Thursday, 22 October 2009

Action In The Plattstadt Valley


Ah, nostalgia. I think you'll agree nostalgia is the beating heart of Old School wargaming. Whilst I myself am quite taken by the whole Old School thing, I like to mix some new school in with the old, especially in terms of rules. So this post is a mix of Old School nostalgia with new school rules and some compromises from the School of Reality.

Furthermore, I am more of a Featherstonian Old Schooler than a Grant/Young Old Schooler. It is the Don's 1962 classic War Games which inspires me, rather than Charge! or The War Game. For a start, Featherstone used Airfix figures, a good number of which I owned myself at the time, and he gamed in the ACW and WW2 periods, with which I was familiar. The Seven Years War and those Spencer Smiths were a bit exotic for me in 1970, when I first started reading wargames books. And Featherstone favoured the 20 figure unit, which has always been my favourite size.

Anyway, it's well past time for a bit of Donald Featherstone-inspired nostalgia on this blog. To whit, a re-fight of the horse and musket classic, 'Action in the Plattville Valley'. For those benighted miscreants who don't own a copy of War Games or are unfamiliar with the battle, I will give the basic details of the original scenario, then detail the changes I made (through choice or necessity) to complete the re-fight.

Action in the Plattville Valley.

The original map, copied from the book, is seen below. Table size was 8' x 5'.

The original game is set in the ACW period. Each side has 6 regiments of infantry with 20 figures each, two regiments of cavalry with 15 figures each, and 2 guns. The regiments are supposedly organised into 'brigades' of two regiments each, but the rules Featherstone used have no real command and control regulations, so the regiments can operate individually or can be grouped in any way the player wishes. Two regiments of infantry from each side (the 'advance guard') enter the table on move 1, moving along their respective roads. From move 2 they may move off the roads, then at the beginning of move 4 the rest of each army (the 'main body') may deploy as required anywhere on each baseline.

The scenario was therefore a fairly simple encounter battle. Forces involved were quite modest in relation to the table size. I felt that the scenario and size of forces were likely to produce a battle with plenty of potential for manoeuvre.

Action in the Plattstadt Valley.

I don't have access to any ACW forces, and anyway I wanted to play the game using my SYW figures. So 1863 in North America became 1757 in Central Europe. I suppose a 'true' refight would use the same rules as laid out in the book, but I had no real desire to do this. Much more to my taste was to use the Rank and File rules from Crusader Publishing. As this blog has already indicated, these have an Old School simplicity but are rather more modern in their mechanisms than Mr Featherstone's originals.

Terrain.

I would have preferred to use an 8' x 6' table, but 6' x 6' is the best I can manage in my wargames room (alright, my dining room). Considering the size of forces in use, there should still be plenty of width. The inability of the infantry units to deploy in single line due to the basing conventions of Rank and File will help. Using the terrain pieces available to me I came up with the terrain shown on the map below, representing the closest I could get to the original.

The only real point to make is regarding the river. This was obviously intended to be fordable as the original game report indicates units crossing Bull Creek, so the Bullenbach is fordable throughout its length by infantry and cavalry. Artillery must use the bridge. Units lose half a move to cross. If fighting whilst crossing, they deduct 1 from any firing/melee/morale dice.

Of course, I didn't make any plasticine hills or mark in the roads and rivers with chalk. But maybe that could be an Old School project for the future. A matt-green painted board, a set of chalks, some hill contours cut from chipboard or some of the foam materials you can get nowadays... Those Old School tables could be very eye-catching, as the photo below (from Featherstone's Complete Wargaming) shows.

Now that's what I call Old School. However, I definitely draw the line at the pullovers. And I'm not getting a side parting either. But I digress.

Scenario.

This would be as per the original.

Success or otherwise would be decided by using the Rank and File Army Break Point rules. These are simplicity itself: 2 points for each unit, except the guns which are 1 point each. Lose half your army points and you are in trouble. Failing that, an Old School-style gentleman's discussion would take place and a winner would be agreed upon.

