WS&S ... trick or treat? |
My wargaming is almost as diverse as my interest in history, but my most-recent big project was the War of the Austrian Succession with 10mm armies of nine combatant nations. I have also recently played many scenarios from Mike Lambo's solo battle books, created Franco-Prussian War armies with plastic 54mm toy soldiers, and fought scenarios from Airfix Battles with plastic green-and-tan Army Men. My latest big project is biblical-era battles in 10mm.
Sunday, January 31, 2021
Lockdown Treat
Saturday, January 30, 2021
All Booked Up
Books to enjoy |
Friday, January 29, 2021
Refighting Wissembourg/Weissenburg (aftermath)
Thursday, January 28, 2021
Refighting Wissembourg/Weissenburg (part five)
Overview from behind the French lines at the start of turn 11 |
German ranks are starting to noticeably thin |
This dramatic turn seems to have turned the tide against the French, who will lose the battle if they suffer another SP loss |
Wednesday, January 27, 2021
Refighting Wissembourg/Weissenburg (part four)
Overview from the south-west at the end of turn seven - the French position on the heights is unchallenged, but the zouaves in Wissembourg are unlikely to hold out much longer |
Prussian infantry prepare to ford the Lauter |
Wissembourg has been emptied of French troops, and the first Prussian infantry are fording the Lauter |
A race against time as the Prussians approach the heights |
Tuesday, January 26, 2021
Refighting Wissembourg/Weissenburg (part three)
The situation at the start of the turn |
Looking from the south halfway through turn five after the hussars have been destroyed |
The cavalry melee continues in the foreground, while in the distance Prussian infantry close in on Wissembourg |
Monday, January 25, 2021
Refighting Wissembourg/Weissenburg (part two)
The battlefield at the start |
Looking from the north-west after a section of the Wissembourg fortifications has been destroyed |
Looking from behind the French lines |
Close-up of the French position on the eastern heights, with the Brunswick hussars in the distance |
Looking from the east as German cavalry approach the heights while German infantry advance to within firing range of Wissembourg |
Sunday, January 24, 2021
Refighting Wissembourg/Weissenburg
Looking at the battlefield, which has a 14x12 5inch grid, from the south-west |
"The battle saw the unsupported division of General Douay of I Corps, with some attached cavalry, which was posted to watch the border, attacked in overwhelming but un-coordinated fashion by the German 3rd Army. During the day, elements of a Bavarian and two Prussian corps became engaged and were aided by Prussian artillery, which blasted holes in the defences of the town. Douay held a very strong position initially, thanks to the accurate long-range [rifle] fire of the Chassepots but his force was too thinly stretched to hold it."
The first German units arrive |
Saturday, January 23, 2021
The Portable Franco-Prussian Wargame Rules (updated)
The rules are based around Bob Cordery's Portable Wargame series of books, in particular the late-19th century rules from his original publication, The Portable Wargame (Eglinton Books 2017).
Because the figures for my 150th anniversary refight of the Franco-Prussian War are 54mm toy soldiers, I will be using a 5in square grid.
By putting my two wargame tables together, I can create a grid of 14x12 squares.
You will need Cordery's book to understand the brief summary of my rules that follows.
I have changed a few of his concepts - sometimes to fit in with how I like a wargame to work, sometimes adapting ideas from Neil Thomas's Wargaming Nineteenth Century Europe, and sometimes to give the rules a more-distinct flavour of the Franco-Prussian War.
The summary below mainly covers the changes I have made to Cordery's core rules, and below that I give my reasons.
UNITS
Type Strength Points Move Weapon Range
French Infantry 4 2 4
German Infantry 4 2 3
Cavalry 2 3 N/A
French Imperial Artillery 4 2 6
French Republican & Non-Prussian
Prussian Artillery 4 2 12
There is no separate commander figure as the huge numbers of men involved in the battles would make such a figure disproportionate.
VICTORY (replaces Exhaustion Point)
An army has lost once it loses more than half of its strength points OR more than half of its units.
