Showing posts with label Rules. Show all posts
Showing posts with label Rules. Show all posts

Wednesday, December 31, 2025

NEW YEAR: NEW STUFF (LION RAMPANT II RESOURCES)

 


A group of us are gearing up to present a club "game day" in April pitting Mongols vs Western forces using the Lion Rampant II rules. For those who may not be familiar, our club generally has one Saturday "game day" per year that features a large format event. This year, we will be putting 650, 28mm figures down across three connected tables, with 18-24 players divided into two teams (Mongols vs Westerners). In support of our efforts, I have put together a few more products and updated the  Lion Rampant II Resource page. 

So, to put the bottom line at the bottom, this post is simply an announcement that the aforementioned resource page has been updated with the following...


The chart is divided into the definitions of the terrain categories (top) and then the specific types of terrain and the categories they fall into (bottom).  Items in parenthesis are conditional effects. 

I made a similar product for Pikeman's Lament but had not yet done one for LR II. So, in preparation for Game Day, I did one for LRII. There are two versions. Version 1 (with the yellow header) conforms to the rules. Version 2 (with the black header) is a modified version. Regarding the modified version, we added a narrow stream and modified the ditch effects (combining both on the same line). They both affect movement and close combat, but have not effect on missile combat. They are both on the same pdf for efficiency. Just be aware of which one you are using if you grab these.

These are drawn from the special leader characteristics and others inspired by them and put on small cards. The concept is that these can be cut out and given to players to employ as one-off events (which is how we'll be using them during the Game Day).  You can use these in addition to the leader effects (they aren't exclusive of one another), but these provide a way to incorporate these effects into the game in more discrete ways.  I'll probably work up a version of these for Pikeman's Lament. 


Exceslior!

Saturday, August 9, 2025

GAGGLE OF GRENZERS

 

New contingent of individually mounted Grenzers. 

Greetings, dear reader(s)! This is just a modest post to show that I'm still here and to keep the old blog alive and active. In my ongoing effort to round out my collection for One Hour Skirmish gaming (my 19th Century version), I decided that it would be good to expand the number of Grenzers on hand. And so I did. 


These are Keelman (former Steve Barber) 28mm Grenzers in greatcoat from the Hungarian Revolt line. Given the universal look of the greatcoats (sans equipment), and the distinctive late-century forage caps, they will work for scenarios set most anytime in the mid to late 19th Century (particularly in Balkan and Frontier contexts that are the focus of  my One Hour Skirmish collection). 

Not being able to find a match for the pink distinctions I did on my earlier Hungarian Grenzers, I decided to do these with yellow distinctions.  I believe that I used my last bit of Humbrol Polish Crimson to do the pink on the others--a color that is now discontinued--so I reverted to yellow for the expanded greatcoat contingent. 

The famous Grenzer Bowling Pin formation...this is the perspective that players will have of them on the table. The yellow stands out nicely against the brown forage caps and the gray coats. Not "peacocks," but smart and businesslike in their own way, they'll do nicely in their role of "regulars" in the context of frontier policing and border skirmish actions.  

Excelsior!

Saturday, May 17, 2025

CHOCOLATE BOX WARS RULES UPDATE

 

Chocolate Box Wars (CBW) Rules Version 2 

Greetings, dear reader(s).  The short version of the latest news is that the Chocolate Box Wars Resource Page has been updated. Specifically, a new version of the rules has been posted (V2) along with an updated player reference (version 25). The new version has a bright blue cover to help discriminate it from the previous version (v1, which had a red cover).  There are also two rules videos posted (illustrating the revised Rally and the Retire and Reform rule). If interested, please follow the link above to the resource page.  

Front side of Updated Player Reference (v25)

The header of the accompanying updated player reference is also bright blue.  This player reference replaces the interim player references that had been posted.  There is now only one player reference (v25). 

What's Different? 
Version 2 of the rules is not a major change. It incorporates the more permissive artillery Move and Fire action described in the December 19 Post and a more permissive version of the Rally rule that was revised to better reflect the base process found in the base 1914 rules.  The previous, more restrictive Rally is still available, but it is now in the optional rules (along with a brief rationale and an explanation of the different effects that both Rally versions have on play).

These rules changes and the updated player reference were proofed during the Chocolate Box Wars Tournament.  

The rules videos were produced to help illustrate the two unique "recovery" actions (Rally, and Retire and Reform) so that players would be able to manage these unique actions for themselves during the tournament. 

