Tuesday, 15 November 2016

It's Official - Points Systems Don't Work!

As you know I occasionally like to get controversial and raise a bit of debate and discussion. Straying into the great debates about competition and scenario based gaming is always an area angels fear to tread where fools rush in but I couldn't help but smile listening to the latest offering on the Meeples Podcast.

I have like others have been looking forward to the expected publication of 'Tabletop Wargames' by Rick Priestley and John Lambshead and published by Pen & Sword. I have a deep respect for all rule writers and game designers as, over the years of dabbling and messing about with other peoples rules, I have come to recognise the skill required to produce great rules.

However after reading some of the initial reader reviews about this book I decided to await more comment.


Thus it was with some disappointment that I listened to the Meeples show on Monday to hear my initial thoughts confirmed after they had reviewed their copy for the show.

It was somewhat amusing to hear the description of the chapter covering points based wargaming systems broken down into 'key points' and with the first one stating 'points systems don't work'.

If you think you can hear the wailing and gnashing of teeth in the distance that is probably the sound of tournament organisers and suppliers of Mr Priestley's rule sets, and the many spin off systems that have evolved from the core design, all over the western world crying in their beer at this seemingly blasphemous statement. Only kidding but you have to see the funny side of this. Gerald Ratner and his jewellery business immediately sprung to mind.

There was some amusing stuff covering the 'rule of six' or something like it laying out the principles behind weapon ranges and movement rates (infantry move six inches) that create a holy trinity that allows everything to fit neatly into a six foot by four foot table without any concerns about time and ground scale.

On a more serious point though. I am old enough to have played wargame rules with points systems long before RP and Warhammer were doing their stuff, such as WRG for example. I guess the key thing for me was that in a casual game they were useful as a guide to comparability between forces and that was it, a guide only and these were the days before codex points systems designed to drive sales of miniature figures.

Not only that but I have played about using points to support campaign systems to create ratios of forces that meet on the map needing to be transferred to the table and then, with the result of battle achieved on the table, carried back to the forces on the map. Although I suppose in this case you could skip the points and use numbers of men instead.

So I guess my thoughts would be points systems can work, it just depends what you do with them.

Sunday, 13 November 2016

Fun and games at the Devon Wargames Group


Since the summer Tom and I have been working on Dark Age figures to contribute to the big end of year game at the Devon Wargames Group.

Yesterday was a play-test of the Dux Brittaniarum rules we have chosen to use for our game.


These are just a sample of the pictures I gathered of the members collections out on the table and they give you an idea of the look of our game next month.


Needless to say much fun was had by all so if you would like to see more then just follow the link to the club blog.

http://devonwargames.blogspot.co.uk/2016/11/a-gathering-of-ravens-at-littleham.html

Friday, 11 November 2016

JJ's Dark Ages - Saxon Warband Part II


It was back at the end of September that I posted on the start of the Dark Ages collection and King Penda with his theigns.

http://jjwargames.blogspot.co.uk/2016/09/jjs-dark-ages-saxon-warband.html

Since then Tom has got back from Australia and needing to warm his painting technique up after a long lay off from the brush, I suggested he got stuck into half a dozen of the Gripping Beast Saxon plastics.





Timing is everything and these chaps should get a run out this weekend at the DWG as we have a series of warm up games planned to get everyone up to speed with 'Dux Brit' for the big Xmas game.





Not bad Padawan! The Saxon Warband now stands at eighteen figures ready for the big game. I can't wait.

Now he has got his eye back in I have set the young Jedi back to his task of working up the Roman collection whilst Pater gets the Talavera collection finished off.

Next up Steve M's Vikings and the Spanish 2nd Cavalry Division with the completion of the Almanza Dragoons and General Albuquerque.

Friday, 4 November 2016

Spanish 2nd Cavalry Division at Talavera - Pavia Dragoon Regiment



2nd Spanish Cavalry Division - Lieutenant General Duque de Albuquerque
Infante Cavalry Regiment
Alcantara Cavalry Regiment
Pavia Dragoon Regiment
Almanza Dragoon Regiment
1st & 2nd Hussars of Estremadura

It doesn't seem that long ago that I was celebrating the 100th post to the blog, presenting my effort at recreating one of the many bell towers that were a feature of the Oporto river crossing.