Forces.

Each side had 6 infantry units of 5 bases/20 figures each. One of the infantry units on each side was a grenadier battalion ('veteran' in R & F), and one a lower grade unit ('green'), just for a bit of interest. Each side had 2 cavalry regiments of 5 bases/10 figures each, one of cuirassiers and one of dragoons. Two gun models (2 'batteries') per side were also present. Making the cavalry units the same size as in the original game would make them relatively too powerful when using Rank and File, so they stayed at 10 figures.
The leader (or command) figures can be distributed as required, in accordance with the easy going command rules of R & F (which tie in quite well with the type of command rules Featherstone used in the original battle)

Prussia

1 Commanding Brigadier (+2 bonus), 4 Colonels (+1 bonus).

1st Battalion, Infanterie Regt. No.1, von Winterfeldt (regular)
2nd Battalion, Infanterie Regt. No.1, von Winterfeldt (regular)
1st Battalion, Infanterie Regt. No.33, de la Motte (regular)
2nd Battalion, Infanterie Regt. No.33, de la Motte (regular)
Grenadier Battalion 1/23 Wedel (veteran)
Freibattailone No.1, Le Noble (green)

Kuirassier Regt No.8, von Rochow (veteran)
Dragoner Regt No.6, Schorlemmer (regular)

2 medium guns (regular)

Austria

1 Commanding Brigadier (+2 bonus), 4 Colonels (+1 bonus)

1st Battalion, Infanterie Regt No.10, Jung-Wolfenbuttel (regular)
2nd Battalion Infanterie Regt No.10, Jung-Wolfenbuttel (regular)
1st Battalion Infanterie Regt. No.37, Josef Esterhazy (regular)
2nd Battalion Infanterie Regt No.37, Josef Esterhazy (regular)
Grenadier Battalion Siskovics (veteran)
Infanterie Leib Regt., Kurfurst in Bayern (green)

Kuirasssier Regt No.10, Stampach (veteran)
Dragoner Regt. No.37, Kolowrat (regular)

2 medium guns (regular)

The Game.

The terrain. View across the Bullenbach towards the wheatfield. Similar to the views in plates 6 and 9 of Featherstone's book.

Plattstadt, with the Plattwald on the left and the ploughed field in the background. See plate 10 in the original book.

Move 1. On the Austrian (right hand) side, the Siskovics grenadiers lead the 1st battalion of IR10 towards the bridge. On the Prussian side, grenadiers also lead, followed by the 1st battalion of IR1. Rank and File allow a triple move to columns on road outside 12" of the enemy, so initial progress was rapid.

Move 2. The Prussians start to form line, but the Austrians continue in column in order to deploy on the far side of the bridge. By move 3, both advance guards had formed into line and faced each other just to the south of the bridge.

Move 4. The Prussian main body has entered the game. The rules allow a double move off road outside 12" of the enemy, so once again units move forward quickly.

Move 4, showing the initial move of the Austrian main body. Units from the main bodies were placed alternately on their respective baselines. Once all were in place, they moved forward their first move.

Move 4 again. A cavalry clash seems likely on the Austrian right flank. The Prussian cuirassiers are just off the photo to the left.

Move 5. Both sides have quickly established a battle line on opposite sides of the Bullenbach.

Move 5. On the western flank, the Austrian dragoons have veered off into the Plattwald on some vague mission of encirclement (they can just be seen amongst the trees in the background). This leaves the Austrian cuirassiers outnumbered two to one, although they are supported by the 2nd battalion of IR10 who are in position behind them. The Austrian gun in the foreground is bombarding Prussian infantry just outside the photo to the left. In contrast, the Prussian gun chooses to indulge in some counter-battery fire which turned out to be very effective.

Move 6. The Austrians decide to get aggressive. The Hungarians and Bavarians attack across the Bullenbach (probably a bad idea!), whilst the two advance guard battalions in the foreground are ordered to charge the Prussian battalion to their front (1st battalion, IR1). Both Austrian advance guard units are already unsteady, but... orders are orders.

