allocate its one corps' ration
indefinitely, in the form of an indefinite number of rations on one day.
· Adjustments to the supply rating of all towns are noted, plus any
servicing of the line of communication which has been left outstanding.
· Any rest or letters home which have been left outstanding are noted.
(vii) Umpires now report back to each player any of the above results
which would be known to them as at midnight.
Intelligence reports also now arrive from all screen contacts (cavalry
scouting one march ahead of every corps) and from any intelligence
investigations which have been ordered.
(viii) Players bring their maps up to date, clear their game boards, and
start preparing their actions for the next turn.
An order for one subunit takes a total of half an hour to write and dispatch,
thus a movement order for all nine units would take four and a half hours to
complete. A short cut may, however, be made by ordering movements
several days ahead for the same unit, i.e. only one message would need to
be written for that unit during all of those days.
The player must work out the sequence in which he wants the orders to
be written, and the times it would take for each to arrive at its destination.
Thus during a session of writing which started at midnight, five letters
might be composed at half-hourly intervals. The first, ready at 0030 hours,
might be for a unit one march away. It would take the courier four hours to
cover the march, so the letter would arrive at 0430 hours. The second letter,
ready at 0100 might be for a corps three marches away, which would take
the courier fourteen hours to reach. This letter would therefore arrive only
at 1500 hours.
Intelligence
Writing home
Writing all the assorted letters home for the commander's family,
government and allied governments will take one hour per day, or two
hours in two days, in the presence of the little HQ. If it is delayed more than
two days, however, commanders will be forced to spend the first four hours
of the third day making up for lost lime.
Any correspondence destined for other players, such as a call for the
enemy to surrender, or a suggested plan for an allied field commander, will
take a whole hour per letter. This applies even when two allied players are
supposed to be at the same place on the map, they must still communicate
in writing, since the two players will not be allowed to chat to each other
directly.
Note that all letter writing, for whatever purpose, must be conducted
when the commander is stationary: writing will not be allowed during
travelling time.
Rest
If the commander fails to take enough rest during the day, the excess is
carried over into the next day's requirement. A general who consistently
goes short of rest will therefore build up a backlog of inertia. When the
backlog reaches twenty-four hours it must all be taken at once.
Note that extra rest will be required after horse riding, or if a rest period
is cut short unexpectedly by a battle or battle report.
Movement around the theatre of war
When a commander inspects a unit he can raise morale and ensure that
orders are being carried out. In the case of a town in the line of
communication, inspections can spur the local commissaries to collect more
supplies from the surrounding country. We distinguish two types of
inspection: hasty, lasting half an hour, and adding one status point to a
corps, or one corps day extra supply to a town; and formal, lasting four
hours for the inspector, but immobilizing the inspected unit for the entire
day. This raises the corps' status by four points, or adds four corps days of
extra supplies to a town.
No corps or town will be allowed more than one hasty and one formal
inspection per week, to prevent the stockpiling of unrealistically huge status
or supply scores.
Personal reconnaissance
Once again, this depends upon the commander reaching the field of battle
before battle is actually joined. Reconnaissance may be done on foot, taking
four hours and adding three status points to every corps in the battle; on
horseback, taking two hours and adding two points; or in a post-chaise,
which takes two hours and adds one point to each unit.
When two opposing forces run into each other during a move, the sequence
for combat is followed (see below) and a battle may result. If the start of the
battle is delayed for any reason, the commander-in-chief may have an
opportunity to conduct a personal reconnaissance, or to harangue his units.
When a battle does finally start, if a commander-in-chief is present he must
choose his own position in each of the three phases of combat. In each
phase he may opt to fight in the front line, giving personal direction, but
risking being hit; or he may be safely behind the action, enjoying a more
balanced view of the whole. In the former case a new nugget is rolled in
each phase of combat to see if he is hit; 0 he is killed, 1 or 2, and he is
wounded. He also adds two status points to each of three corps, but is
debarred from writing strategic orders to units outside the battle area.
If the general opts to stay behind the lines during the battle, he is in no
personal danger, does not add any additional status to his units, but may
continue all types of letter writing in the normal way, at the same time as
commanding the battle (which will not take him any extra time).
Units take the following number of hours to move from one town to the
next along a road, i.e. to make one march. Forced marches are additional to
the normal marches taken during that day.
Grand HQ 8 - -
Post-chaise 3 - -
If horses are used, the commander may leave the roads and move cross
country.
