Showing posts with label Foundry Franco-Prussians. Show all posts
Showing posts with label Foundry Franco-Prussians. Show all posts

Thursday, 23 October 2014

Franco-Prussian War Report - Black Powder Rules

Advancing Prussian march columns stride forth

After a couple of months of playing X-wing as our monthly game, it was time to get the lead back onto the table again.  This time it was to be 'Black Powder' rules and the Franco-Prussian War.

I chose to play this period again for several reasons. Not least that the uniforms are simply wonderful.  A joy to see and to paint...and not as much lace work generally as Napoleonics!  A recent purchase of another Chassepot Rifle also inspired me.

I had started a big re-basing project following an experimental game of Black Powder played last year.  This started me on the switch from 'They Died for Glory' to Black Powder for Franco-Prussian.  That game showed a lot of potential and I decided upon re-basing - not least so that my march columns didn't have to be 5 figures wide for the Prussian's.  As I successfully completed the Prussians, however, as so often happens another period of history caught my attention and from May 2013 my Frenchmen bivouacked beneath some bubblewrap sheeting awaiting their turn at being re-based.

The prospect of another game lead to me spending an intensive 2 weeks which nearly completed the re-basing. So nearly... but not quite!  You will notice that my French infantry have no vegetation at all on their bases. This laborious process will have to wait.  

In addition I took the opportunity to increase the sizes of my French units.  I dislike 12-figure battalions.  It just looks too small.  So a small increase to 16-figures will improve the appearance for me whilst still maintaining the Prussians at 24 figs - proportionally larger battalions as they should be.  I say this also as I have to paint these extra Frenchmen.  The gaps have been left on the bases for them though!



The Game

Scenario

The French Army is withdrawing towards Metz.  The Prussians are trying to keep in contact with the French rearguard, however, contact has again been lost.

To delay the Prussians further a French rearguard has been left to delay them.  The Prussians need to locate the rearguard and throw them back so they can resume their advance and catch the main body of the withdrawing French.

Prussian Brief

Your Uhlans have lost contact with the French rearguard.  You must make haste and continue the advance with your division. You suspect that you will encounter the French on the high ground over looking your current position. Once found you must attack. No further time must be wasted.  The summer foliage is high and static units will be hidden by the lush summer hedgerows and cornfields. French static units will remain hidden until they decide to move.  The French can deploy hidden units 2 feet onto the board from their table edge (marked on their map) other units can appear anywhere within 1 foot of their board edge.

French Brief

Your division has been ordered to hold back the Prussian advance guard and if possible destroy them! Your brigades have been ordered to lay low. The men are not to wander about or use fires to cook with. The Prussian scouts have not been seen for some time - maybe they have gone back to Berlin? If they haven't then they must be made to wish that they had done so.  Take care to plot your hidden units well on the map!

I took command of the French and Ian took command of the Prussians.

Game Turn 1

The Prussians were clearly in a hurry as the Prussian Infantry rapidly came on in march column on the North of the table and the Bavarians doing the same at the Southern end.  Due to the movement advantages of being in march column this nearly brought the Bavarians up to my first hidden unit - chasseur infantry deployed at the edge of a wood. The chassepot fire rips into the Bavarian column causing 2 stamina point loss out of 3 and disorder.

The first deadly ripple of Chassepot fire scythes the Bavarians down

Game Turn 2

A more general advance occurs. The Prussians move up supporting columns on both ends of the board and bring on a cavalry brigade in the centre.  Lots of movement - I start to wonder if we will get past turn 4!

French fire in response shakes a Prussian hussar regiment and destroys 1st Battalion of Infantry Regt 35.

 The French rapidly stand to and put fire down on the advancing units

 Prussian Infantry Regiment 35 emerge in march column into the face of accurate rifle and artillery fire

The centre of the board holds the likelihood of a cavalry engagement

Game Turn 3

At the North end of the board a rifle duel occurs as the Bavarians and other supporting battalions form line and take on the Chasseur infantry in the woods.  The Krupp guns, however, are stuck behind the infantry lines and are unable to participate.

The only French movement is an advance of the cavalry brigade to face their opposite cavalry foes.