This post marks a bit of a landmark as the 500th to the blog and it is the Spanish Pavia Dragoons that grab the honour. Thank you to everyone who has joined me on this e-journal of my gaming and other historical, be they military or natural, activities. Here's looking forward to 1000th posting. It will be fun looking back to see where things have progressed to.

So on with the blog and specifically the Pavia Dragoons.

In 1803 under the Godoy reforms the corps of dragoons were disbanded and the regiments converted into hussars and mounted chasseurs, but in 1805 Prime Minister Godoy realised the folly of this decision and reestablished the eight regiments, instructed to wear yellow coated uniform with red turnbacks, with regimental colours displayed on the collars, cuffs and cuff-flaps.

This change took time to complete and several illustrations like the one below and the Suhr Brothers illustrations of the Villaviciosa Regiment in Hamburg in 1808 depict regiments still wearing the 1803 uniforms three or four years later.

http://www.napoleon-series.org/images/military/organization/Spain/Suhr/Suhrspanish13b.jpg

3rd Almanza Cazadore (right), subject of the next post, in the pre-1809 uniform
before the Cazadore's reverted back to Dragoons dressed in the familiar yellow
The first reference I have for the Pavia Dragoons shows them assigned to the Spanish Army of Aragon being put together in May of 1808 with a cadre of men listed in the February of 1809

Spanish Army of Aragon, May l808 - February l809

                                           Assigned
                                               or
Force                                   Raised     Force        Observations
Dragones de Pavia                   -             14                  2/09

Source: Gomez de Arteche Y Moro, Guerra de la Independencia, Historia Militar de Espana de l808 a l8l4


However other references shown below have them at a strength of three to four squadrons attached to the Army of the Centre in and around Madrid as they fell back before the French offensive in the November of 1808. Ah the joys of researching the Spanish!


In June 1808 following the Spanish insurrection, Oman lists in detail the forces on hand with a list of the available cavalry regiments and their strengths: Note the dragoons are still listed as Cazadore's.

Cavalry (---H) - number of horses
lst Rey Heavy Cavalry Regiment (5)(38/634)(467H)
2nd Reina Heavy Cavalry Regiment (5)(4l/668)(202H)
3rd Principe Heavy Cavalry Regiment (5)(42/573)(434H)
4th Infante Heavy Cavalry Regiment (5)(42/6l5)(494H)
5th Borbon Heavy Cavalry Regiment (5)(42/6l6)(450H)
6th Farnesio Heavy Cavalry Regiment (5)(39/5l7)(359H)
7th Alcantara Heavy Cavalry Regiment (5)(42/589)(490H)
8th Espana Heavy Cavalry Regiment (5)(39/553)(358H)
9th Algarve Heavy Cavalry Regiment (5)(42/572)(455H)
l0th Calatrava Heavy Cavalry Regiment (5)(44/679)(369H)
llth Santiago Heavy Cavalry Regiment (5)(44/549)(370H)
l2th Montesa Heavy Cavalry Regiment (5)(40/667)(259H)
lst Rey Cazadore Regiment (5)(40/577)(l85H)
2nd Reina Cazadore Regiment (5)(42/58l)(42lH)
3rd Almanza Cazadore Regiment (5)(38/598)(479H)
4th Pavia Cazadore Regiment (5)(42/663)(507H)
5th Villaviciosa Cazadore Regiment (5)(35/628)(448H)
6th Sagunto Cazadore Regiment (5)(39/499)(l89H)
lst Numancia Hussar Regiment (5)(4l/630)(327H)
2nd Lusitania Hussar Regiment (5)(42/554)(409H)
3rd Olivenza Hussar Regiment (5)(37/558)(468H)
4th Voluntarios de Espana Hussar Regiment (5)(34/548)(460H)
5th Maria Luisa Hussar Regiment (5)(40/680)(394H)
6th Espanoles Hussar Regiment (5)(38/692)532H)

 

By the October of 1808 the Pavia are listed as part of the Army of Castile under General Pignatelli which formed part of General Castanos' Army of the Centre joining forces at the end of that month.