Combat
If the two forces then decide to continue towards each other, and run into
each other on the same spot, the combat sequence is started.
Both sides then state whether they wish to attack, stand, or withdraw, as
well as which corps, if any, they are keeping in reserve, out of the initial
contact.
If one side attacks while the other either stands or attacks, there will be an
immediate battle. If one withdraws while the other attacks, then there will
be a two-hour pause for manoeuvre followed by a new statement by each
side whether it wishes to attack, stand or withdraw. Provided that the
original attacker still opts to attack, then there will automatically be a battle,
i.e. the withdrawing force may be able to delay the combat, but cannot
avoid it for more than two hours.
If neither side attacks, there will be no immediate battle. One side may
wish to take advantage of this to withdraw, or both sides may stand
watching each other, and perhaps also digging in. Either side may change
the orders and attack or withdraw before battle starts.
No fighting may take place at night. If night falls (usually between 2000
hours and 0400 hours, although in winter it may be 1600 to 0800 hours)
during a battle, the battle will be interrupted at the end of that phase, and
one side or the other may disengage if desired. Generals may always make
their reconnaissances or speeches at night.
The battle is divided into three phases, each of which lasts as many hours
as there are corps on the weaker side at the start of that phase.
Reinforcements may not be fed into a battle in the middle of a phase, but
always at the start of the next phase, if they are available.
After the decisions have been taken for each phase, the total status of all
committed units is found, excluding any troops who have arrived at the
scene of battle, but who are being held in reserve. All status will now be
brought up to date, including the result of any personal reconnaissances,
commanders fighting in the front line and so on.
Any unit which is standing behind completed field works may add a
quarter of its score again. If a unit is fighting beside a friendly fortress, it
adds half its score again. Distinguish this type of battle from an attack on
the fortress itself, which counts as a siege (see below). If one side has a
cavalry corps when the enemy has none, the cavalry corps doubles its score,
provided that there is also friendly infantry on the battlefield.
When both sides have found their total scores, after adjustment, one
nugget is thrown for each side. For 0-5, that side's score remains
unchanged. For 6-8 that side multiplies its score by 150%. For a 9, the score
is doubled. The higher final score wins that phase and loses one tenth of all
status scores originally committed to the action. The loser loses one fifth of
all status scores originally committed to the action. If a withdrawing force
wins a phase, it may disengage. Otherwise it must continue to fight, unless
it has a cavalry corps while the enemy has none, or can retire directly into
an adjacent fortress.
An example of the combat sequence
After the result of the phase has been found, the next phase is played. This
continues until the battle ends after three phases, at nightfall, or when one
side or the other successfully disengages.
Sieges
If a fortress is attacked when there are no field units present, or after field
units have retired into the fortress, the attacker may either pass through the
town unhindered, or he may blockade or besiege the place, in which case
supply becomes critical. One attacking corps will automatically find enough
supply to continue indefinitely; but additional units will be forced to
disperse to surrounding towns to find supply. The garrison of the fortress
must also establish how many rations are available. This is the number of
days shown by one nugget roll multiplied by ten, e.g. a roll of 6 would
mean the garrison could hold out for sixty days. If there is a blockade, the
blockading force surrounds the fortress until the fortress runs out of supply.
The garrison, however, may attempt a sally at any time, which is fought as a
normal battle.
The approaches This phase lasts the number of days shown on one
nugget multiplied by 5, but if a 0 is rolled, the siege must be called off.
Breaching This lasts the number of days shown on one nugget multiplied
by three, but once again, a roll of 0 means the siege must be called off.
Storming This takes one day, and succeeds for a roll of 5 or less on one
nugget. If it fails, it may be renewed next day.
Every single point shown in each of these three nugget rolls by the
attacker represents one status point lost from his total score. If the siege
fails, the defending troops lose the number of points shown on one nugget
roll, but may instantly repair the fortress so that any new besieger will have
to start from scratch. If the siege succeeds, on the other hand, all defenders
are captured.
An example of a siege sequence
Alterations to status
Units gain status, as already described, if the commander fights in the front
line, makes a personal reconnaissance, harangues the unit, or inspects it.
Units also add one status point to their score up to, but not beyond, their
original starting scores for every day they remain in the same place,
provided they do not run out of supplies.
7. Map Kriegsspiel
The generalship game is almost a boardgame, and relies upon a lengthy set
of formal rules. It undoubtedly forces the player to concentrate very hard
upon what a Napoleonic general would have been doing with his time; but
due to its complexity it may not be to everyone's taste. As a counter-
balance, therefore, we now turn to a game which has almost no rules at all.