 An overview from the North end looking south 

The Turcos show themselves from hiding, as the cavalry face each other

Game Turn 4

Most units remain stationery and engage in the firefights.  One French battalion moves to support the Chasseur battalion who are holding firm against a Prussian/Bavarian brigade.  Their accurate rifle fire disorders any attempts to receive orders and the Prussians and Bavarians are pinned horribly in the open.

Worn down and pinned the Bavarians become shaken

Game Turn 5

The Infantry remain static on both sides as rifle fire rips across the board.  Most Prussian infantry dare not move or cannot due to the disorder markers rapidly appearing each turn.  The Prussian cavalry charges to be countercharged by the French cavalry. The Brigades clash and the weaker Prussian force recoils back.

Then the French cavalry charges but this time they are defeated and are forced back

Charge!!!!!!!!!

Game Turn 6

The cavalry action concludes as the Prussian Kurrassiers break the Chasseurs d'Afrique.  The French cavalry brigade is now broken and collectively retire off the board.

Things look bad for the French until they put more rifle fire down.  Chassepots shake the 3/35 Infantry Regiment and then break the glorious Kurrassiers.

Enfilade fire!
Game Turn 7

The Prussian cavalry brigade breaks and retires.  The French Infantry on the Northern flank having successfully advance forward in the preceding turn now open a deadly enfilade fire with a whole battalion and a mitrailleuse on to the weakened Bavarians, who rapidly break.

The Prussian's concede the game.

Conclusion

This was an interesting game which I would like to replay, perhaps as a solo game or taking the part of the Prussians.  I'm not sure whether this was one of those really rare wargaming occasions where nearly everything went right for me or whether a combination of the scenario rules and rules themselves made this too difficult for the Prussians.

I thought it was realistic in that when the Prussians came on unsupported, they were severely punished by accurate rifle fire.  One of the key historical Prussian Centre's of Gravity just did not come into play.  The Krupp guns got fouled up in their deployment and were ineffective and underused.  The traditional duel between Krupp and Chassepot just didn't happen, leaving the field to be swept by French rifle fire.

For the Prussian player the effect of this firepower was quite frustrating as units became disordered and refused orders.  The opposite effect for the French player was that my tactics were working!  It is arguable that this was indeed very realistic - especially as the Prussians did not scout using cavalry or skirmishers to find the hidden units or attempt to cover attack columns. Having said that the main purpose of a wargame is that both players enjoy it - so I wonder whether I need to make some more tweaks, either to the rules or scenario.  I shall give this further thought.

What is certainly true is that as I have at last got a decent sized collection of Franco-Prussian War figures, it means that there are less open spaces on my 8 x 4 feet table.  There is no possibility of using pinning attacks in the centre and launching wide flanking attacks to roll up lines.  There just isn't the space or the depth to do clever manoeuvres.  One skirmish battalion can cover much of the board in physical occupation and firepower.  So it looks like a bigger board (and thus a move to the living room!) is needed.

The game has given me sufficient impetus to paint more units and get back into the period again, so this makes it worthwhile in itself,  I just need to satisfy myself that the modified rules work and give more consideration to taking over the living room with my hobby!

Saturday, 22 June 2013

Franco-Prussian War - Black Powder Rules

Following the Franco-Prussian game using 'They Died For Glory' rules, I decided to play another battle but this time using 'Black Powder'.  My board is only 8 feet x 4 feet so some rule amendments were used.  The rules were re-scaled to 50 Percent of the Black Powder distances for all movement and firing.

French Artillery giving the distant Prussian Column a taste of it

Creating roster sheet stats for the Franco-Prussian War units was quite an enjoyable task. Given what is known about the differences in range between the Chassepot vs Dreyse rifles and also the superiority of the Krupps breech-loading artillery vs the French muzzle-loading guns and their restrictive shell fuse settings.  This was really interesting and involved a good deal of research and plain old 'what felt right' gut feelings.