Army of Castile - Source Oman
Division: General Pignatelli (Cartaojal after 30/10/08) 
(ll,000)
Cantabria Infantry Regiment (2)
Leon Militia Infantry Regiment (l)
Grenadiers del General (l)(new levee)
Cazadores de Cuenca (l) (new levee)
lst, 2nd & 3rd Volunteers of Leon (3)(new levee)
lst, 2nd & 3rd Tercoios of Castile (3)(new levee)
Tiradores de Castilla (l)(new levee)
Volunteers of Benavente (l)(new levee)
Volunteers of Zamora (l)(new levee)
Volunteers of Ledesma (l)(new levee)
Cavalry (3,292 on 29 October)
Farnesio Cavalry Regiment
Montesa Cavalry Regiment
Reina Cavalry Regiment
Borbon Cavalry Regiment
Olivenza Cavalry Regiment
Espana Cavalry Regiment
Calatrava Cavalry Regiment
Santiago Cavalry Regiment
Sagunto Cavalry Regiment
Principe Cavalry Regiment
Pavia Cavalry Regiment
Alcantara Cavalry Regiment


In January of 1809 the regiment is shown as part of the Army of the Centre now, following the dismissal of General Castanos, under the command of the Duke of Infantado and based around Cuenca threatening the eastern approaches to Madrid

Spanish Army of the Centre, llth January l809
Cavalry: (l,8l4)
Reyna Cavalry Regiment (276)
Principe Cavalry Regiment (l4l)
Borbon Cavalry Regiment (ll9)
Espana Cavalry Regiment (342)
Santiago Cavalry Regiment (74)
Tejas Cavalry Regiment (l3l)
Pavia Cavalry Regiment (428)
Lusitania Cavalry Regiment (l58)
Dragones de Castilla (l25)
Farnesio Cavalry Regiment
Montesa Cavalry Regiment
Calatrava Cavalry Regiment
Sagunto Cavalry Regiment
Alcantara Cavalry Regiment

At some stage that I have been unable to determine exactly when it happened, several cavalry regiments were, including the Pavia Dragoons, detached from the old Army of the Centre to join the newly formed Army of Estremadura.


The Pavia are not listed with Cuesta's Army that was defeated at the Battle of Medellin on the 24th of March and, as Andrew Field mentions four regular dismounted cavalry regiments being sent to the area around Badajoz to gather remounts, I assume the Pavia Dragoons were part of that group.

As well as tracing the movements of this regiment, another challenge for the prospective modeler is getting a reliable reference on the look of the regimental musicians. The only dragoon trumpeter illustration I have been able to track down is the one below of the Reina regiment.


Nafziger describes the Reina regimental facings as 'Carnation' (light red) whilst the Pavia are described as  'Carnation' (red). Interestingly Chartrand has the Pavia with yellow facings for collar, cuffs and cuff flaps, but I cannot find any other references that agree with that so I am sticking with Nafziger.


Thus my Pavia trumpeter sports a red outfit similar to the Reina illustration below and I am reserving artistic license when it comes to the Almanza Dragoons which both Nafziger and Chartrand agree on Sky Blue facings.

Trumpeter from the Reina Dragoon Regiment
illustrates the facing colour worn by musicians
My Pavia Dragoon Regiment are composed of figures from AB supplied by Fighting 15s and are the fourth regiment completed as part of 2nd Cavalry Division.


Next time we will look at the last of the two dragoon regiments, namely the Almanza Regiment, and we will get to see the division as a whole with General Albuquerque at its head, but before that we will have some more 28mm Dark Age Saxons from Tom and some Vikings from Steve M.

References consulted:
Talavera - Wellington's First Victory in Spain, Andrew W. Field
Napoleonic Armies - Ray Johnson
The Armies of Spain and Portugal - Nafziger
History of the Peninsular War - Sir Charles Oman
The Spanish Army of the Napoleonic Wars(1) Chartand & Younghusband (Osprey Men at Arms)
http://www.eborense.es/batalla_talavera1809_indice.html

Tuesday, 1 November 2016

North Devon Delights - Lorna Doone, a Clapper Bridge and King Caratacus

Feral goats that inhabit the Valley of the Rocks at Lynton
This weekend was spent looking forward to Carolyn's birthday next week with a trip up to and a night away in Lynton in North Devon.



The north of the county is quite different to the south with a hilly countryside bordering the uplands of Exmoor and a rugged coastline of steep cliffs looking out towards the coast of South Wales across the Bristol Channel.