This is the free kriegsspiel, played on maps.
The free kriegsspiel using maps can offer many advantages for modern
wargamers provided that the umpire has a reasonable background in
wargaming, and a bit of common sense. If this condition is met, the game
immediately becomes faster and less pedantic than if it had been tied down
to a set of rules. The umpire can always think of more factors to incorporate
in his decisions than could ever be true in a formal or rigid game. He can
therefore spread a greater atmosphere of realism about the game.
You may wish to mark movements on the map with a set of pins, but it is
usually easier, and better for the map, to use a talc overlay and a set of
chinagraph pencils. In this way movements can be shown graphically,
explanations pencilled in, and the whole thing will be easier to understand.
Players and umpires will require rulers, plus carbons and spare paper for
writing reports and notes. The umpire will also require one nugget.
Playing the game
The umpire will select a scenario which fits onto the available maps. One
hardy perennial (which uses the British 1:50,000 Ordnance Survey series) is
a hypothetical landing by a French corps in some part of the British Isles.
The French are allowed to land en masse, whereas the British troops start
the game widely scattered. Political aspects may also be incorporated into
this game, with Jacobite sympathizers and other adventurers fighting their
own guerrilla wars in the back hills.
If you use continental road maps it is perfectly possible to re-fight all the
classic operations of Napoleon. Admittedly the maps will be quite small
scale (1:500,000 or thereabouts); but then so were the maps Napoleon
himself had to use. If one is operating with a number of army corps the
large scale details of the terrain will not be important, in any case.
Another alternative is to fight a siege. For this you can cither photocopy
the plan of a real fortress, and use that for your map; or you can draw your
own fortress plan from scratch. One player is the defender, and must move
his batteries about inside the fortress, perhaps digging mines under the
attackers' trenches, and occasionally making brief sallies. The other player
will have to dig trenches up to the fortress, so he can establish breaching
batteries and eventually storm the breach. A free kriegsspiel is particularly
suitable for playing siege operations, since the tedious repetition of many
siege operations can be rushed through by the umpire to fit the available
time. They do not have to be played through in minute and boring detail, as
they would in a game with rigid formal rules.
Order of battle
When the umpire has selected his map and set a problem for both sides, he
must give all players a full list of their forces, and keep a carbon copy for
his own reference. Note that the umpire will give information to players
only about their own forces, with very few clues about the enemy's. Players
will then be fed snippets of intelligence about the enemy according to the
types of reconnaissance they ask for. They will have to build a picture of
what the enemy is doing for themselves from this information.
The umpire finally states the date, time and weather at the start of
the game.
Sequence of turns
The game progresses in a series of turns, in each of which the following
sequence is observed:
(ii) The umpire compares the orders from each side and decides what
sightings and contacts have been made, and at what times.
(iii) The umpire may then wish to ask players for supplementary
information; e.g. if there has been a contact between two opposing
formations, the umpire may need to know whether players want to
withdraw, or to stand and fight.
(iv) The umpire then decides the result of combats, and the reports to be
given to players from combats and other sightings.
(v) The umpire reports all this information to players, who start writing
orders for their next turn.
Infantry 21
Heavy cavalry 25
Light cavalry 28
The umpire should also keep certain brief notes for his own guidance,
e.g. the couriers may fail to arrive if a nugget comes up 0; or the ratings of
rivers and bridges may be decided in advance, so that players who send out
scouts to look at such matters may be given a clear answer, and so on. The
degree to which notes of this sort are made will depend a great deal upon
the individual umpire. In many cases rulings can be made ad hoc, as and
when they are required.
Once again, the umpire will use these figures as a rough guide, and alter
them according to the various changing circumstances; in bad weather or
under heavy enemy counter-fire, digging would be slowed down.
Combat
When the umpire has all relevant information at his disposal, he ought to
be able to give an informed opinion on the probabilities of the result. He
will not simply say something like 'The French infantry has successfully
stormed the hill', but will quote possibilities, such as: 'The French have a
50% chance of storming the hill successfully; a 30% chance of capturing
half of it, while disputing the rest; and a 20% chance of being totally
repulsed. High scores favour the French'. It is important that the umpire is
as specific as possible with these figures, as this forces him to consider all
the factors involved in the combat and to think through the full implications
of his decision. He must also be clear whether a high dice roll will be good
or bad for the attacker, i.e. whether the top 50% (a die roll of 5-9) or the
bottom 50%, (a roll of 0-4) will mean the hill has been carried. In this case
he has stated that the high score will be good for the attacker.