It's the differences built into the stats which help to make Black Powder sets such a great system.  The way that some units can be elite, sharpshooter, reliable, steady etc etc to show their strengths.  Equally the little adjustments in morale or stamina ratings can demonstrate the hard-as-nails Turcos strengths in hand combat vs Prussian Infantry.  This was actually the first game of Black Powder I had played.  I took the unusual route of learning on 'Hail Caeser' first, then 'Pike and Shotte' before finally getting round to Black Powder.  My apprenticeships with the other rules really helped in making playing Black Powder very easy.

I have a confession here...when Black Powder came out I was really wasn't in favour of using it.  I thought that a rule system which covered such a wide area of history was ridiculous as a concept and couldn't possibly give a game that felt accurate in any period, being so general.   On my first reading of the rules I realised that I was wrong.  My regular opponent Ian lent me his copy to gen up before future prospective games and it was a while before I was motivated enough to properly read them.  I understood then about the concept of it being a tool-kit and that it's the little tweaks made to the rules to make them suit the period that make the difference.  I can now understand why those who play the rules rate them so highly.

A view from behind the French lines

Anyway, the game itself was between 4 brigades for each side. One of cavalry and three of Infantry each.  The Prussians were to have their final brigade to arrive on an escalating chance on a D6 each game turn.  All Prussian units were to start off board to cause the French Commander (Ian) the same disadvantages as the French frequently had due to poor cavalry scouting.  The Prussians could therefore pile in where they saw fit.

The French command rating was 7 instead of the usual average of 8.  This would make order giving so more difficult.  Command effectiveness was realistically curbed by using such a simple rule.The Chassepot range was made 20" and the Dreyse 15".  Not such a big difference as may be expected.  Historically French fire discipline was noted as poor and Prussian marksmanship was quite good.  Target shooters have noted that the Dreyse is comparable in accuracy to the Chassepot at it's effective ranges.  I gave the French more reach to reflect the greater range but if the Prussians could get close enough then things would even out.

French right wing deployment. Turcos escape the Krupps fire by remaining behind the hill

The game itself used my Foundry collection.  Please excuse the plain bits of MDF that you see.  These are the brigade commander representations.  Foundry did a great range of FPW figures, but they stopped short at making more than one mounted officer (now discontinued from the range!).  There is a command pack which I am going to have to purchase and then do various mix and matches/conversions etc.  I can see the Perry's ACW cavalry being chopped up and 'Green Stuff'd' to make more commanders.  The Prussian Army is also lacking a decent commander range.  It would be great if Foundry were to fill in the gaps in what is a superb range.

We used the changed play sequence favoured by Angus Konstam and available on his website http://www.edinburghwargames.com/  The new sequence is, initiative moves, shooting, movement, melee.  This overcomes the biggest flaw in BP rules which was to allow the possibility of a unit to rush 3 moves and then fire into the faces at point blank of it's waiting foe.  This change means that troops can also now fire a darned good volley and bayonet charge out of the smoke in the way favoured by a certain British Duke!

A two unit brigade of Prussian Cavalry galloping forth!

The French threw and moved first.  Ian moved some units forward on his right flank and awaited developments to see where the weight of the Prussians deployed. Orders to the French infantry failed to be communicated due to the difficult command rating.  I made a two pronged attack, Prussian cavalry advanced in the centre, with an infantry brigade behind and also a Bavarian led Brigade advancing on my extreme left towards the French on the lower hill.


Prussians and Bavarians prepare to assault the low hill. The Turcos come forward to meet them and the Mitralleuse begins it's deadly music....until it jams!

The second game turn saw my Bavarians and Prussians start to threaten the French on the hill. My cavalry moved into a charging position in the centre.  Ian responds with fire.

Game turn three saw the  French put more fire down on my Prussians.  My attack on the left gets quite a chewing from the Mitralleuse until it jams.  The Prussian cavalry charge and are counter-charged in turn by the French. A good cavalry scrap results.  I order my central infantry to move forward with all haste, now that the French cavalry are distracted they can advance quickly in columns and close....alas! A double-six on the order dice...an orders blunder!  I can only hope that I get something harmless...again I throw the worst possible and the result is a retreat!  Unfortunately this takes the entire brigade off the table and so things are suddenly looking bad for the Prussians!

