Taxes are done, and the battle has begun in earnest.
.......to be continued
As the armies deploy, and the Commanders begin to form a plan, the morning quiet has shattered by musket fire.
The game will resume in a day or two, when our annual tax forms have been submitted.
The men were gone, summoned to do their duty to God and the King in the militia, but the women and the older boys did the men's work on the farm or there would be famine come next winter. But, it was Sunday. Mass had been held by the priest, and now the women visited with their neighbours before resuming chores when suddenly the bells rang out again and the priest appeared, looking hurried and calling out to them!
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"Les anglais arrive!! Dépêcher vous au forêt et vite!!" |
to be continued....
Alright! The French and their allies now have enough troops ready to march to war again.
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(More than this and even more getting ready to mount the new bases.) |
Somehow, I doubt that I'll be able to restrain the two lots from getting into a scuffle this weekend......
Yup.
These veterans have been on various bases from individual washers to various multi-figure bases, often more than once. Having shaken the 60mm wide base habit, this arrangement of four 40mm infantry on a 2" sq. base worked well in the last game, gives a better impression of a long thin line, and lets me deploy 1/2 of a battalion or even a single stand.
Its going to be a busy weekend,
My 1793/94 Flanders campaign armies having spent most of the last 3 years in Brittany, the West Indies and Egypt, I thought they might want to head back to their original fields to have another go at a quick & easy, generic, set of Horse & Musket rules. (More on these rules later, but this 1st game finally gave me what I've wanted but its only 1 game......)
The scenario was Scenario 13 from C.S. Grant and S. Asquith's Scenarios For All Ages. The opposing armies march on with orders to find and seize a ford over the river. Six markers were placed on the board, one marked as the ford. When a unit reached a marker, they could peek at it. If there were 2 players, they'd have had to guess what the other player found out when they reached the marker.
Playing solo, I didn't bother trying to fool myself but as it happened that 5 of the 6 markers had been checked and none of them were the ford. Both sides realized that the marker at the extreme end of the table had to be the ford and the race was on!
The Highlanders got there first on a turn where the British got the initiative, but they didn't quite have enough movement to cross over and deploy into line but the French were close on the other side. They deployed and poured a heavy fire into the Highlanders struggling through the water.
The sun was starting to sink towards the horizon and casualties were heavy on both sides but the British general sensed that the French were wavering and ordered the Highlanders to form column and have another go at the ford.
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HUZZAH!!! |
Both sides had taken heavy casualties but the French had taken slightly more, as well as their battery which had been shattered by the Royal Artillery. It was time to call back his men and retreat while he still had an effective rearguard.
Somewhere in the Low Countries c1793..........
A truce has been called to allow for the armies and umpire to have lunch ..............
Yes, we're back to the 1790's.
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Somewhere in the Low Countries .... |
Scenario 13 from C.S. Grant and SA Asquith's Scenarios For All Ages.
To be continued...
Well, that was worth testing but I think I've gotten into a comfy pattern and after a few turns, I decided to go back where I had been and make a few minor tweaks. That seemed to make a difference, especially on getting in a full game with a good chance of a clear victory for one side and within the sort of time I can usually muster, but not being tooo quick.
By the book, the game ended up a draw since both sides had troops on the hill, even though Blue was on the edge of breaking.
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A cavalry clash was indecisive and the sun was setting. |
After various futile efforts to make a new, successful, simple, quick play, one page, set of Horse & Musket rules, I decided to go back in time to seek inspiration.
Eventually, it was inevitable that I turned back to my first wargame book. I had purchased it with one of my first paycheques at Military College but had to wait till the end of the century to play a proper game with hordes of 40mm homecast figures. (Here's a link to one of our multi-player Charge! games, part of our 2010 play through of "Raid on St Michael". (On my rather dormant "Not Quite The Seven Years War" blog)
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Battle renewed. |
To be continued.,...
It was Saturday afternoon when the battle resumed. It didn't take long for the skirmishing to turn to massed musketry at close range.
At first the Republican army appeared like a mighty wave rolling in to smash a seawall. |
The torrent of fire from the Redcoats didn't seem to bother the Greycoats at all. |
_____________
The game went quickly, with a decisive end, one side breaking with 2 turns to go out of 15. (It was a One Hour Wargame scenario.) However, the game lasted way longer than it should have for such a simple scenario with few units and some simple rules and the rate at which stands were removed just didn't look/feel right. Having a look at what stats I could find for War of 1812 battle casualties, my rules seem to allow units to take many more casualties than is right, despite my claims that my "hits" include fatigue, fear, ammo shortages and so on.
The One Hour Wargame way is to track hits on a unit without weakening its fighting ability until it collects 15 hits and then suddenly disappears. That doesn't 'feel' right to me either so I've been pondering other options. One idea I'm thinking about is to have a higher number of hits before a stand is removed BUT force the unit to retire when it has lost 1/2 of its stands, OR maybe just take a morale test each time it loses a stand, with penalties for each stand lost.
It'll need more thought. Comments and suggestions are welcome.
There are no more reinforcements to come, and the day is half spent. The battle must be won
by those who are already engaged or not at all.
To be continued.....
At last, the armies have arrived and begun to deploy while the light troops and Dragoons have already begun to fight.
More to come.....
Several weeks had passed since the affair at the crossroads. Both armies had fallen back, reorganized, abandoned the new drill and resumed the old ways. Now both were ready to engage again.
To be continued.
Quick and easy, but engaging. That was my goal and the first test game did that. The question is, "Will it do it again?"
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The cavalry, without orders, rest their tired horses and watch the battle on the hill from afar. (How many 1's can one roll in a row?) |
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The French infantry are tired but face the allies. However, the firefight does not last long and the French are suddenly running. |
So? Conclusion?
Basically, this game met the criteria that I set out. There were the usual interruptions and splitting the game into two sessions but the game was enjoyable with engaging action and decisions to make. The setup, play to the finish and and the cleanup, added up to about 3 hours. The 4 stands of 4 infantry were definitely what I wanted and I can't exactly remember why I switched to 3 bases of 6, probably it was to get the flag in the centre and to shorten the foot print of a battalion so I could field more battalions on my 5'x5' table.
Anyway, that's just one game, and more games are needed before I reach a "final" decision. So, I'll just have to get some more games on the table!
I've wasted spent too much time trying to figure out what I really want these rules to do and what it is that I'm looking for. However, the time spent has helped.
Oddly enough ("who woulda thunk") I eventually figured out that I've basically been trying to write rules for smaller, shorter games while my subconscious still wanted the feel of games from decades passed when there would be a 6'x8' table full of 15mm figures with 4-6 (or more) players and 4 to 6 hours to play.
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Skirmishers and artillery in action as the infantry on both sides deploy. |
So, having gone back over some newer, quicker, hugely simplified rules, (One Hour Wargames for example but also some older rules, such as Charge!) I started over to simplify my rules a little so as to speed up my games, a little bit at least. After all, the ultra-simple rules I took down to my last Huzzah! convention, still led to a 4 hour game that I had to call when time ran out before there was a definite victory on either side.
The armies deploy while the skirmishers and artillery engage. |