Sunday, June 21, 2026

FRONTIER BATTLE 1866: REDUX

 

Austrian Cuirassiers Moving Up Past the Division Command Post

Greetings, dear reader(s).  Renewed interest in these parts for gaming the Post Napoleonic (pre-20th Cent) period has prompted me to pull out my other rules set, my Volley and Bayonet (Battalion Level) Post-Napoleonic variant. Full details and notes on this variant (mutation?) can be found on the 19th Century Volley and Bayonet Resource Page.  This is the system that pre-dates my Chocolate Box Wars (CBW) rules system. There are two versions of this VnB variant, one that uses single stand units and one that uses two-stand units--the latter being interoperable with the basing and unit conventions of Chocolate Box Wars. This was the two-stand variant, done in part to show players who had CBW armies another use for their collections--and just to have another game. As usual, in this post, you may clix pix for BIG PIX.

This was a four player game representative of the so called frontier clashes of the 1866 campaign. The lead division of a Prussians force is emerging from a gap in the mountains in order to deploy and facilitate the advance of the rest of the force, and an Austrian division (two brigades: the Austrians didn't actually have "divisions") is arriving along converging paths to try and push them back and guard the gap. This game was a replay, the scenario details being available in the April 6, 2022 post


Each brigade had two regiments plus brigade units.  The lead regiments started on-table, with the second regiments arriving on turn two. In the case of the lead regiments (examples above), I made them "advance guard" like, adding a few non standard elements to the regimental structure (cavalry squadron, jager half battalion, and in the case of the Austrians, a grenzer battalion--a bit of variety and they just looked good). I also wanted to have a good mix of unit types in the game to familiarize players with the range of units and special abilities in the system. 

Side set-up counter with follow on elements organized 
Prussian reinforcements (left) and Austrian (right): two follow on regiments (one per brigade), each in its own box. The follow on regiments were organized per base historical tenets (3 infantry battalions plus a supporting half battalion of jagers). 
In addition, each side had divisional units that would arrive on turn 3: An artillery battery and cuirassier regiment (for both), and a grenadier battalion for the Prussians and a volunteer Freiwilliger Jager battalion for the Austrians. 

Each of the players had a side table with player reference, OOB, markers, dice, measuring device, and doggie treats (to keep the pups happy during the game). Above right: my game referee station ready to go at the end of the table: my high chair, my own small table with references, and other game detritus within reach on the cabinet. 

A few handy reference cards are placed on the table to help players with unit special effects and the game is afoot. 

The Prussians (left), AJ (foreground) and Bob, pushing their lead regiments forward while the Austrians (Charlie, right) look on. Robert, the other Austrian player, is out of picture to the right: unfortunately, I didn't get any shots of him, so he will remain a man of mystery. 


A collection of shots showing the battle developing, with moves and counter moves. 

The heart of the action: both sides have moved up and you can see two opposing lines ranged against each other, with a cavalry clash picking up steam in the foreground. Characteristic for its time, units were committed and mutually ground each other up along this line. 

Eventually, Bob (on the Prussian left) managed to push around the Austrian right flank, forcing the line back here. And out on the other wing, after much back and forth, the Prussian cavalry prevailed against the Austrian horse, forcing the Austrian left wing back. Meanwhile, in the center, both sides were still hammering away, with losses mounting for both battle lines. The Austrians, after several promising assaults that came close to breaking the line, got turned back, and were starting to get the worst of it. 

Austrian Brigade Commander and his trusty revolver, momentarily the only thing holding a gap in the line. 

And so, at that point, we called it a Prussian victory. It was not a romp, though. The game was not decided early on, and we had a full day of gaming, starting at 10:00 a.m., breaking for lunch, and then wrapping up at around 3 p.m.  

Final shot of the table after the fact (cleaned up). 

It was good to get a game on the table again at my place after a long hiatus.  It was well received, and everyone had a good time. At least one player has been looking for a system to use with a Franco Prussian collection of his, and he will be adapting this for that purpose, so we have more to look forward to. I will add a final note: although this is a very modified version, this is still a game system rooted in the Volley and Bayonet model--a school of rules employing the much maligned (nowadays) "Igo Ugo" structure, the criticisms of which I find much more a matter of fashion than substance. This game (and all others like it I've played or facilitated) developed along what I would call authentic lines, which is the mark I use to determine whether a rules set is viable or not, and the players said that it was both an enjoyable and satisfying game experience, which is the most important metric.


Excelsior!

21 comments:

  1. Super looking game Ed, nice to see the troops on the table, they look great.

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    1. Thanks, Donnie. I do like the look of the era on the table. The Austrians v Prussians isn't the most exotic combination, but it does have a certain elegance to it.

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  2. Love the visuals, looks like fun.

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    1. I had a good time facilitating as well--validating the system in another game was also satisfying.

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    2. I have read the chocolate wars rules twice, looking at least to. rebase some FPW troops and give it a go. Your work on the rules is impressive. The Volley and Bayonet rules always seemed to just miss the enthusiasm creating bar with me. Your extra layers have got me thinking this'll work.

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    3. If you've read through the CBW rules, you might also want to view the rules videos I have posted on the CBW resource page (three to date, but I think they help to clarify things, particularly in the wake of reading them). I can at least say that both the VnB variant (mutation) and the CBW systems do work (preference is another thing, of course).

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  3. Lovely looking game Ed, and that's a splendid cabinet of knights too!

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    1. Thankee, Jack. Those are the big figs I use with my "Joust for the Fun of It" system. The cabinet has a light, which, when I have visitors, I turn on and tell them it's my "Knight light" (I may not be a Dad, but I can still lay out a Dad joke every now and then).

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  4. Great to see gaming return to your table, Ed, and especially pleasing to see your mid-19th Century collections out on maneuvers. My, you are so well organized for your game. How many doggy treats were mistakenly eaten by the players?

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    1. Thanks, Jonathan: I figure that time spent organizing up front before a game pays off during play. As far as the doggy treats, nobody owned up to gulping one down, but I wouldn't put it past someone to have done so :)

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  5. Very nice. Gives me ideas for my 1866 Austrians and their Prussian foes.

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    1. Definitely the thing for 1866 (and also the Chocolate Box Wars). Maybe this time around we can arrange for me to host a game for you when you're up in this neck of the woods for the holiday season.

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  6. The game looks very cool Ed - I kind of like your scaled back, representational style of figure basing - 6 figures = a battalion - it has a certain traditional, old-school look to it, which for some reason matches very well with the CBW era.

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    1. Thanks, Keith: at a time when the trend was "big battalions" with 24-36 figures I was heading in this direction: just call me "wrong way."

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  7. The game looks great Ed, I like the battalion version of V&B, rather than the brigade level game, but that's me?

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    1. Thanks, Ray. VnB provides a very good dashboard for tinkering, and I obviously agree that with some tweaks for local preference and flavor, it works well for battalion level--you can add much more nuance (that's my story and I'm sticking with it).

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  8. Super game. I'm a great fan of Volley and Bayonet. I've found that it never disappoints.

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    1. I agree that VnB still holds its own as a base system. Generally speaking, if someone runs a VnB game at a convention, they won't lack for players, is what I've seen.

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  9. What a wonderful looking game Ed. It must have been a joy for you to host it. A solid set of rules like Volley and Bayonet will stand the test of time that much of the pap (my judgement) will not.
    Best wishes, James

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    1. Thanks, James. It's always good to take the toys out of the box and see them arrayed. Even though it is a tinkered version in my case, I must agree that Volley and Bayonet (and other similar systems) remain relevant.

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