Predictably, the Austrians suffer badly from fire and melee casualties and rout across the bridge at under half strength. This means they will not be returning.

Move 6 on the western flank. The Austrian heavy cavalry brace for impact. (The attacking Prussians have been obliged to approach slowly, with one squadron on the left moving through the woods and two squadrons on their right splashing through the Bullenbach). In the distance the Austrian dragoons veer away from the 2nd battalion of the Prussian IR1, who have emerged from Plattstadt to challenge them as they pass by.

Move 7. The Austrian units attacking across the Bullenbach have been thrown back by Prussian musketry and return to their starting positions. The 1st battalion of IR37 (furthest away in this photo) suffered particularly badly.

Move 7. The Prussian fusiliers of 2nd battalion, IR33, occupy the wall at the north end of the wheatfield, with an artillery battery in support.

Move 8. The Prussian cavalry have charged with predictable results. The Austrian cuirassiers have lost 2 bases and have been forced to fall back.

Move 8. On the hills overlooking the Bullenbach, the depleted Prussian infantry units stand firm. The Freikorps unit on the right is held firmly to its task by the presence of a colonel and the commanding brigadier.

Move 8, and the Austrian dragoons continue on their rather pointless tour of the Prussian baseline. The attack over the Bullenbach has already failed, and there will be no opportunities to attack any Prussian infantry units in the rear. 2nd battalion, IR1 track them around the south of Plattstadt.

Overview of the final positions on move 8. As in the original battle, by this stage the winner was obvious. Two Austrian battalions have been routed for good, and the Austrian gun in the centre has been destroyed by counter battery fire.
All Prussian units are standing firm and are ready to continue, although some have lost one or two stands. There is also a nice gap opening up around the bridge which Prussian units are well placed to take advantage of. A Prussian victory.

And How Was It For You Darling...

Well, not as much manouevre as I hoped for. A table eight foot wide would have helped, making it harder for both sides to form a coherent line. As it was, with two players familiar with SYW tactics, and rules which encourage historical play, two opposing battlelines soon appeared across the table.

As the Austrian commander, my attack across the Bullenbach and the detachment of the dragoons were both attempts to shake things up a bit, but neither had much chance of doing so. A better option would have been a Frederican plan to refuse one flank and load up the other in order to create a breakthrough. However, deployments on both sides were conservative and this option was not explored by either side. Maybe next time.

One key to victory might be to get your advanced guard to occupy the hills on the enemy side of the Bullenbach early on. However, this would be easier said than done with your opponent on the lookout for any such move.

The Rank and File rules continue to impress. They are free flowing and simple to use, but retain all the necessary period flavour.

Comments welcomed as usual. (Apologies to the four gentlemen who posted responses soon after this report was published. Gremlins got into the system and the blog was deleted, so it has had to be re-done).

'Til next time!

Saturday, 19 September 2009

Parkfield Miniatures



Just a quick shout out (as the young people say these days) for Parkfield Miniatures of Buckinghamshire. I encountered this firm for the first time at Colours 2009 when I was looking for some 25-30mm size wagons suitable for the SYW period. I found just what I was looking for at half the price of some other wagons I had been looking at across the way.

Needing some rider/driver figures to go with these wagons, I contacted Parkfield by email after the show. Not only did they readily agree to take some appropriate figures out of a couple of their other packs (significantly reducing the cost to me), but these arrived in the post within 48 hours.

Excellent service, and good quality models. The website is -

http://www.parkfieldminiatures.freeservers.com

Tuesday, 15 September 2009

Blitzkrieg @ Colours 2009


Frankly, I didn't want to do it. Blitzkrieg Commander at Newbury? No way, no day. I thought Colours 2007 would be my last job. But you don't say no to Big Dave (aka Kiwidave). So I had to box up the armoured train again and get in the motor with Steve.
Take plenty of photos, Dave said. I didn't say no.