The French Cavalry,with flanking fire support, await the Prussian Cavalry

The cavalry battle also goes against the Prussians. I took fire as the cavalry charged and the bigger French brigade defeats my own own.  This turn has gone badly.  Luckily my cavalry remain in the melee but my Kurrassiers are shaken.

Game turn 4 sees my reinforcing brigade arrive...hurrah! But....my cavalry break and flee!  It's all over, two brigades out of 4 being broken means my army is broken.  Von Moltke and Von Bismarck will not be handing out tea and medals.

 The French cavalry follow up on their defeat of their Prussian enemy

In conclusion, how did it go?  Well, as commander of the Prussian army, the result was not a success. The game however was fun and gave a good feel and it was only bad luck and really crap (I mean really really crap) dice throwing that let things down badly for me.  Ian felt it went well and that the rules gave a more enjoyable game for the French.  His orders to his troops were harder to get them to respond to, but Black Powder did allow some freedom for them to move.  

From an army creation/stats designing point of view the rules were terrific with most of the tweaks appearing to be in the right direction. The rifle distances seemed to play well and the strengths and weaknesses of units and commanders seemed just right. The Prussian artillery advantage never really made its case....an obvious reason being that I had at that time only one Krupp gun!  So the French never really suffered in a realistic way. (I now have another Krupp gun ready to deploy!).  The biggest change of all to the rules will be on units leaving the board due to blunders.  With a 4 foot wide board this essentially ends the game if a blunder is rolled.  The change to the rules is now that the unit is off-board for D6 turns and not permanently.  If a 5 or 6 is thrown then it could still be a game changer of course - a lot seems to happen in few turns in Black Powder, but it's no longer guaranteed fatal.

I think Black Powder is going to be the rule set of choice for my Franco-Prussian games from now on.  I was so inspired that I have started a big re-vamp of my armies.  Re-basing on MDF instead of bendy thin plasticard and card.

The mountain old bases shows serious re-basing is in progress!

Re-painting is underway, replacing the yellowing old enamel paint with fresher acrylic colours too.  I have also changed the scale from 1:50 to 1:40.  This means my French units instead of being 12 men strong will be 16. A small difference but it looks so much better on the table.  GMB are also doing Franco-Prussian flags now and the ones I received in the post today are fabulous. 

My board doubles as an 8 foot long painting area!


Work in Progress!

 Inspiration has struck again and another massive re-vamp begins.  


Friday, 31 May 2013

Franco-Prussian War - TDFG Rules

Please excuse the long absence. Much has gone on of late and a new weekend job has bitten into my blogging time somewhat.  The upside of this is that I will have more pennies to spend on metal shiny bits so it's not all bad!

I have managed to get a game in...well actually two. Both Franco-Prussian War.  The first game was with an old favourite set 'They Died for Glory or 'TDFG'.  I loved this set from when they first game out.  A period specific set which played very easily and always gave a quick game.  These were a breath of fresh air in the early 90's and were another example of beautiful glossy well illustrated American rules which looked fun and interesting (like 'Fire and Fury')...as opposed to UK produced rules which were often poorly printed from someone's typewritten sheets (or so they appeared!)  with few illustrations.

Gorgeous Foundry Prussian Hussar Models (enjoyable to paint too!)

I had only played these rules about once in the last 10 years though, and that was with a novice and therefore  gave a cautious but fun game, easy from my point of view because of the simple game mechanics.  I arranged a wargames evening with my regular opponent Ian recently and I decided it would be fun to get the old favourite 'TDFG' rules out again.

The rules 'TDFG' (less of a mouthful!)

Ian played Prussian and went straight onto the attack against my 'position magnifique'.  It was great to see the figures bounding into action. Assault columns charging headlong as they so frequently did in those summer days of 1870.  For anyone not familiar with TDFG, a unit can do two actions, move twice, shoot twice, move and shoot (or shoot and move in French case). Hence in the pics you will see my custom made '1' and '2' markers to show which units are at what stage.  There is a set sequence of 17 stages per turn for both sides to go through for the turn to be complete.  