On arriving at out hotel we dropped off our luggage and headed off to the famous "Valley of the Rocks" a valley that runs parallel to the coast with an assortment of Devonian rock formations that tower over the valley and sea and is populated by wild goats that must be some of the surest footed creatures you are ever to see, if the animal in the picture above is to go by. That rock he is perched on must be a hundred plus feet from a sheer drop into the Bristol Channel.

https://en.wikipedia.org/wiki/Valley_of_the_Rocks
http://www.lyntonandlynmouth.org.uk/attractions/item/53-blank-valley-of-rocks-1

God's own country looking at its best
We put in a good four mile walk, up hill and down dale inhaling plenty of sea air and delighting in the glorious views of this beautiful part of the county. Needless to say we had developed a great appetite when we got back to the hotel and were really looking forward to dinner.

Just taking a breather as I contemplate the very steep climb on the route back to the hotel

The next morning following the traditional full English breakfast we walked down the cliff path into the twin village of Lynton, namely Lynmouth which lies at the mouth and confluence of the east and west channels of the River Lyn with a gorge 700 feet below Lynton and connected with a cliff railway that is powered by gravity and water-tanks.

This beautiful Devon seaside village was devastated in 1952 by flood waters from the uplands of Exmoor following nine inches of rain falling in 24 hours; that flooded down the valley on the 15th and 16th of August carrying boulders and debris that destroyed about sixty buildings and killed over thirty people.

Following this disaster the mouth of the river was widened and deepened with the high wall seen in the picture below designed to protect the village from future down-pours.

The river valley was looking particularly stunning with the trees in their autumnal hues.


http://www.visitlyntonandlynmouth.com

After mid-morning tea and teacakes we were off into the Exmoor National Park with a trip back to the troubled times of the Monmouth Rebellion of 1685 and the fictional story created around it by Richard Doddridge Blackmoor, and his story of Lorna Doone.

Doone Valley looking at Devon from the Somerset side of the valley
Carolyn and I first visited the little hamlet of Oare and its famous church before we got married and it was fun retracing our steps.

The novel is centred around the area of the East Lyn Valley on Exmoor and specifically around Badgworthy Water, Malmsmead and Blackmoor weaves his plot with the historical facts and characters that featured during the tumultuous time of the Duke of Monmomouth's invasion and his defeat at the Battle of Sedgemoor.

I covered the battle and the events around it in my post from December 2014
http://jjwargames.blogspot.co.uk/2014/12/a-day-out-in-sunny-somerset-battle-of.html

Carolyn stands in for Lorna Doone outside the 900 year old Oare Church, where Lorna was shot marrying John Ridd
This area marks the county border between Devon and Somerset and I seem to remember a scene from the BBC TV version of the story back in the eighties of the two county militias being sent to deal with the Doone gang once and for all and ending up shooting at each others force as they met in a fog that is so characteristic of the weather on Exmoor.

The heights of Exmoor seen from the front of Oare Church
Given that the area and the places that are mentioned in the book are real I suppose some people can be forgiven for not knowing that the characters are fictitious. Next they will be suggesting that Sherlock Holmes didn't live at Baker Street!

Plaque in the church honouring the famous author

Looking towards the alter where John Ridd married Lorna Doone

The window through which Carver Doone shot Lorna


Badgworthy Water, Malmsmead

Even the local pub was getting in on the theme
https://en.wikipedia.org/wiki/Lorna_Doone

After our journey to Doone Valley we were off across Exmoor to discover some real historic sights that take the visitor much further back into British history.

The use of clapper bridges are common in Devon with several examples to be seen on Dartmoor, but here on Exmoor the Tarr Steps are something really special being the longest bridge of its type in the country with seventeen spans that cross the River Barle a tributary of my home river the Exe .

This stone bridge is thought to date to 1000 BC but no one really knows. Those stone slabs can weigh up to two tons each which it pretty impressive for a piece of ancient architecture.


Needless to say I wanted some decent pictures to have a go at modelling a bridge like this to go with the Roman collection.



After all this touring and sight seeing it was time to pop to the nearby pub for refreshments and I happened to spot that we weren't the only ones enjoying the local cuisine.