Finally, after odds have been quoted the umpire rolls a nugget, to
represent chance. This will give a percentage, from which the final result of
the combat may be read off. Thus in our example a nugget score of 1 would
be under 20%, so the attack would be repulsed. A score of 8 would be
within the top 50%, so the attack would succeed, and so on. The system
works by the umpire giving his opinion on the probabilities, and then
rolling a nugget to find which of the possible results actually came up.
Let's take another example, from siege warfare. The fortress may be
firing at a particular trench with four cannons for twenty-four hours. The
umpire will see what size of guns are firing, and what the diggers are up to.
He will then assess the terrain, and find whether enfilade fire is possible. He
may then give his opinion that there is a 10% chance of digging being
halted by the fire with 100 casualties; a 40% chance of digging being
slowed down to half-rate with 60 casualties; and a 50% chance of it going
at three-quarter rate with 40 casualties. He announces that high scores will
favour the fortress, and rolls a nugget. If it comes up 3 he knows that it falls
within the bottom 50%, so digging goes at three quarter rate, with 40
casualties. Had the score been 9 it would have been in the top 10%, so
digging would have been halted for that day. Remember that in all this the
umpire has to be certain of what each nugget score will mean, before it is
thrown.
These are all the rules required for free kriegsspiel. It is a remarkably
straightforward game; but it can produce some of the best results of all. It
allows speedy resolution of combat; yet at the same time screens the players
from any unrealistically panoramic views of the battlefield. All it needs is
someone who will not be overawed by the responsibilities of umpiring.
8. Tactical Exercise Without Troops
In our seventh and last Napoleonic wargame, we approach the problem of
realism from a radically different direction. Instead of stressing tactical
manoeuvres (as in the games with model soldiers) or the organizational
activities of high commanders (as in the generalship game), we now
concentrate upon the battlefield itself, the ground over which generalship
must be exercised.
Because of this, Napoleonic officers were often encouraged to study the art
of field sketching, and even surveying. Staff officers would also be expected
to make full topographical reports on the terrain through which they had
passed. These reports often attained a higher quality than the printed maps
available at the time, and generals were frequently forced to rely upon them
while making their strategic decisions.
The number of players in a TEWT may vary from two to half a dozen or
so. The use of an umpire is optional, although it becomes more advisable
with more than two or three players.
TEWT wargames may be either pre-planned or spontaneous; but the
more people are involved, the more necessary it becomes to make a careful
plan in advance of the actual game. Pre-planning offers many advantages
for the game mechanics; and players will start with a good idea of what it is
all about. The spontaneous TEWT, on the other hand, will tend to fall flat
more often, but it is also less formal, and can sometimes produce the most
memorable and natural games of all.
For a pre-planned TEWT the umpire, or the two opposing commanders,
must first decide on an area of countryside for the game. They must
reconnoitre it for access and visibility, and fix the size and aims of the two
opposing armies. The type of combat to be presented must be envisaged,
and so must the particular problems of the ground, and the possible
complications which may arise. Only after this sort of detailed preparation
has been done can one start to bet that the TEWT will be a success.
The spontaneous TEWT usually arises when two wargamers happen to
be walking together in the countryside, or when they are at a loose end near
a piece of countryside which they know to be suitable for wargames. One
of them will probably say something like, 'What would you do if I had a
battalion and two field guns in that farm, and you had a regiment of infantry
to get me out?', or 'I will deploy my Division along the reverse slope of that
ridge: what are you going to do about it, if you have only another Division
and a brigade of cavalry?' Another variant, which fits particularly well into
a long walk, is to assume that one side is marching a convoy along the road
you are using, while the other side is constantly trying to ambush or harass
them with a few guerrillas or irregulars, with perhaps some regular riflemen
in support. This type of game can go on for miles and miles, as the
marching unit plugs on despite its casualties, inflicting more or less damage
to its assailants.
You must find a suitable piece of countryside for a TEWT. The first
requirement is that it should be reasonably Napoleonic in appearance, with
only a few buildings, preferably of the period in design. A sprinkling of
thatched cottages is fine; but a modern council estate would be stretching
the imagination rather too far. Equally it should be remembered that very
mountainous areas rarely became Napoleonic battlefields; a range of low
hills would be much better.