The State of the System
The system has now been proofed in a series of games that I've facilitated with a variety of players and in a series of tournament games that players have managed on their own.  The rules have proven to be stable, and the few modifications stemming from those experiences are reflected in this version, which should be final and definitive (in other words, barring some novel circumstance arising that we have not yet seen, I don't expect that there will be any further modifications). If interested, please see the CBW Resource Page for the updated materials. 

Excelsior!

Thursday, December 19, 2024

CHOCOLATE BOX WARS GAME AND UPDATE

 

The view from behind the Prussian line early in the game. 

For anyone following along, this post has an "important" update on the Chocolate Box Wars (CBW) rules system.  Last week, I ran a game (using the introductory scenario) to introduce friend and fellow club member Greg to the system.  Intro game aside, I also used this game to proof a slightly more permissive "move and fire" rule for field and light artillery. More on that after the game report. Speaking of which, I was busy facilitating the game, so the game report will be rather abbreviated. Scroll through to find the new rules note at the end of the post. As usual, you may clix pix for BIG PIX in this post. 
I took the game on the road to Greg's house and ran it in his war room. Sticking with the introductory scenario, I brought the Danes and the Prussians. Mike (left) took the Danes and Greg (right) took the Prussians. The initial setups, seen above, were very linear. I think this had something to do with the set on areas being 8 inches deep as opposed to 12 (Greg's table is 4 feet by 6, and so the set-on areas are in compliance with the standard rules, which assume a 4'x6' table).  My table is 5' x 6' and so the set on areas are 12" deep as opposed to 8"--interesting to see how that 4" difference influenced the set ups. 
Both sides advance: maneuver was basically straight ahead, with both sides advancing online and converging on each other in the center.  I think this was, in part, due to the nature of the game. Greg was more focused on the system than any "fancy footwork" so to speak, and Mike was happy to oblige by meeting him head on. 
There was a cavalry on cavalry engagement on the Prussian left/Danish right that was of a different flavor than the rest of the table. The Prussian dragoons (left) came up and sent the Danish Guard Hussar light cavalry squadron packing (Mike was obliged to "retire and reform" it to save it). Then the Danish dragoons (right) came up and started to trade blows. Both sides were very streaky here, missing more often than hitting, and so it was dragoon on dragoon action here until the end of the game. Speaking of which, we called it after about 3 hours; decision to the Danes (Mike). Things were going downhill for Greg (although still in the balance), but by that time we had achieved our ends: plenty of shooting and moving and Greg was introduced  to the system--and looking forward to playing the next game with a more complete understanding of the rules from the start. 

THE RULES MODIFICATION
Based on feedback and observations from games thus far, we thought that artillery move and fire was a bit too restrictive (although not "broken" by any means, ie still within the bounds of playability given its more generous field of fire).  So, in this game, I tried out a slightly more flexible version of move and fire for field and light artillery (note: there was no light artillery in the game, but the changes are to both types). 

Above, details of the player reference showing the changed "Move and Fire" for artillery.  In the original version, only horse artillery has a "move and fire" capability (above left).  In the modified version, the field and light artillery also have a "move and fire" capability (above right).  Specifically, the field artillery now may pivot (ie, change face) as a "move and fire" (before that, it would have been a "move": no fire).  And the light foot artillery now has a 2" "Move and Fire"--basically a modest prolong, but one that includes a facing change (as per normal movement rules). As has been mentioned, the artillery does have a more generous field of fire than infantry, and so can cover a good sector of the battle and not need to change facing (normally) just to engage units. However, this version allows more discrete use of artillery by facilitating the ability of a battery to change its primary line of fire (by changing facing) in order to target a specific unit, something that would have taken two activations in the prior version (one to move and the next to fire). 
    This more permissive version does come at the cost of fire effectiveness (moving fire is a -1, appropriate in this case since the artillery is technically shifting fire and not spending the entire step engaging the target).   This was in play during this playtest and it worked well. Players sometimes used artillery to fire on units according to the normal fire priority, but there were times when they felt they needed to intervene to shift fire to a specific target other than the one in the default priority of fire. It also sped up game play since players were not spending two APs and going through two different activations to accomplish this exercise. And (finally), this added capability did add more depth to player decisions and made artillery more active than it had been in prior games, both seen as a positive steps. We'll probably play it this way in the future. 

Thumbnail of the front page of new player reference

I have produced a new player reference, numbered v24a, reflecting the new rules. To make it easier to discriminate between the two, the header on the new version has a black header with white letters on a black background (the original has black letters on white). As I said, this is not a mandatory change: the original version works perfectly well--players now have options. I've added the new version to the CBW resource page as well.

Excelsior!