Well waste not want not as the saying goes and the Chaffinches and Great Tits were taking full advantage of the leftovers.


https://en.wikipedia.org/wiki/Tarr_Steps
http://www.exmoor-nationalpark.gov.uk/__data/assets/pdf_file/0005/116096/tarr-steps-from-dulverton.pdf
http://www.exmoor-nationalpark.gov.uk/enjoying/tarr-steps

With the clocks rolled back to "Scottish Time" the afternoon was turning 'dimpsey', as we call it in these parts and it was time to head home, but not before checking out our final sight on Exmoor, namely "Caratacus' Stone" a scheduled monument since 1925.

This rather unprepossessing monument lies just off the main road after leaving the Tarr Steps and is thought to date back to the 6th century and is inscribed with a Latin script 'CARATICI NEPUS'
or the grandson of Caratacus; possibly a reference to the King Caratacus who resisted the Romans between 43 and 51 AD.

The Latin script is just visible with the 'C' at top

https://en.wikipedia.org/wiki/Caratacus_Stone
https://www.exmoorher.co.uk/hbsmr-web/record.aspx?UID=MSO8534

A very enjoyable weekend exploring the local area and a nice way to celebrate a birthday.

Next up - back to the painting and those Dark Age figures promised and the Pavia Dragoons

Saturday, 22 October 2016

Over the Hills - Napoleonic Rules Play-test


Friday night after a busy week at work and another busy one to follow next week, with the weekend to look forward to; so how better to spend the evening than with Tom, Will and Steve M play-testing the latest set of Napoleonic rules to hit the streets.

I first mentioned getting a copy of these rules when I attended Colours last month and my glee at finding them waiting for me when I got back from the show.


I have been looking for a set of Napoleonic rules that would allow me to use my collection of figures with my friends who prefer a dice based set of rules to mine, Tom and Will's preference "Carnage & Glory II" on the computer.

The best aspect of C&G is the ability to have the effects of fatigue gradually erode the fighting capability of your army without having any annoying paperwork or mental strain at all. Thus commanders are able to just concentrate on managing the battle they are aiming to fight with the computer doing all the donkey work - love it.

So if I were going to spend time doing some of that donkey work to have the pleasure of rolling dice then I wanted a set of rules that could capture that fatigue aspect of G&G as closely as possible.

View from the British lines in last night's play-test of Over the Hills
So you can imagine how my curiosity was peaked when I read the first reviews and discussions about this new set of rules from Adrian McWalter and Quinton Dalton and published by Caliver Books. The aspect that captured my attention was the games and units featured looked similar to mine, with individual, battalions, regiments and batteries represented on the table. However the hook for me was the mention of fatigue scores and fatigue hits to determine wear and tear on armies and units.

The Contents pages made finding relevant sections through our game pretty straight forward
So I splashed out on the shiny new hard back rule book copiously accompanied with full colour diagrams and lovely artwork from Bob Marrion and got busy understanding how these rules worked and the design concepts that lay behind them.

Caliver Books - Over the Hills

Last night was our first go with the rules to see how they play and to give you my first impressions.

So to test out the rules I put together a classic little ridge-line scenario on the Talavera table with a British brigade of three line battalions supported by a battery of 6lbr foot guns and a light cavalry brigade of British and a Portuguese light dragoons.

Across the valley eager to push the British "Rostbeefs" off their pinnacle was a French infantry brigade of six battalions of line infantry, supported by a battery of 8lbr foot guns and a light cavalry brigade of two regiments of chasseurs a cheval.

Each force was commanded by a divisional general.

We decided to play the game very much as we would a C&G scenario and then be able to compare and contrast how the rules model the game we would have expected to play.

Fatigue Hit mini dice start to appear as the first shots are exchanged
So lets first consider the basic principles of the rules
The rules are written principally with 28mm scale figures in mind but with simple adaptions advised for the smaller scale gamer, namely to use centimeters or, as we chose, to halve the distances which are in inches. I immediately produced my own quick reference sheet with those changes and have a mind to move to paces so I can use my C&G range sticks in future.

The turn has a clear sequence of play with a simple die roll off at the start to decide which player starts with the initiative, with the higher roller deciding to either move first as Player A or second as Player B. Thus the player with the initiative (Player A) moves first but the defender (Player B) shoots first. The defending player then moves and then the player with the initiative shoots last. Thus the decision to close with the bayonet takes preparation as the defender shoots first and British infantry have a better potential than most at causing damaging hits on the way in.

Troop types are what you would expect, infantry, cavalry and artillery, categorised according to their training and experience as Guard, Line, Light and Skirmishers and are also classed on their 'elan' or willingness to fight and take casualties characterised in a numerical rating known as their Fatigue Score.