It helps if your terrain can be overlooked from some good vantage point,
since this saves a great deal of walking. Alternatively, you can also avoid
walking by using an area with plenty of roads, provided that you have
transport. Cars are awkward for this purpose, because they will often have
to be parked in narrow country lanes. Bicycles are ideal.
Your piece of countryside must have public rights of way across it, if you
intend to inspect it from close quarters. It can be infuriating on a TEWT if a
crucial part of the battlefield turns out to be private land, and therefore
inaccessible.
The size of your area may vary a great deal, and a lot will depend upon
the sort of country that is available. A larger area will be needed if it is
open country; whereas a lot less will be needed if the horizons are close. In
general terms, however, no more than a few square kilometres should be
used, and preferably only one or two. Players are supposed to study the
ground in detail, so only a small area should be required.
Another factor in selecting the size of your area will be the number of
imaginary troops you intend to deploy. The TEWT is best for use with
relatively small forces, and a Division should be about the maximum
allowed to each side. At the other end of the scale, however, any type of
small unit skirmishing is ideally suited for treatment in a TEWT.
All participants should be equipped with a reporter's notebook, or a clip-
board and paper. These will allow notes to be made, even in a high wind.
Rain will admittedly pose a slight problem, but a TEWT won't be much fun
if it's raining, anyway.
Maps may be used on a TEWT, although it is perhaps more realistic to
get by without them, as so many Napoleonic officers were forced to do. If
there is an umpire, he will need a map more than other players, so an
exception should usually be made in his case.
If you are going to conduct a TEWT which covers a lot of ground and
takes a long time, you may want a packed lunch at half-time.
Remember, too, that when you are walking in the open air, you should
always observe the country code.
Finally, someone must carry a nugget and a small box to roll it in. Open-
air dicing can pose some unexpected problems unless an enclosed flat
surface is available.
Playing a TEWT
Either the umpire or the two leading players should first decide on the
scenario, and write a list of the forces on each side, together with their
aims. Starting positions and time of day should also be stated, along with
any special conditions; e.g. 'that river is in flood', or 'ignore the railway
line'.
All the players will now move to the actual ground, and each team will
hold a planning conference. At the end of this they should know precisely
where to deploy each of their units, and what general plan they want to
follow.
Both sides now agree a good place to stand, from which they can
overlook the scene of the opening moves. If there is an umpire they should
submit their initial moves to him. If there is no umpire, then they tell the
other side what movements would first be visible from where they think
that side has observers posted. Both sides should therefore accept a little
unreality by revealing to the enemy where their advanced scouting screen
is posted.
A major difficulty with TEWTs is that there are no markers to show
exactly where units have moved, or what formations they have adopted.
Players have to make do with just the terrain, and little else apart from their
imaginations and memories. Players should therefore make sure that they
know exactly what formation each of their units is in, and what each is
doing. Written notes will be a very useful aid for this.
As each side notes its moves and announces what the enemy would be
able to see, care must be taken to keep everyone informed of everything
they would be able to see in reality. If the umpire knows that a particular
unit has advanced over a hill, for example, he must announce this to every
enemy player who has troops watching that crest line. If there is no umpire,
players must simply be honest about this sort of thing, and tell their
opponents what would be visible.
Another problem is that it is necessary to make rough estimates for all
distances and timings. There is no point in laying down a rigid movement
rate, since it will be impossible to measure the distance from one point to
another exactly. Players will therefore have to make honest guesses at these
things, and ask each other for second opinions. If there is an umpire, he
will of course be able to give a more definitive judgment.
A flexible timescale should be used, as far as possible. This means that
each turn will represent the time from one important point of decision to the
next, rather than any fixed interval of time. Thus the first turn might consist
of a brigade of French infantry marching out of a wood and deploying in a
field, while the enemy regiment bombards it with artillery. When
deployment is complete, a natural stopping place will occur, since the
French will then have to decide what to do next and give new orders. The
results of the first turn should therefore be assessed at this point.
During the second turn the French might opt to advance across the field
and over a hedge. Once again, the crossing of the hedge would make a
convenient decision point; so the results of the second turn will be assessed
then. In this way the game will progress, with some turns representing a
fairly lengthy interval, and others representing a very short one. Once
again, it will always be important to keep everyone informed of exactly
what is going on.
When there is firing or close combat, the same system is used as in the
free kriegsspiel. The umpire examines all aspects of the position and quotes
odds. The nugget is then rolled, and the final result read off. If there is no
umpire, it will be left to the two players concerned to agree on odds
between themselves. If no agreement can be reached, then they should each
roll a nugget, and the one with the higher score will carry his point.