Three wargamers ready to go. Left to right: Rob, Dave, Steve. Rob is fairly happy in this shot. We don't know the guy behind Rob. He had a bigger table than us, he had more figures than us and the figures were bigger than ours. We ignored him.

Below: Dave's Rhine crossing game. You don't need a big table to do nice terrain.

Rob is happy. He thinks he is winning. He isn't.



Below: Steve and Keith's Poland game. Check out the command stand with a deserter being shot. Nice!


BT-7s demolish armoured train.


Polish CO looks on impotently.

Above: a nice shot taken by someone else.

Above: The second Poland game. The Poles are finding out why the scenario is called 'encirclement'.


Some other games that took my eye:

Nice 25mm ECW just across the way from us.

Above and below. Really classy 15mm 100 years war demo at the Donnington Miniatures stand.
Awesome painting skills.



Interesting game set in WW1.

Above and below: this is the way to demo a refight of a real battle. Really informative and beautifully set up game of Naseby from the Pike and Shot Society.


28mm WW2. Not really my thing but quite striking.

Only two disappointments during the day. The first was wasting £5 on the worst sausage and chips I've ever had. The second was Steve picking arguments about Flames of War with passing gamers. This is just one example. I didn't realise he was that kind of guy.

End of the day. Four happy wargamers. Alright, three happy wargamers. Rob is not happy. Rob has lost his game. I told you I didn't want to do it...

If you want a full set of pics of everything that happened at Colours this year, check out this site.
http://ilovewargameing.21.forumer.com/viewtopic...

Love. I'm out.


Saturday, 5 September 2009

The New Wargames Illustrated - a review


When Wargames Illustrated was taken over by Battlefront Miniatures there was a lot of negative reaction, which mainly boiled down to the concern that an independent wargames magazine was about to become the next White Dwarf: that is, just a house magazine for Flames of War. I freely admit I was one of those doubters. Issue 263 is the fourth issue to be published since the takeover, and the first I have actually bought. So how are things going?

Minuses

First, that cover picture. It is, of course, taken from the cover of the latest Flames of War supplement on the Western Desert, and constitutes blatant advertising for the owners. I think this is wrong as a cover concept. Battlefront are entitled to have as many adverts for their products inside the magazine as they think the readership will stand, but the cover should have something more general. Furthermore, the artwork itself is just plain awful. How Boy's Own can you get? I'm the first to admit I'm just an overgrown kid where toy soldiers are concerned, but this is taking the mickey. One is reminded of the worst of the nonsense contained in the Commando comics I used to read in the sixties.

Inside, the articles make a bad start with a ten page piece on the Tobruk campaign lifted directly from the relevant Osprey title. Again, blatant advertising, this time under the camouflage of an article, reminding us that Osprey have a strong connection here (though I'm not sure exactly what it is - can anyone enlighten me?). Furthermore, regardless of the source, simply copying out chunks from a book (any book) and calling it an article is very tacky indeed.

I have seen comments elsewhere that the review section is weak, and I would tend to agree. Only 4 pages devoted to reviews (there were 10 in the latest Battlegames, by contrast). Would this be a reluctance to give too much prominence to products from other companies? Taking a specific example, the review of the Rank and File rules was naturally of interest to me, but it had very little to say. Most fundamentally, the writer had obviously neither played the rules nor talked to anyone who had. The review also makes mistakes, such as saying that 'initiative is only used to determine who goes first in melee'. The writer also fails to place the rules in the context of already established sets in terms of complexity, mechanisms, realism and playability.

Battlefront have opted for the themed approach to issues of the magazine, an approach I dislike. This is the main reason why I have not bought an issue so far (and why I have never bought an issue of Wargames, Soldiers and Strategy). The Western Desert theme was of interest to me on this occasion, but I much prefer to avoid this kind of thing. One has to assume it works as a marketing exercise, but it doesn't work for me. Variety is what I want. And on the subject of marketing exercises, I somehow doubt I will ever see an article on WW2 gaming in the new WI featuring a rule set other than Flames of War.