A typical line battalion of infantry 600 men strong (six bases) would rate a Fatigue Score (FS) of 7. This number can be adjusted up or down according to various factors at the start and during the game. Thus for example an over-strength battalion would increase the FS by one for every 100 men over 600 or vice versa for understrength units.

During the game the FS is adjusted by circumstances and damage collectively known as Fatigue Hits (FH) so crossing a small stream in our game caused units a one FH that reduced the units starting FS. Likewise hits from shooting similarly reduces unit FS ratings.

The importance of the FS rating is that this is the base number plus or minus situational factors that the player rolls against with a D10 when firing or rallying needing to score equal to or below to get a positive result.

Hits (FH) reduce the FS thus producing the fatigue effects of wear and tear throughout the game and they can be rallied off as commanders attempt to keep their units in the fight, however the total number of FH accrued throughout the game by a given side is compared against the total value of the Fatigue Score for a given force. When more than half that total has been reached the force is considered shattered despite the condition of its units at that time and either loses the battle or, if part of a larger force, becomes under compulsory withdrawal.

Example, a brigade of three battalions at FS 7 has a brigade FS value of 21 points thus when the total number of FH accrued throughout the game reaches 11 points the brigade is shattered and under withdrawal orders - simple.

The typical historical stuff that fills modern rule sets today. Good background for the new student to the period
The command structure is what you would expect, with commanders in our game having a command radius of six, twelve and twenty four inches as brigade, divisional or army CO's respectively and these could easily be adjusted to reflect superior commanders. Commanders and units need to be in range of their superior to be under command with units out of command unable to move in that phase of play.

In addition commanders have a Control Factor (CF) number of between 1 and 5 indicating the number of units that a CO can influence at any given time such as during the rally phase, thus limiting what they can do at any time. The CF is also used to rally off FH on a unit, allowing the commander to allocate a number of D10 to the unit to roll to rally off the fatigue.

Finally, commanders can also have an Inspiration Factor ranging from -1 to +2 which can be added to a unit's FS rating during a rally test either having a positive or negative effect depending how inspirational or not they are.

Tom pushes the French cavalry forward as the infantry close in on the British ridge
All infantry have a skirmish class of A (highest) to D (lowest) and reflected in our game with the number of skirmish bases out front of the unit with equal quality cancelling each other out but with superiority adding to the units firing effect against a poorer defender.

This is the basic game system for skirmishing, which was the least satisfying aspect for me and I would incorporate the advanced rule suggestions by looking to put my skirmish elements into combined light battalions and allow them to skirmish for their respective brigades which I think better models how these units actually fought.

I have to say that I found the rules well written easily understood with the minimum of words used to set out each rule in an easy to follow order that mirrored the phases of play 
Movement is broken down into segments of, for our game, three inches (infantry - foot artillery) or six inches (cavalry - horse artillery) based on the formation the unit is in including any deductions for formation changes, producing the number of move segments a unit can use in that turn.

Thus an infantry battalion in line can potentially move two segments forward or six inches but with the last segment of move putting a fatigue hit on the battalion. Conversely it could move just one segment of three inches without fatigue, or move one segment and change formation to attack column.

Infantry in assault column have three segments of movement with the third segment incurring a fatigue hit.

The stream provided us an opportunity to inflict fatigue on movement and consider the difficulties of rallying it off whilst under fire. Off course having French infantry in assault column helps!
When it comes to shooting, fire effect is calculated by using the FS of the unit at the time of firing with addition or deduction of a list of modifiers again using a single D10 to determine success or failure with a lower score on the dice causing more fatigue hits to the target, usually to a maximum of three hits.

The FS can be further modified by the number of stands able to have line of sight to the target and thus able to fire and is calculated on 25 per cent increments of the FS.

Close combat is similarly calculated with the additional effects of what the target unit of an enemy move to contact chooses to do in response. The combats are resolved over a maximum of three rounds until one or both parties retreat or one side is broken.

The British under pressure with their cavalry brigade shattered and their line unhinged whilst facing off French columns to their front. Steve's die rolling didn't help.

So on to our game and first impressions.

For our little play-test Tom and Will took the larger force the French and were offered the initiative by Steve who took command of the British.