Friday, October 11, 2024

MARCHES AND MATRIXES: HORSE AND MUSKET CAMPAIGNING

 

James Gillray, published by Hannah Humphrey; hand-coloured etching, 25 November 1796National Portrait Gallery, London (Creative Commons)

Having a bit of a lull in wargaming activity/content hereabouts, I thought I'd post a piece I wrote for our club's newsletter. So it's a bit of a read (apologies): think of it as a magazine piece in terms of read, if you will, as opposed to a blog post. So if you have the time and the inclination, settle in with a cuppa' (or a dram) and take it for what it's worth. In it, I hope to share a bit of research and provide some practical tools/ideas for better gaming.  I hope it provides, if nothing else, a bit of a diversion worthy of the time needed to read it. Without further ado, here 'tis (as usual, you may clix pix for BIG PIX). 

BATTLE GAMES 
The bulk of our gaming tends to be in the battle-game genre, games that are bounded by the physical framework of a table, played in the temporal span of an evening, have action that is divided into a finite number of turns--usually in a single day of battle--and are adjudicated at the conclusion of one or more of the former.  Requiring little to no preparation on the part of players, and no investment on the part of the host once completed, these are the most efficient kinds of games to present--of which convention and game night games are a perfect example.  This is not to suggest that these games are simplistic, easy to design, or unsatisfying to play.  However, when we want to go beyond these boundaries, we turn to another gaming genre: the campaign.  
CAMPAIGNS
There are many variations on the campaign theme, running from simple linked-battles to complex, refereed kriegspiels.  This piece will not attempt to address the broad topic of campaigns. Instead, it will focus on the horse and musket map campaign, and one of the most central--and vexing – components to deal with: organizing and marching units across the map. In any campaign system, I think it is safe to say that not only are we looking for mechanisms that are functional, but also that are grounded in history. In short, we want the campaign experience to be consistent with our understanding of the era.
  THE HORSE AND MUSKET CAMPAIGN
In the horse and musket era, particularly pre-Napoleonic, we're talking about replicating the coordination of movement and logistics for armies consisting of tens of thousands of soldiers organized into dozens of units of horse, foot, and guns. And doing so in a time when there was only quill and paper to record and reproduce orders, no means of disseminating information other than face-to-face or courier, and no means of tracking or reporting the progress of march elements in anything near real time. And yet, horse and musket armies routinely conducted significant marches and arrived at their destinations in time, ready to concentrate for battle. How did they do it?  Let’s take a look at the below march tables from 1743 and see what we can glean to inform our approach.

List of the March of the Austrian Army in Bavaria, 1743
From The UK Royal Trust: King George III's Military Map Collection; 
Brown and red ink on paper; 22.3 x 37.0 cm (sheet);  RCIN 728107 (click link to view full sized version)
Click to Enlarge.
Source text accompanying the above. 
"A list of places along the route taken in Bavaria for the Austrian army marching in three columns in July 1743. War of the Austrian Succession (1740-48).
"The list for each marching column has five headings: the names of the generals, the infantry regiments, cavalry regiments, dates and places of stopping points on the march, the bread and foraging for each day. The first column of 20,000 men was commanded by Prince Charles of Lorraine; the second column of 20,000 men by General Thungen, the third column (no strength given) General de Hohenembs."  (See the citation above the image to go to the source).

ANALYSIS
I translated and recast each of the columns into a contemporary format. In the original and in the updated versions, you read the tables vertically and not across (as it might seem at a glance). Here is the single document broken down into three parts, side by side with the contemporary format. You may need to expand to see more clearly. A pdf with the updated tables can be found at the following link.
Column 1
Column 2
Column 3

Although the above is broken into bits for ease of comparison, keep in mind that this is a  single document, in tabular format, that conveys all the key information that would be needed for a wide range of users involved in the operation, from regimental commanders to quartermasters. And even more importantly, it shows us how, in an era before word processing, copy machines, or even typewriters, orders could be compiled in an easy to reproduce format. This single sheet of paper could be hand-copied in short order, and every stakeholder could be provided one. Let's take a further dive into what is here.

1. Task Organization. Immediately, one can see that the army is organized into three numbered columns. The internal composition of each is presented in hierarchical order. Most prominent are the lists of line regiments, divided into infantry and cavalry. Listing the number of regiments at the bottom of each column may seem redundant, but it provides a quick reference for those who may be more concerned with numbers than the actual unit identities.  Having the total at the bottom also serves as a check against error when reproducing the list by hand (in the same way that writing the amount on a check in roman numerals and again in longhand provides an internal proofing mechanism). Attachments (support, administrative, and non-regimental elements) are in the space at the bottom. This format accounts for the entire force, providing a format to include even esoteric elements like “Prussian Volunteers.” 