I think that'll do for the minuses. How about the...

Pluses

In my opinion it was Battlegames which showed up the real weakness of the old WI. The old magazine was all about pretty pictures, and readable content was limited and of poor quality. Most historical wargamers are out of their teens and twenties (a great number are middle aged like me), and tend to be bookish types. They want something to read and to stimulate their minds, a need which Battlegames crucially tapped into. WI seems to have taken the hint. There are 111 pages in the latest issue and it has to be said that the articles are generally well written and provide good reading. The two photo articles on the Bovington show and Historicon are well presented and provide some of the inspiration you would hope to get by being there. On the down side, the article on the ACW battle of Cedar Mountain repeats the old mistake of too much historical summary and too little on wargaming the battle, which after all the comments on this type of error over the decades is inexcusable. But I'm supposed to be on the pluses here, so I should say that overall there is a lot to read in the magazine, covering a good range of periods. This really is the main strength of the magazine, along with the good quality and generally well chosen photos and high production standards. Finally, at £4 the magazine is realistically priced.

On Balance

My minuses section takes up rather more room than the pluses, but actually (on balance) I enjoyed the magazine and would be happy to purchase another issue (theme permitting). There is sufficient general wargames content of sufficiently high standard to counteract the marketing. Perhaps most irritating is that the marketing is often unfairly disguised as supposedly neutral articles and illustrations. Anyway, I'll keep my eye on future issues. (But for goodness sake do something about the cover. Let's have some pictures of wargaming on the cover of a wargames magazine... )


Wednesday, 12 August 2009

A Little Bit Extra


I realised I had missed a couple of half decent photos of action on the Austrian right flank during my last game, so I thought I would pop them in.

Here the two regiments of Austrian cuirassiers lead the rest of the force across the bridge. They are followed by a regiment of dragoons and two battalions of grenadiers. I had high hopes that such a strong force could anticipate some significant success. However, in the background you can see two regiments of Prussian dragoons already being manouevred into striking distance...

This photo illustrates how the Prussians were able to interfere with Austrian deployment, despite being outnumbered. The left hand cuirassier regiment is already at half strength following its first melee (it is also receiving flanking fire from Prussian guns and infantry out of picture to the left). The Austrian dragoons have become vulnerable to a flank charge whilst trying to deploy on a limited patch of ground. Meanwhile the grenadiers attempt to get clear and advance on the Prussian flank. In the event, encountering artillery and infantry fire as well as being threatened in turn by the very successful Prussian dragoons, they would not get beyond the marshy area around the stream branching off the main river.

I hope these extra images are of interest. The Seven Years War period seems to be inspiring me at the moment: those 6mm and 15mm WW2 collections are having a bit of a rest. Next will be a replay of this game with the roles of myself and Paul reversed. However, my next post will probably be a refight of Donald Featherstone's 'Action in the Plattville Valley' from his book War Games. Having acquired a flexible river system, Bull Creek can be properly represented. Of course, it will have to be re-fought in the Seven Years War period, so make that 'Action in the Plattstadt Valley'. Now, what would be the best German translation for Bull Creek...

Monday, 10 August 2009

A River, a Curtain, and a Threat from the Flank


The River

Being pleased with the look of my Games Workshop gaming mat, I went ahead and bought another one so that battles can take place on my larger 6' x 6' table. As I mentioned in the previous post, the next step was to get some river sections to lay on top. This was something I had been looking at for a while, even before I got the gaming mats. The TSS tiles with river sections look good but you do have to put up with a bit of inflexibility in your layouts: the river always runs through the middle of the square and you can only have straights or 90 degree turns.