One final word is called for, about the spirit in which wargames should be
played. They are not mathematical exercises in which the players sit silently
confronting each other, with their brains ticking over like miniature
computers. Instead, they are social events; rather similar to dinner parties.
The guest list should be given a little thought in advance, so that all the
players will fit into that particular game and enjoy it. The bill of fare should
also be designed to suit them; and care should be taken to ensure that no
one is left out in the cold. Even the most perfect set of rules (if such a
miracle could ever be devised) is useless if it is used on the wrong occasion
or with the wrong trimmings; so it is worth while tailoring each game to its
social setting. If this is done thoughtfully and well, the result should be an
amusing, interesting, and successful evening's entertainment for all
concerned.
Glossary of Terms and Abbreviations
Arty artillery.
(iii) Firing
rough 14 m Rifles:
Start/complete mounting/dismounting
Walk 14 12 6
Trot 20 16 6
Gallop 28 22 (0 = fall)
2 x serious: die
Roll nugget, fail test if score equal or less than 1 skill rate
A
2 B
3 C
Musket 200 50
Blunderbuss 40 10
Carbine 100 24
Pistol 40 10
Target: Target:
Composed:
A/B 7 8 9 5 6 7
C/D 8 9 - 6 7 8
E/F 9 - - 7 8 9
G - - - 8 9 -
Puffed/mounted/scared:
A/B 9 9 - 7 8 9
C/D 9 - - 8 9 -
E/F - - - 9 - -
G - - - - - -
Two of above
conditions
A/B 9 - - 8 9 -
C/D 9 - - 9 - -
E/F/G - - - - - -
5 B
6 C
7 D
8 E
9 F
No chance G
Gamesheet for the Divisional Game
Scales 1 mm= 1 m; 1 turn = 2 min; 1 figure = 33 men; 1 model gun=1bty
Moves in a turn
Enter/leave house
Mount/dismount
Limber/unlimber
Lie down/stand
Square/gun by hand 30 10 —
Guns/vehicles 100 40 —
Roads add 10 m
hedge/wall etc
Ploughland
open stream
wood
1 status A
2 B
3 C
6 B
7 C
8 D
Musket 200 50
Carbine 100 10
Target
Formed A/B 9 5 - 7
C/D 9 6 - 8
E/F - 8 - 9
Skirmishing A/B 8 4 9 6
C/D 9 5 - 7
E/F - 8 - 9
Shaken/ - 8 - 9
disorganised
A B C D E F
Battery 4 3 2 1 0 0
Battalion 5 4 3 2 1 0
Heavy 6 5 4 3 2 1
Cavalry
Light cavalry 5 4 3 2 1 0
Small unit
Loser
Cavalry v. cavalry
Sequence (i) Write orders (and turn executed) (iv) Close combat
(iii) Firing
or 1 (written) in 2 turns
Voice range = 30 m
Movement in a turn
30 rough (disorganised)
10 back/side (disorganised)
Run- 70 (Disorganized)
Lie/stand/fix/unfix bayonet(disorg.)
Load & fire musket/carbine (disorg.)
Take dressing
Rough 50 70 80
Mount/dismount
Artillery Horse Field
Flat, limbered 70 50
rough, 50 30
limbered
Manhandled 20 10
Limber/unlimber/open caisson
In combat
2 B
3 C
4 D
Rally roll 9
Disorganized units must regain dressing:
Musket 200 50
Carbine 100 24
Effect of fire Arty + 2 on 1st volley
1st volley + 2
Mounted unit -2
C/D 9 10 11
Shaken/ E 10 11 12
Effective: A/B 6 7 8
C/D 7 8 9
Shaken/ E 8 9 10
Equal/ exceed
A B C D E
Formed/in hand 5 6 7 8 9
Disorg./shaken 8 8 9 9 10
Adjustments in combat nugget roll
1 turn = 15 minutes
Sequence (i) Movement markets placed by (iv) Morale tests & close
combat
units
Movement in a turn
2 B
3 C
(i) Find total score of each side (iii) Find chance variation
B-4
C-3
D-2
Skirmish/shaken/E - 1
Combat factors
Defender in cover
Higher ground
Lancers v. inf/arty
Heavy cav.
Little HQ -
C.-in-C.'s staff -
or 2 per 2 days:
rest is outstanding.