2. Command.  Each column commander is named, with the remaining commanders accounted for in the lists of generals. The fact that Gen. Thungen and Gen. Hohenembs are double listed as commanding the Second and Third Columns (respectively) and are also listed as the first generals in the Third and Second Columns suggests that the generals lists may reflect other relationships as well (which may be known in the army).  In this case it likely seems that these two generals were detailed from their “usual” places to command these columns, perhaps due to seniority. 

3. March Routes and Times. Each table serves as a stand-alone reference for its column. You can see that each column is moving on a different route, which is easily indexed by date and place. These routes are in “connect the dots” format (what we would refer to as point-to-point, with towns being the points). Complete maps were in short supply, but routes between towns were well known, and roads were defined by the towns they connected. Thus, these directions could have been followed as is. However, during this era, strip maps were routinely produced, which would provide a perfect graphic tool to use in conjunction with these march tables. (More on this point in the later part of this piece). 

 4. Logistics. The requirements necessary to sustain each force, per day, have been worked out and listed. Although units of measure are not specified for bread, oats, and hay, it is very likely that these would have been commonly understood and therefore not bothered with given the shorthand nature of the table (most likely  loaves, bushels, and bales, respectively). Combine this with the march column and t provides key planning information for quartermasters. They would be able to know not only what was needed for the march, but where and when. 

5. Force Optimization. Taking a step back, we can see that the army was divided into two equal columns (The First and Second), each of 20,000 men and approximately the same mix and number of regiments. We may infer that these are not accidental and would represent an optimum force size and mix given the routes involved, as well as leveraging standardization to the extent that two of the columns would be equivalent, simplifying support planning.  The Third Column is smaller, and probably represents the remainder. Thus, we can glean how an army was task organized for a march, the suggestion being that columns would be balanced. 

How Might We Use This Information to Shape Our Horse and Musket Campaigns?
James Gillray, 1799. From the Lewis Walpole Library, Yale University

1. Maps. We see that horse and musket armies were what we would today call “road bound.” This is often characterized as some sort of failure of vision on the part of commanders of the era. Instead, it was the reality of both travel and navigation in that time. As has been shown in the source, military operations were defined by the road network, and navigation was defined by a path through key points (i.e., towns).  Granted, some roads might be little more than tracks, and some towns might not amount to much more than a few hovels, but that does not change the paradigm. This is actually good news. It means that we do not have to go through the elaborate procedure of creating campaign maps (particularly hex maps) covered with terrain and the (often) equally elaborate schemes for moving units into and across terrain as opposed to on roads (or routes).  

Instead, a more easily produced point-to-point map would both be more historically accurate and a better tool for managing movement. Major and minor routes could still be differentiated, as well as key terrain. Happily, for those who don't want to come up with their own, there are ready-made point-to-point maps that could be used. And I'll show you a few...
Wargame Maps
            Napoleon (4th Ed) (Columbia Games)      Detail of Napoleon Map
One of the best, and most recognizable, is the Columbia Games Napoleon block game map. This map is designed with equal distances between points, so they also work to regulate movement like squares on a board (in the game,  infantry moves one town per turn, cavalry, two--but your use may vary). In addition, it shows the cockpit of Europe, which could be used for any number of campaigns. It can be downloaded from the Columbia Games site. 
For a more grand campaign, something like Histo Games Friedrich map could serve.
For something a bit more abstract, but entirely functional, the venerable GDW Soldier King map would suit as a hybrid route/area campaign map. 

Period or Other Maps
Even better, a period or similar map could be used with little or no modification provided that it showed a road network linking locations. One would only need to come up with march rates (4km per hour would work), and a number of hours of march per day (6 to 8 would be reasonable). If two or more elements were on the same route, they would not move together in a “stack” but be separated. Rather than trying to track these by physical length, manage them using a time table, with subsequent elements hitting points on the shared route a number of hours or days (depending on the campaign clock) after others. Which leads me to my next point.

2. Organization and Orders.  The best way to replicate the process in our campaign would be to use the same tools as they did in the period. To enable this, I’ve taken the format and modified it for a miniatures campaign. One of these would be filled out per element for a specified time (perhaps by week). 
You can download a version of this for your use. 

Explanation: I’ve renamed the “Generals” column to be more open ended in order to list subordinate commanders as well as provide space for command notes (command points, for instance, might find their way here). In the regiments lists, I’ve added a space to enumerate battalions and squadrons. In the command section, instead of the number of troops, you would provide the size of the force expressed in game terms (strength points or some other metric). For the march route, I’ve added a “turn” column; however, this could be replaced by days, dates, or some other unit of time, depending on the campaign clock. On the right, I generalized the forage column to leave space for notes concerning the march (again, depending on the campaign system).  Finally, at the bottom I’ve added a space for contingencies, notes, and other information. 