TURN SEQUENCE
Turns are alternate (aka IGOUGO). Defender goes second. If neither side is obviously on the defensive, dice for who goes first in turn one, continuing with alternate half-turns.
1. Artillery fire.
2. Move activated units. To be active, a unit needs to roll a minimum die score.
Prussians and Garibaldi Redshirts: 2.
Others, including non-Prussian Germans: 3.
Elite: +1. Poor: -1.
3. Rifle fire (available to inactive as well as active troops).
4. Resolve melees.
ARTILLERY FIRE
Line-of-sight firing only.
Roll a die, needing a 4 to score a hit.
Prussian: +1
French Imperial: -1
Target in cover: -1
Firers have more than 3 strength points: +1
Firers have fewer than 3 strength points: -1
MOVEMENT
No deduction for firing, but artillery that has fired cannot move.
Roll a die, needing a 4 to score a hit.
Firers moved this turn: -1
Target in cover: -1
Firers have more than 3 strength points: +1
Firers have fewer than 3 strength points: -1
MELEEING
A melee occurs when a unit tries to enter a square occupied by an enemy unit.
Both units roll a die, needing a 4 to score a hit (if, with modifiers, the score is 8 or more, two hits are inflicted).
Attacking in flank or rear: +1
Being attacked in flank or rear: -1
Enemy uphill: -1
Enemy in cover: -1
Unit is infantry or artillery with more than 3 strength points: +1
Unit is infantry or artillery with fewer than 3 strength points: -1
Unit is cavalry with fewer than 2 strength points: -1
Unit is cavalry fighting infantry: +1
Unit is infantry fighting cavalry: -1
Unit is cavalry fighting artillery: +2
Unit is artillery fighting cavalry: -2
Unit is infantry fighting artillery: +1
Unit is artillery fighting infantry: -1
A unit that wants to break off from a melee (as opposed to withdrawing as the result of a hit) must move in a straight line directly away and end its turn with its backs to the enemy. Breaking off is not available to troops on foot fighting mounted troops.
ALL OTHER RULES
All as in The Portable Wargame, unless a scenario requires a rule to be modified.
THE THINKING BEHIND THE CHANGES
UNITS
Cordery uses strength points of four for infantry, three for cavalry and two for artillery. I have debuffed cavalry and upgraded artillery to make them in line with my reading of the Franco-Prussian War.
Weapon ranges are largely based on Thomas's figures.
I have removed the ability of cavalry to fight dismounted with rifles and/or carbines as that basically did not happen in the Franco-Prussian War, at least not at division or brigade level.
TURN SEQUENCE
Prussian staff work was ahead of its time, which is why Prussian units are more likely than most other units to activate. Garibaldi's Redshirts showed similar abilities.
ARTILLERY FIRE
Cordery's artillery needs a 5 to score a hit, but guns using line-of-sight get a +2 modifier, meaning they only need a 3. I am only using line-of-sight because howitzers were largely anonymous in battles involving many tens of thousands of troops, so it would make sense if my artillery only needed to roll a 3. I am making it 4 because I have also added modifiers for a unit's strength points, so an artillery unit with four strength points gets +1, which means it only needs to roll a 3 to score a hit. I have introduced modifiers for the number of strength points because it seems strange that a unit at full strength can fight as effectively as a unit with only one strength point remaining.
The modifiers for Prussian and French imperial guns represent the quality of the guns and the respective armies' use of guns.
RIFLE FIRE
Cordery's units need a 5 to score a hit. But units that have not moved get a +1 modifier, meaning they only need to roll a 4. I prefer to to say units need a 4 (the same as for artillery) to score a hit, but with a -1 modifier for having moved.
MELEEING
Cordery has units meleeing when they are in adjacent squares. But at the scale of my battles, I think combat in adjacent squares should be determined by firing, with melees taking place when a unit tries to enter a square occupied by the enemy.
Thursday, January 21, 2021
Lockdown Irony
Six of the best magazines |