The Prussians on the attack

Firing is resolved by throwing 1 x D6 per 3 figures.  Should French infantry shoot at 0 -12" (or 0 -24" if playing double distances in 28mm) at a cavalry column then anything from a 1 -6 is a kill.....yes that's right...no dice needed!  Shooting at a cavalry line or Infantry Column at 0 -24" requires 2 - 6 (so anything but a 1).  As you can tell...things are going to get messy very quickly.  

Melee between opposing heavy cavalry means throwing 1 x d6 per figure in the combat. 4 - 6 on a d6 is required for a kill.  +1 of they charged in.  This means that it is likely that if you have win a heavy cavalry combat you will be lucky to come away with many men left.

Morale is a simple case of falling back on 50 per cent casualties.


Infantry Columns closing in fast

If you play the basic rules then no orders are required to make any moves, you can just do whatever you wish and your troops will obey.  There is a written order option for in the optional rule section which until this game I never even thought of it being necessary.


Hussars charging into a wild attack

So we have established that movement is easy to do, firing is deadly, melee is deadly..artillery is....really deadly...long ago I removed the shell option and kept the shot only as that was sufficiently nuclear tipped!


 French Infantry about to wipe something out with one volley

Glorious French Cuirassiers about to charge home and lose most of their men

Ian charged in a very General Steinmetz manner - straight in hard, using the Prussian aggressive tactics of the time.  The rules really make the French act on the defensive all the time.  Why move when you can shoot twice?  Also the rules make the French shoot first then move.  If they close enough to shoot then there is little point moving. Might as well stick another volley down and remove the threat. If the French dare move they are going to get charged or shot down.

More detail of the Prussian Hussars 

The French lost a gun to Krupp fire. With Quick moving Prussian Hussars coming from the rear, I merely about turned a battalion swung it like a hinge and in the next turn gave a lethal double volley. Not a morale check in sight, just a care-free gallic shrug and opened fire.

Prussian Grenadiers having cleared a hill

The game was effectively over in the first turn in blaze of Chassepot fire cutting down Prussians by the score.  The second turn was mopping up the remaining Prussians.

So why was this game so different to the many I played before?  It wasn't unrealistic..for sure the shell firing guns were deadly and the aggressive Prussian columns were shot down in minutes when they assaulted strong French positions. This is historical fact and the rules worked in this respect.  Ian reminded me that the rules were designed for 15mm figures and therefore you could get several divisions playing on each side rather than the three brigades each which I had.  This would absorb losses more easily.  You just need to keep more battalions behind the first, as brigade morale is not affected by unit losses.  Cavalry are one-shot weapons in these rules. You unleash them and then they are gone.  Again quite realistic when charging against breechloading rifle armed infantry.

I have always really liked the rules but some things just jarred a bit this time. I think the experience I have gained in the last 10 years of using different rules (since playing an experienced opponent with TDFG), has given me more of an insight into what works for me.  In some ways a game playing exactly how it might in history might not be as satisfactory as one hopes.  The rules did punish aggressive charges after all, so TDFG does give many realistic outcomes.  I agree that with lots of 15mm figures and reduced ranges a better game would result.  

I also think I like rules to have an aspect of orders and failures in those orders being always possible (this would reflect the French Command in the Franco Prussian War quite nicely) and prevent units doing what you want them to do all the time (sometimes the opposite!).  I would also like the French to display some initiative and make some local counter-attacks - as they were capable of doing without it being a certainty that they are going to get wiped out everytime for entering melee with Prussians.  If a certain initiative throw could be made then shouts of 'En Avant!' could ring out and Turcos could give the Prussians a hard time. The fire doesn't have to be quite so deadly, as I would like a game to go a few turns at least (but not several days!).

So in a nutshell, can command and control be incorporated better? Can an army be encouraged to maintain Brigade cohesion rather than allow units to move in a firework display pattern if they so wish? Can initiative be used by a defender? Can firing and melee be tweaked to make it more fun and not quite so devastating?  Can morale rules be a little more sophisticated by having scales of failed tests?). It looked like a major re-write to me.  The decision was made to use a different set of rules for the next game.....hopefully you won't have to wait a month for me to write this battle up!