CONCLUSION
Although the cartoon image of military operations in the pre-Napoleonic era is of plodding forces led by idiot aristocrats (true in some cases), the actual fact is that there was a standing officer class in every society for whom warfare was a way of life, and their understanding was grounded in both study and long experience. In short, they did things for good reason and knew how to get things done. Now you do, too!

Excelsior!

Saturday, August 17, 2024

CHOCOLATE BOX WARS UPDATE

 


This is just a quick note to update anyone who may have downloaded the rules already. I have posted an updated set of rules with a clarification (not a correction) to the activation attempt explanation.  I'm guessing that anyone who may have already downloaded the rules would also be likely to notice this post and get this update.  If you have already downloaded the rules, you could just grab another download from the resource page (link above) or save the below image and store it wherever your rules happen to be (for whenever you happen to actually read them--in advance of that, this post might not make much sense).

I've added the side note (outlined in red) to the activation/reaction table on page 2 of the rules. In case it doesn't expand to be readable, this note reiterates that the modifiers are to the activation/reaction attempt score and not the die roll. It goes on to explain that this means that positive (+) modifiers are adverse and negative modifiers (-) are favorable for activation/reaction attempts. For combat and rallies, which modify the the die roll, conventional assumptions apply.  If you're curious, this came about through playtesting. Originally, all modifiers were to the die roll, and positives were favorable and negatives were adverse, as you would expect.

However, we found ourselves doing the opposite with activations/reactions. We modified the score and not the die roll, despite what the rules said (the outcome is the same, either way, I should add)--we started with the unmodified score, added numbers for hit and activation markers, then added and subtracted modifiers to produce a modified score--against which we  then did an unmodified die roll. This is just the most natural thing to do (it may not seem so upon reading, but in practice, you start by counting markers [hit and activation], and to count is to add...).  Doing it this way also alleviated alot of odd number combinations and extra rules. So the table represents the process in practice.  It may seem daft to have a table with one side needing a 1 or better to pass (for "activations"), but it does make it self evident that the first activation is automatic (unless there are hits), and more importantly, it simplifies the process when you start stacking up multiple activations, hits, and other modifiers (a no brainer to input 1+ all modifiers). 

On the player reference, there isn't room to add a note; FYI, it applies to this section.  

As I said, this is not an actual correction. The rules state that activations/ reactions must pass an attempt score. And both the rules and the player reference state that activation/reaction attempt modifiers are to the score (not the die roll).  However, I thought that this was novel enough to trip up players and so warranted an extra reminder. 

We now return you to your regular programming.

Excelsior!

Saturday, August 10, 2024

CHOCOLATE BOX WARS POSTED AND BLOG BIRTHDAY

 

Greetings, dear readers.  I am happy to announce that I have posted the Chocolate Box Wars rules and associated supporting materials on this blog. For those interested, please see the Chocolate Box Wars Resource Page at the above link (and among the page tabs at the top of this blog). There is much to take in there, so I won't dwell at length on details here. 

Although there is always a lingering thought in the back of your head that more can  be done, this can be a trap. There comes a point--sometimes not obvious--where a project is no longer a work in progress and anything you're doing is just tinkering. In the wake of playtesting over the last few months, club members and playtesters found the rules to be functional, and even enjoyable, so much so that several friends started building CBW armies to bring to the table. This is what told me that I had crossed the line. If there are people investing time, effort, and even cash, it tells me that I had moved beyond draft, and was ready to inflict CBW upon the world. And so I have!

I'd like to thank the interest and support of the blogging community (whom I've mentioned in the acknowledgements at the end of the rules).  In particular, Aly (of Aly's Toy Soldiers), with whom I corresponded at the start of all of this on the topic of "Chocolate Box Soldiers."  I don't think it's a stretch to say that our regular "blog buddies" and blog visitors provide an important source of motivation for us, and it was certainly the case for me with this long-term project. 

I'd be very interested to hear if anyone actually gives the game a go, and how it went. I'll be posting more battle reports here in the future as friends bring their CBW armies to the table, and hope that to read a battle report or two from someone who picked up the rules here and played it. In particular, the system is very supportive of imaginations. I think it would be very interesting to see an imaginations army list that someone came up with (you may see a few of those here in the future). 

Finally, I thought it appropriate to publish CBW on this day: it was August 10, 2016 (8 years ago!) when I opened this blog--with an uninspiring non-post announcing that there was nothing to see here yet. Time flies: Thanks for following along!

Excelsior!

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