Post-chaise - 3
Coach - 4 x indefinite
Movement rates
LHQ: 4+4
Courier: 4 + 5 x indefinitely
0-5 – no change
9 – add 100%
makes recce,
makes speech,
inspects unit
km per day
Infantry 21
Heavy cavalry 25
Light cavalry 28
HQ group 31
In 24 hrs - 70 m sap
1/ battery
3
½ inf. redoubt
5 m of mine
arm battery/mine
Combat sequence
(vi) Transport
(vii) Notebooks
(ix) Maps
General on Wargames
D.F. Featherstone, War Games (London 1962: new edition printed as part of
the History of Wargaming Project:); also War Games through the Ages, Vol
3 1792-1859 (Stanley Paul, London 1975 ); and War Game Campaigns
(Stanley Paul, London 1979), which includes a Peninsular skirmish game
as well as campaigns involving corps and armies.
A. Wilson, War Gaming (previously The Bomb and the Computer; London
1970) [of particular relevance to Kriegsspiels]
See also a mass of relevant articles in the (very) many past and present
wargame journals that have appeared since the 1960s, e.g. Wargamer's
Newsletter, The Nugget, The Courier, Miniature Warfare, Wargames
Illustrated, Miniature Wargames, Practical Wargamer, Battlegames and
Wargames Strategy and Soldiers.
R.B. Bruce, I. Dickie & K. Kiley, Fighting Tactics of the Napoleonic Age
1792-1815: Equipment, Combat Skills and Tactics, Thomas Dunne Books,
2008
C.J. Esdaile, The Peninsular War: a New History (Allen Lane / Penguin,
London 2002)
V.J. Esposito & J.R. Elting, A Military History & Atlas of the Napoleonic
Wars (London 1964)
G.E. Rothenberg, The Art of War in the Age of Napoleon (London 1977)
Napoleonic Memoirs
Much of the best evidence that we have for low-level tactics comes from
the personal impressions of eyewitnesses, especially their diaries and
autobiographical memoirs. A huge number of these are now widely
available, notably such classics as the Recollections of Rifleman Harris, ed.
Curling (London 1929, & many new editions); Mercer's Journal (London
1927), and French equivalents such as Thiébault, Coignet and Brun - a
considerable number of which have now been translated into English. In
recent times a very splendid and useful effort has gone into reprinting this
literature by such specialist publishers as Greenhill and (confusingly)
Greenwood; Leonaur; Spellmount; Trotman, and a host of others.
Troop types
The most basic 'building blocks' of tactics were contained in 'the school of
the soldier' and the 'school of the platoon', which were the starting points of
most Napoleonic drill manuals. These manuals are much more widely
accessible today than they were in 1980, and The Napoleon Series (q.v.) is a
good port of entry if you want to find them. Relevant books include:
J.F.C. Fuller, Sir John Moore's System of Training (London 1924). This
subject has been discussed more recently in D. Gates, The British Light
Infantry Arm c. 1790-1815 (B.T.Batsford, 1987).
www.toofatlardies.co.uk
M. Ayrton & J. Taylor, The Sharpest Fight; the 95th Rifles at Tarbes, 1814
(Forbitou, London 2008)
Griepenkerl, Maj Gen, Letters on Applied Tactics (7th Ed, London 1912)
R. Muir, Tactics and the experience of battle in the age of Napoleon (Yale,
London 1988), and Salamanca 1812 (Yale, London 2001)
A few of the games (in chronological order) are: Fred Vietmeyer, Column,
Line, Square (Fort Wayne, Indiana 1966 – now available free from
www.deepfriedhappymice.com); Duke Seifried, Glen Davies & Jim Getz,
Napoleonique Encore (Napoleonique/Encore Publications 1971; revised
1992); Scotty Bowden & Jim Getz, Empire (1st published 1975 and now in
its 5th Edition: Empire Games Inc, Arlington, Texas USA); Charles Grant,
Napoleonic Wargaming (Model and Allied Publications, Hemel Hempstead,
1975); Trevor Halsall, Fast Play Rules for Napoleonic and Crimean
Wargames, Newbury Rules, Berkshire); Ned Zuparko, Vive L'Empereur!