The Flames of War river sections (from their 'Battlefield in a Box' range) came out on top for quality and price. I compared JR Miniatures, Terrain Mat and Miniature World Maker products, but they all lost out on one or both of these counts. I know I could have tried to make my own, but first I don't really want to take the time, and second I was not convinced the finished article would be worth it. The FoW rivers can be seen in the pictures below. You get seven 1' sections in a heavy, flexible rubber material which ensures the sections will always lie flat. The water is a blue colour. Now, you don't often see a blue river (they are usually a very dark green or brown in my experience), but the blue is a muted one, really a sort of blue-grey. The colour is also shaded and has a satin gloss finish which I like. The banks are nicely textured in a dark brown, and have been deliberately left like this so that buyers can add their own flock (if they want) to match their own layout. This is a good decision by the producers. The product comes beautifully packaged, ensuring you will receive the sections flat and undamaged. And of course you also get two nice bridges, both painted as well and of good quality. The FoW website gives an excellent idea what the sections and bridges look like.

This product is best bought (in the UK at least) from the Games of War website (yep, Games not Flames), where you get it for £45, post and packing free. And they use UPS delivery, not the Post Office. The only problem I have is the original one of flexibility: you get seven straights, but no curves. This is a rather strange decision by FoW, but if you look at the shape of the individual sections on the FoW website ( as I did) you can see that cutting one of the pieces into two produces two curved sections which work very well. Be careful if you do this that the river along the line of your cut is of the right width to match up with the ends of the normal sections - the river does vary a bit in width. Overall, definitely recommended.

The Curtain

Funny how ideas can sometimes take a while to inspire you. In this case, nearly forty years! The idea of using a curtain across the middle of the games table to conceal deployment was presented by Donald Featherstone in his books War Games and Battles With Model Soldiers, both of which I read in the early seventies. I think the problem was that the idea was mentioned only briefly and with little practical detail on how you might rig your curtain up. Well, for some reason, reflecting on the problem of concealed deployment recently, the idea came back to me and I decided to give it a go. I raised the issue on the Old School Wargaming Yahoo group and found some doubters, but also some people who had used the idea a lot and liked it. I also got an idea for a simple and cheap set up from one of the responding posts.

So, £3.95 got me a bundle of 10 bamboo poles, of 2.1 metre length. Taking 6 and chopping a bit off each, I was able to make two tripods, using stout elastic bands to secure the poles together towards one end. It turned out the base needed to be stabilised by drilling a hole in the bottom of each pole and threading a loop of string through, which forms a triangle when the tripod is deployed. Then another pole can be slung between the two tripods to hold your curtain, in my case a table cloth which I simply draped over. Hey Presto.

I found a length of pole in B&Q which I couldn't resist as it was perfect for the cross piece, but a length of the bamboo would work just as well. I suppose it took an hour or so to fiddle around constructing the whole thing and getting the height right and the tripods reasonably stable. Naturally, I was impatient to try out the idea in a game.

A Threat to the Flank.

This is one of the scenarios from the Grant/Asquith book Scenarios for All Ages. The idea is that two main forces face each other across a river, the section between them being fordable. To the flank is another crossing point via a bridge, and the attackers (M) have sent a flanking force (F) to use this route. The defenders (D) respond by detaching their own flanking force (R) in reaction. The set-up is shown in the map below, taken from the book.

Being determined to try out my new curtain, I set up the table as near as possible to the map, then placed the curtain along the line of the river. Players could deploy as they wished but no closer than 12" to the curtain. In addition, no attacking units were allowed within 12" of the north end of the bridge, and no defending units within 30" of the south end of the bridge. When the curtain was carefully raised and the tripods taken away, the deployment was as below:

Unfortunately the length of the fordable part of the river is not precisly specified in the scenario. The fordable length I chose was between the two poplar trees which you can see on the river banks. This turned out to be too narrow and the attacking Austrians could not bring their superior forces to bear. Re-visiting the book, I can see that the description allows for the fordable length to be rather longer than I went for. Anyway, the result was that on this part of the battle field, a series of restricted frontal assaults went in, all more or less doomed to failure as they were blasted by a solid line of defenders. You will also note that Prussian deployment had been canny: the left flank of the main force was well protected, but the flanking units were also sufficiently close by to assist the main force if needed, which is what happened.


