Wargame Rules, Ratios, etc


RAISING MINIATURE ARMIES FOR THE LATE 18TH CENTURY

I am very keen to keep my wargame rules as simple as possible, yet capture the character of the 1790s. Morale dominates the games as the opposing sides are very different. Most of the French troops are 'levee' battalions, which I have chosen to base in column as their ability to change formation on a battlefield must have been limited, nor do I believe their volley fire had any great value. Of better quality, able to change formation, will be white-coated regular and blue-coated volunteer battalions, aided by a fair number of skirmishers. The British, Austrian, Dutch and German armies are often outnumbered, but they maintain the discipline and order of typical 18th century armed forces. Interestingly, French revolutionary cavalry have little in common with their later Napoleonic counterparts, the former are few in number, often poorly mounted, and no match for those in the service of the Allies. All figures are 28mm in scale, using a 1=25 ratio.

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Showing posts with label French Revolutionary Wargame. Show all posts
Showing posts with label French Revolutionary Wargame. Show all posts

Monday, 11 September 2017

A Surprise Night Attack in Flanders, 1793

With a guest staying over on Friday night, we decided it would be nice to have a small scale war-game set during the French Revolutionary Wars. The simple scenario comprised a town in Flanders held by a brigade of Republican troops. Although the garrison was of mixed quality it was well fortified in their positions. Now the Allies besieging the town outnumbered this garrison but time was against a prolonged siege and so, a brigade of elite Allied troops with several gentleman volunteers would make a surprise night attack against a key redoubt. As silence was vital to the likely success of this action it was decided that flints should be removed from all firelocks to stop misfires. It would take a full stationary move to replace these flints, but only if the enemy had become aware of this assault, and they were so ordered.

The garrison commander had wisely established several outworks where company strong units had been posted to forewarn of any likely attacks. And, every MOVE, the garrison commander would dice to see if they fired a flare (dice 5 or 6), if this occurred, any unit within 24" of the Allied column should also through a dice to see if they spot the approaching column (dice 5 or 6).

Movement by the allies would be difficult, good or bad there was to be no moonlight for this surprise attack. The Brigade was to comprise a column of three battalions, each formed up in line. A dice would determine the move distance for each battalion.

For the record, the ALARM would comprise shouting for that MOVE, firing could only occur on the following MOVE. A charge move is not determined by dice (8") but usual reductions for terrain may apply, and a dice must be thrown by the garrison to see if the alarm is given during the charge. Or were the sentries fast asleep?

WELL THAT DIDN'T FOLLOW THE PLAN AT ALL
At the agreed time the column set off towards the objective. But the ground was exceedingly boggy and movement was dreadfully slow. The two rear battalions also fell somewhat behind as the ground was now a quagmire. (After four moves the column had barely covered six inches.) The first flare appeared in the sky, but no further reaction. A second flare followed on move six, and a company of grenadiers in a local barn reacted. The total alarm now spread quickly, even the dark could not limit occasional casualties as the column received fire on both flanks, and a battery of 8pdrs opened up on their front. With all hope lost of taking the official position, George, commanding the column, advanced two battalions at the right flank outpost Not particularly fortified and manned by the Batave Legion infantry and some Paris National Guard chasseurs, their musketry could not stop a fair charge, and after a brief melee left the field in a rout. But with casualties mounting, and with no hope of securing the official position, George decided to pull out. Now the French commander, Chris, saw this as no such conclusion, and pursued with his white-coated grenadier company and several companies of Foot Gendarmes. Here, at least, the 18th Regiment of Foot about faced and delivered a volley which scattered the French grenadiers, and the Allied column returned to their camp. Casualties for the Allies on a 1:25 ratio were as follows: Loyal Emigres 500 strong (300 K+W),  Light Battalion 500 strong (100 K+W), 18th Foot 500 strong (25 K+W). The Garrison lost: French Grenadiers (50 K+W), Batave Legion (125 K+W), but a further 425 are reported as missing during the night. So, the surprise night attack failed, but that is fate (and Chris is peculiarly lucky with war-games dice!). A special prize to the gallantry of the Loyal Emigres,  forced to retire with over 50% casualties but never routing, and also to the accuracy of the French artillery crews.

NOTE This game had two objectives. Firstly to capture some of the stress in carrying out a surprise attack. Secondly, to fight a game which would take no more than two hours to actually set up and play. Both were fully achieved at 1 hour, 57 minutes.
MGB











Monday, 26 October 2015

French Revolutionary Game, c1793 (Photos)

Just fought with friends a fairly large action between a British/Dutch/Émigré force numbering 206 figures, with George commanding, and a French Revolutionary army, 400 strong, with Chris commanding. It was a simple scenario inspired by the actions about Hondschoote in 1793. The French making numerous assaults against the Allied positions, including a strong redoubt. Despite large numbers involved, we completed the game in under five hours, with results which seemed fair and appropriate, but it must be said several situations became strange due to particularly poor dice throws by the Allied player. On one occasion the Marine Battalion had an 85% chance of standing, and scored 89, while the British Light Battalion had a 95% chance of standing, and scored 96. No rules can compensate for that level of chance influencing the game. Although many levee battalions were broken in the assault, the French cavalry and white coated regulars were covered enough by levee troops to approach and engage the Allies, and when the French cavalry took the Allies right flank, there was no possibility of stemming the French numbers on two fronts. Once more, the game fully captured the period, and gave us a chance to experience aspects of this conflict. MGB

Here are the casualties from the game. Allies: 26 K+W, 56 missing. French 69 K+W, 43 missing. Noteworthy, it is very likely 40 Allied missing 'would' have rallied at the nearest location had time allowed.