Grand Tactical Miniatures Rules for Napoleonic Warfare (Chaosium Inc.,
Box 6302, Albany, CA 94706 USA 1981); David Brown, Général de
Brigade (Partizan Press,1995); Howard Whitehouse, Old Trousers (The
Courier, 1995, now under revision. Contact the author at
[email protected] ) [Peninsular War]; Brent Oman, Piquet -
Master Rules and Les Grognards 1792-15, 2nd edition supplement (Piquet
Inc., 8995 S. Edgewood Lane, Highlands Ranch, CO 80130) and Field of
Battle 1700-1900 AD (2006); Arty Conliffe, Chris Leach & Dave Waxtel,
Shako II: Rules and Army Lists for Napoleonic Wargaming (new edition
2008); Chris Grice, General de Division [bound in one with Maréchal de
l’Empire] in the Polemos series of rules (Baccus6mm, Sheffield; with 2nd
edition due October 2008).
J.R. Arnold on the 1809 campaign: Crisis on the Danube (Paragon, 1990)
and Napoleon Conquers Austria (Greenwood, 1995). On the 1800
campaign: Marengo & Hohenlinden (Arnold, 1999); also, with R.R.
Reinertsen, Crisis in the Snows: Russia Confronts Napoleon: The Eylau
Campaign 1806-1807 (Arnold, 2007).
Don Lowry & Pete Rice, Grand Army (Panzerfaust Publications, California,
1975 – now available free on the internet from www.tabletoptalk.com);
Sam A. Mustafa, Grande Armée (Quantum Printing, 460 W. 34th Street,
New York, NY 10001, 2002) [See also Fast Play Grande Armée, available
for free from the author’s website www.sammustafa.com/grandearmee.html
and the fastplayga yahoo discussion group; also La Grande Guerre, an even
simpler set, with the division as the basic unit, available from the LGG
yahoo discussion group.
Grand Piquet: Grand Tactical Warfare in the Age of Napoleon (2nd edition,
Piquet Inc., 8995 S. Edgewood Lane, Highlands Ranch, CO 80130 USA, no
date); Le Feu Sacre: Rules for Corps-level Napoleonic Wargames (Two Fat
Lardies 2003), www.twofatlardies.co.uk ; S. Craig Taylor Jr. & Robert L.
Coggins, Napoleon's Battles: Miniatures Rules for Warfare in The Age of
Napoleon (2nd Edition by Five Forks Inc, 2004: 3rd edition shortly to be
published by Lost Battalion Games, lostbattalion.com 2008); David B.
Reynolds, The Marshal’s Baton; Fast Playing Grand-Tactical Napoleonic
Rules (published by the author, Ypsilanti MI 48198, 2005); Brian Cameron
& Bernard Ganley, The Eagle’s Last Flight; Eagles & Empires I: The
Waterloo Campaign of 1815 (Real Time Wargames / Realistic Modelling
Services, Dover, UK 2006); Frank Chadwick & Greg Novak, Volley and
Bayonet II: Road to Glory (2008); Chris Grice, Maréchal de l’Empire
(bound in one with Genéral de Division, in the Polemos series of rules
published by Baccus6mm, Sheffield, 2nd edition due October 2008); Bill
Gray, The Age of Eagles: The Napoleonic Wars in Miniature based on 'Fire
And Fury' (Pennsylvania, 2008)
Wargames
Bill Leeson has been the great champion of the Kriegsspiel format in recent
times. His works, which include rules translations, scenarios, maps and
background material, are currently being reprinted with improved graphics:
http://www.toofatlardies.co.uk/Kriegsspiel.html
J. Curry, ed., Verdy’s Free Kriegsspiel including the Victorian Army’s 1896
War Game (printed as part of the History of Wargaming Project
Siegecraft
The lead organisation for general discussions is the Fortress Study Group:
http://www.fsgfort.com/
Books include:
C.J. Duffy, Fire and Stone, the Science of Fortress Warfare 1660-1860
(London 1975)
Fiction
Paddy Griffith
[1]
Starting in 1969 with the Highland infantry, Airfix released a large range of
Napoleonic figures. In 1973 they issued probably the most fought over piece of
scenery in the history of wargaming, the La Haye Sainte Farm House. Airfix’s delay
in issuing the Napoleonic range led to almost a decade of frustration of waiting for the
early ‘modern’ wargamers. These wargamers resorted to converting other figures,
such as the American Civil War range for their purposes. Paddy Griffith even wrote to
Airfix several times complaining of their tardiness.
[2]
As presumably only a ¼ of the unit in square is then facing the enemy.
[3]
Also see Peter Perla’s The Art of Wargaming, Annapolis, Maryland, 1990. JC.
[4]
A people between Europe and Asia who fought the French in the invasion of 1812.
JC.
[5]
A type of sponge. JC
[6]
However, see the bibliography for an update since this book was first printed in
1980. JC.