I should say the players were encouraged to throw caution to the wind and put the units into the fray so we could assess how the rules would model given situations rather than play this as a typical scenario; although a loose objective was for the British to repulse French attempts to gain the summit of the British ridge position.

Good use of pictures throughout the rules helped illustrate the various formations the armies can use
So based on my preamble we can forgive Steve for putting one of his infantry battalions forward on the front slope with his guns to test the effects of French artillery playing on his line whist his guns played on the French columns.

In addition both sides were quite aggressive bringing forward their light cavalry and getting into combat within a couple of moves.

We soon had fatigue hits caused across the opposing lines and general officers using their dice to get rid of them plus the odd unit halting for a phase and using their own Officers and NCO's to rally off the fatigue as an alternative.

The book is full of easy to follow diagrams and tables with explanatory text to accompany. I have read poorly laid out rules and these are not in that category.
It is hard to say definitively how successful or unsuccessful the respective sides were in our game as Tom and Will were rolling spectacular dice all evening and poor old Steve was just having one of those nights.

In one fire-fight with a British infantry battalion only needing to avoid rolling 0 on a D10 to inflict casualties on two French columns closing to combat, I don't need to tell you what Steve decided to roll.

We decided to play the Divisional and Brigade fatigue rules to determine game result and Steve threw in the towel with is cavalry brigade shattered and his division within two FH of losing and the French on a cushion of seven FH at the same stage.

Several pages at the back provide the unit stats for the nations of the period which seem to me to pretty well cover just about any period or force most people would want to do.
Our first impression is that these are a well crafted set of Napoleonic rules that really model well the fatigue of battle in a seamless easy way that doesn't involve copious book keeping. We recorded FH by simply placing micro die behind the respective units. In addition the accumulating FH effects on the army and its component parts really add to the game and in a large battle really encourage the smart commander to hang on to that battle changing reserve formation, fatigue free, ready to finish off the worn out enemy force hanging on to the ropes.

In addition all the aspects a Napoleonic gamer would look for are built into these rules. These are not a Black Powder fits all sizes rule set and really strive to capture the feel of the defined period of the Revolutionary/Napoleonic era with a basic game set of rules and plenty of add-ons in the advanced rule section.

The aspects alongside the fatigue that really ticked the box for me was the play sequence that kept both sides in the action of the game throughout. This is not your typical IGOUGO rule set and would, I think, be great in a large scale game in keeping all the players involved throughout.

The fact that combat, shooting and rallying are resolved with the use of a single D10 is also very appealing. I get that some of us like the old Gilder style games of picking up handfuls of D6 and scrutinising the roll result for fives and sixes but that is all very time consuming in the big Napoleonic game and this single die mechanic is very useful. I also like D10 as I find percentages of chance effects really easy to work with in my minds eye and very simple to adapt according to my taste.

Our battle test reaches its climax with British morale teetering on the brink
The rule book currently comes with suggested unit statistics for the War of 1812 and the following;
Austria Hungary, Baden, Bavaria, Berg, Confederation of the Rhine, Brunswick, Denmark & Norway, France, Great Britain, Hanover, Hesse-Darmstadt, Italy, Nassau, Ottomans, Portugal, Prussia, Russia, Saxony, Spain, Sweden, Warsaw, Westphalia and Wurttemburg.

There is also talk of scenario books to follow with more specific force and unit stats. Personally I am happy to produce my own as these rules make such design very straight forward. We were playing with "vanilla" French and British forces last night, but were soon discussing enhancements to reflect different troop types.

My re-write of the Quick Reference Sheet with half distances
for 15/18mm and the addition of the terrain effects table - see the link
below if you want a PDF copy.

Over the Hills Quick Reference Sheet 15/18mm

As you might have guessed, I really like these rules based on the first game and I know there is more to them than we found last night. I always judge a good sign is when play flows along easily and players start to become unconsciously competent with only the occasional glance at the quick reference sheet.

Steve M is off to get a copy from Caliver Books and I am thinking of some games to take to club in the near future.

Don't get me wrong, Tom Will and myself are confirmed C&G players and for granularity and meatiness in a Napoleonic battle they are our rules of choice, but we would be thinking of this set if the computer broke down.

Definitely worth checking out.

Lots more stuff to come with some Dark Ages eye candy from Steve M Studios and some Spanish Dragoons ready for Talavera.