  

Friday, 29 May 2015

Light Troops in Action Wargame c.1793

Some friends and I decided to have a late evening wargame. Starting at 9pm we ceased at 11.30, recommenced at 10.30am and concluded one hour later. This was a fun action and all agreed the scenario and rules were exciting and realistic.
The game was based on the idea that both sides had sent out a motley force of light troops as an advanced guard, and to also secure a useful bridge,  warehouse, and watermill. The British and Allies were commanded by George Mills, and comprised the following:

Mtd. Commander
9th  Light Dragoons, 6 figs. (b)
York Hussars, 6 figs. (b)
Salm Hussars, 6 figs. (b)
Salm Infantry, 18 figs. (b)
Salm Light Horse Artllery with limber, 3 figs. (b)
Luninck Light Infantry 12 figs. (b) skirmishing
Riflemen from Beon and Damas Legions,  8 figs. (b) skirmishing
Lowenstein Chasseurs armed with rifles, 12 figs. (b) skirmishing

The French were under the control of Chris Smith, and comprised the following:

Mtd. Commander
3rd Hussars, 6 figs. (c)
4th Hussars, 6 figs. (c)
4th Chasseurs a Cheval, 6 figs (c)
7th Chasseurs a Cheval, 6 figs (c)
Detached grenadiers, 10 figs. (b) skirmishing
Legion des Allobroges light infantry, 16 figs. (c) skirmishing
Legion du Midi light infantry, 16 figs. (c)
Paris Chasseurs, 8 figs. (c) skirmishing
Two companies of Paris National Guard. 8 figs. (c) skirmishing

Some key features of the game included the French throwing twentyfour marksmen into the warehouse, while the grenadiers were posted to a wooded hill, both becoming strongpoints for which the allies were unable to silence. The York Hussars were surprised by French cavalry while crossing the bridge and forced to retire, some chasseurs were met by heavy musketry when they attempted a similar move. On the French left there was  a series of cavalry charges and melees which finally ended in the Allies driving the French horse off the field, but with their own cavalry in no fit state to engage any further enemy it was agreed the French had won the action. We all enjoyed this small battle and it was interesting to utilise so many skirmishing units. While the allied riflemen inflicted some casualties, the careful use of cover by the French player reduced their effectiveness. Here is a few photos from the action. MGB
                   LOSSES: British & Allies 22 k,w,missing. French Republican 31 k,w, missing





Saturday, 16 November 2013

Duke of York's Army and a River Crossing Wargame

Just fought another action at the Honiton club. In this battle a British-Dutch-Emigre force, under Dan's command, took up positions using a river crossing for additional defences. Here they awaited the French horde under Olley's generalship. Dan wisely decided to hold his position, while Olley rushed headlong aware each move could see the morale of his levee troops break with every casualty. Unfortunately for the Allies, their artillery was largely battalion guns and this allowed the French to reach the riverbank. Only at this point did grapeshot and musketry cause some levee formations to break, but not sufficiently to stem the French assault. Regretably the three hour game could have used another 30 minutes to conclude the action. I would have liked to see how long the Dutch light infantry in the watermill continued to melee with the French. But all enjoyed the occasion.
Here is a few photos of the game. MGB 




Sunday, 28 July 2013

Another action in the Low Countries 1793

Members of SKG3 engaged those of Honiton Wargames Club for another action set in the Low Countries in 1793. A new method for devising the game conditions proved very successful, while maintaining the features of the FRW. In this siege game the British garrison commander had to dice to determine what forces he had at his disposal, and dice again to discover the state of his defenses, such as redoubts, pickets, fortified houses etc. He was further obliged to distribute his garrison and keep them there until enemy activity would give him reason to redeploy his troops.
         The French commander was also given problems. Although he possessed a large army of demi-brigaded infantry he had to dice to discover how well provided he was with field and siege guns, and cavalry. He too had to plan his deployment and stick to it, including any barges for use on the river, and when the latter was to assault the town by water.
         Neither side was allowed to see each others deployment until some 18" away, the one exception being any redoubts (but not what they contained). The British successfully held the town (150 figs) against the French (270 figs) in what was an enjoyable but stressful game lasting nearly four hours! Well worth fighting again as there is a 95% chance of different forces mustering for the action.


Tuesday, 1 November 2011

Low Countries Wargame c1793








Members of SKG3 attended Honiton Wargames Club in early October. Our game comprised a British-Emigre force (155 figs) holding a town against a larger French Revolutionary army (255 figs).

Chris commanded the British and surprised us all with a general advance on the French, under Luke, before they had time to fully deploy. This plan had some initial success in sweeping back the advanced French light infantry and cavalry, the York Hussars proving particularly effective in this. But problems slowly mounted as enemy numbers increased and many British units found themselves outstretched and often unsupported.


The game lasted three hours, the simple rules receiving praise from players. A French victory was granted since the town's garrison was too reduced to keep the French at bay. Special thanks to Andy for taking some fair photos.