The photos above show the initial attack going in. There was a brief flicker of hope for the Austrians (myself) when one of the Prussian infantry units dropped out of the line, but the gap could not be exploited before it was closed up again.

Fighting on the other flank was confused and indecisive. I only took this one poor quality picture, I'm afraid - the camera ended up focused on the tree in the foreground! At least you get an idea of what one of the FoW bridges looks like.

Here is the final attack going in, on the seventh and last move. You will notice how depleted the units now are. In front of the dragoons (waiting to exploit a breakthrough that never came) light troops have been pushed forward to fill the gap in the attacking line. Of course, this attack was a failure like all the rest and the Austrians gave it up and retreated. The game was played with the Rank and File rules, which I continue to like. One or two reservations have surfaced, but with so few games played I will keep these to myself until I build more experience with the rules.

I have to say I was pleased with the look of the table. As I have said, I continue to have nothing but praise for the TSS system which has served me well for many years. But it's nice to ring the changes once in a while. And the curtain idea was great fun to use; simple but effective.

Comments encouraged, as usual. Happy summer!

Tuesday, 16 June 2009

The Call of the New


Two new things this week: a new set of rules for my SYW gaming and a new terrain mat.

First, the rules. These were the new set from Crusader Publishing; Rank and File: Horse and Musket Rules 1740-1900. The Crusader Publishing website (http://www.crusaderpublishing.com) allows you to get a good idea of the nature of the rules before buying, which is a thoroughly sensible idea and should be more widely adopted. I recall that the availability of a stripped down set of the Blitzkrieg Commander rules in PDF form (called Blitzkrieg Commander Lite) was instrumental in getting me to buy the full Blitzkrieg Commander ruleset a few years ago.

Rank and File seemed to be my kind of thing: designed to be genuinely simple and fast play, and contained in a manageably sized and well produced rulebook. The price of £16.50 including p&p seemed reasonable. They arrived within a week and so far I have read them through a few times and played one short solo game. They seem to do exactly what it says on the tin.

The rulebook is produced to a very high standard, being a 67 page full colour production on glossy paper with card covers. There is very little black and white here, and plenty of eye candy. This is perhaps one of the few criticisms I would offer: the high quality photos might have been better employed as illustrations of how the rules work rather than being mostly just nice to look at. However, explanation of the rules is thorough and generally straightforward, and includes some diagrams to clarify certain points as well as a 3 turn extended example which provides a solid idea of how gameplay proceeds. The rules fit my theory of a truly simple set: you can get a good sense of how they work in a single read through.

You won't find any strikingly new concepts here, but the rules are obviously designed to produce fast and eventful games. Instrumental in this are the generous moves, the fairly quick and deadly morale system and the generally simple mechanisms. There is no order system in the core rules and command and control is basic, which is fine by me. There are a fair number of optional rules which you can add in for more 'realism': at a first look I am quite happy with the core rules and am not particularly tempted by the extras.

The introduction states that the rules were 'designed so that a fairly large game can be set up and played to a conclusion within an evening'. Of course, what you consider a 'fairly large game' might vary, but I am aiming to raise forces of maybe 200 infantry, 50 cavalry and 4 to 6 guns per side, organised in units of around 8 to 10 cavalry and 20 infantry each. I think these rules will allow me to get a game with these forces played in around 3 hours quite easily. I would say these rules are definitely simpler than Minden Rose, and much simpler than Die Kriegskunst. They are perhaps a little more complex than the rules I have been developing myself which can be found on this blog, but I have no hesitation in saying they are much better, and my own little project will probably now cease development.

The fairly lengthy historical period covered is coped with by providing period specific tweaks for three time divisions: 1740-1792, 1792-1848, and 1848-1900. These tweaks (or 'period specific rules') are undemanding but sensible and take up only a page each.

What you won't find in these rules are army lists or detailed set up rules for terrain and scenarios. For myself, I can easily do without both. If you know your period, or are prepared to do a little research and reading (and surely the latter is part and parcel of wargaming), who needs army lists? And only a complete newcomer to wargaming will be phased by the absence of instructions on how to set up a battle. So, you provide your own armies, organised how you think they should be organised, and you devise your own scenarios. Suits me, and it saves many pages of extra rules.

I should finally say that the rules aim to accommodate all figure scales and basing conventions, and a variety of levels of play: that unit of six bases might have 4 28mm infantry figures per base and represent a battalion, or a larger number of smaller figures on it and represent a brigade (or vice versa, if you see what I mean). However, for 28mm figures the basing conventions and units sizes used in the examples and photos are almost identical to those of Minden Rose and Die Kriegskunst.

In summary, these may well turn out to be my new rules of choice for SYW. I recommend you look into them. And if you have any questions, there's an active Yahoo group called Crusaderminis where the author (Mark Sims) is available.

* * *

My second new thing is the purchase of a Citadel (i.e. Games Workshop) gaming mat. Easily available, and a snip at £14.70 for a 6'x4' mat, but the reasons I decided to buy it go back a fair way.

During my visits to shows over recent years I have noticed one thing in particular: for my money, a lighter coloured green as a basic terrain colour made better looking games. In particular the lighter shades of tile or mat showed off the figures better. Those games with a more drab green base colour looked rather, well, drab. My own TSS tiles have served me very well over nearly twenty years, and I would recommend them to anyone. But I began to wish they were flocked in a brighter shade of green.

So my search for possible alternatives began. I certainly wasn't going to model a new set of terrain tiles for myself! The idea of spraying the TSS tiles a lighter shade was kicked around, but I have a bad feeling commercial spray paints would react with the expanded foam, and I had no great hopes of making a decent job of the spraying even if I could find the right colour. So it came down to some sort of terrain mat. I looked around a number of local fabric shops seeking a nice bit of green cloth that would do the job but the right shade eluded me. The Terrain Mat people seemed to produce mats that had a reputation for being easily damaged, and the colour was a bit too olive. Mat-O-War were a favourite for a while but they are widely reported to be rather stiff. This would mean I would need to find a new set of matching hills to put on top of them: more expense. Ditto the mats from The Terrain Guy in the US. These had a mottled appearance on the website which I didn't really want and I would have to buy the matching hills.

The GW mats were a genuine, flexible cloth, so I could create hills by placing my current TSS hill contours under the mat. This is a technique I have been reading about since Donald Featherstone mentioned it in his 1962 book Wargames: yet I have never used it till now. I had also seen the mats in use at the WMMS show this year, and they were widely reported to be durable and well made. The final sell on the GW mat actually came via the Rank and File rules. Most of the photos in the rulebook use the GW mat, which is a nice green colour significantly brighter than my present tiles.

The results you see below. The mats are indeed well made, and the packing creases are easily ironed out. They lay well and don't seem to slip much. The hills I created are not really obvious in the shots: the Prussian infantry on the left are on one hill, and the Prussian guns on the right are on the other. The photos were actually taken during my solo run through of the Rank and File rules. The table was only quickly set up and will probably look even better when properly 'dressed' in a bit more detail. Generally, I am pleased with the new look. The only problem now is that I have to get some new rivers if I want to use them with the mat: my current rivers are produced by using TSS river tiles. The Flames of War river sections on sale for £45 seem a good option, but funds are lacking at the moment!


One thing I will have to look into is why my photos make the green on my terrain look less green than it really is. My TSS tiles often look a khaki shade in the photos, and the new mat looks a lot less green than it really is. If anyone knows why this may be, I would be interested to know. For the moment, I will search out a high wattage daylight simulation bulb for the light in the dining room where my games take place. Perhaps that will help.

As usual, comments encouraged. Go on, surprise yourself! Wishing you good wargaming until the next instalment.

P.S. Some excellent photos are now available of an ACW game using both the Rank and File rules and a table laid out with GW game mats in the same way as shown above. See the Crusader Publishing website at crusaderpublishing.com then look up Battle Reports.