Monday, 17 March 2025

Smaller Scale Gaming

Nothing pleases me more than the sight of a wargames table dressed up with an attractive terrain and groaning under the weight of hundreds, if not thousands, of metal miniatures...well maybe a nice piece of eye fillet, cooked medium-rare with honey glazed carrots, roasted potatoes and a red wine jus, washed down with a nice Pinot Noir or Grenache might please me more...and even more if there was a cheeseboard...but the meal would be but a fleeting pleasure whereas the vision of a table laden with toys is a joy for the soul that never fades.

A Prussian company with its
skirmish platoon deployed forward
Recently I have been thinking about some smaller scale games. I want something that could be used in our weekday games that would last a couple of hours. Now I have to say that I am not a fan of skirmish gaming. If someone in the group puts on a skirmish game I will play it, but I struggle in games where I am in control of a bunch of individually based figures that I have to move around then decide where a Bob has been hit and whether he can accurately aim his rifle with half his right ear missing...it's just not my thing. But the idea of each player commanding a battalion is of interest me.

The same company in company line
I wanted to create something for the Franco-Prussian War that captured the low level tactical differences between the armies. Both German and French armies frequently fought with their battalions broken down into companies and platoons, but they did it in different ways and I wanted to represent that difference. 

A French company with skirmishers
One of the great tactical innovations that the Germans introduced in the 1860s was the ability of battalions to divide and sub-divide and reunite as the tactical situation required. This allowed the German infantry, armed with an inferior rifle, to be more effective than their French counterparts at the lower levels. 

A French company in line
So my idea was to make the platoon the smallest component and it would consist of one of my existing stands. In the German armies three platoons would form a company and four companies the battalion. The French would have companies of two platoons and a battalion of six companies. Platoons could fight in companies, independently in formed lines or could be broken in to three of my skirmish stands. 

To add variety to a game a cavalry squadron of two platoons or an artillery section of two guns might support. I also wanted to represent the command structure of the battalion. Platoon commanders are assumed to be intrinsic, but captains, majors and the battalion colour party will be treated as separate units.

With the basic idea established I began to piece together some rules. It was relatively easy to adapt the combat mechanisms of my existing rules to do what I needed, but I wanted something quite different for the way in which orders were issued and obeyed. I quite like the way that Bolt Action handles this, but it was not a simple taking their idea as is - it needed adaption. The Bolt Action orders apply equally to all unit types because everything operates in a single mode, but formed infantry will act differently to skirmishers and cavalry. 

I also needed to make allowance for formed units to become disordered and shaken.

It only took a couple of days to pull some workable rules together then I set up a quick test game on 5x5 table, in which four companies of French infantry and two guns are facing off against a Prussian battalion (four companies) and two guns. The Prussian objective is to secure the bridge. The French are deployed around the bridge and the ford and the surrounding woods. The Prussians enter the table from the edge. The stream is fordable at all points, but artillery must cross at the bridge or the ford. It might seem a tall order for four companies attacking four companies especially since the French are armed with a much better rifle and in position, but French companies have only two platoons whereas the Prussian companies have three platoons, so the Prussians count twelve platoons to the French eight.

The battlefield

The French have deployed the Third Company in the woods with Fourth Company in support to the rear, and on the opposite side of the table First Company is opposite the ford with one platoon forward as skirmishers and Second Company is in reserve. The section of artillery is between the two infantry wings with a clear view of the bridge.

The Prussians have deployed in two half battalions with Third and Fourth Companies on the right (with the skirmish platoon of Third Company thrown forward). The artillery section is to the left

On the left First Company (with its skirmish platoon forward) leads the Second. The major and the battalion colours are with this half battalion. 

The French skirmishers were the first to draw an activation and chose to fire at extreme range on the Prussian skirmishers from 1st Company.

First Blood to the French

From the woods the French 4th Company opened on the skirmishers of  Prussian 3rd Company, causing 3 casualties. Even at extreme range the Chassepot is doing severe damage

The French 4th Company moved towards the bridge

The French artillery dropped a shell right on their point of aim, between the Prussian 3rd and 4th Companies, causing casualties to both companies and killing one of the platoon leaders

Losses in the 1st Platoon 3rd Company are mounting rapidly

The Prussian 1st and 2nd Companies have formed and are ready to take on the French

The skirmish platoon on the left is holding its own

1st and 2nd Companies are taking losses, but the major is there to calm them.

The French too are beginning to suffer (above and below)


In front of the French 3rd Company the Prussian losses are mounting

Here I paused the game. On the whole I like the way that the game sequence worked, but I need to give a bit more thought to the way companies act when subunits have been damaged. I really liked the way that the Chassepot was doing damage at ranges that the Prussians couldn't respond atand the way that the Prussian artillery cut onto the French infantry, although in all fairness that was more a matter of luck than anything else.

The game was a successful enough exercise to encourage me to keep working on the concept. In fact I am sufficiently pleased that I may apply the idea to other 19th Century periods. 






24 comments:

  1. Good stuff Mark - we will make a skirmish gamer of you yet - Pikemans Lament next?!

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    1. Hardly a skirmish game though...there were 150 figures on the table!

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  2. An amazing looking table and figures. Like yourself I am an armies on the table sort of guy, but Franco Prussian War at this scale is something I have wanted to do for years. I'm looking forward to seeing future progress on this project, with the added hope that you will share your rules. Great stuff.

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    1. At some point I will post the details of the rules.

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  3. All excellent stuff so far Mark and I look forward to seeing how you tweak things to move it all forward:). This level of action is perfect for the build up to a bigger game. I've used Rebels & Patriots for these sorts of games, which work well for me. I've seen other used Black Powder II at this scale, which likewise seemed to pan out OK.

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    1. Thanks Steve. The acid test will be when I get others to play and they find all the things I didn't think about...

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  4. Lovely looking game and miniatures, I like that size of game, works well in my opinion, I can't be bothered with skirmish games but this size of game interests me a lot more.

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    1. Thanks Donnie. The bigger the better for me...I remember decades ago playing Austerlitz at Peter Gilder's Wargames Holiday Centre and counting something like 5000 figures on the table...fabulous stuff!

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  5. Your rules seem to have adapted very well to smaller scale gaming with the adjustments you mention.

    We are planning on running a few Sharp Practice games later this year which from first read seems quite similar in the way there are a sprinkling of a few leaders on each side and 24 figure units, with a hundred or so figures in each force, which is the 'skirmish' level I'm interested in playing. How does the Bolt Action issuing of orders mechanic work?

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    1. I had to change some of my fire factors because it was too effective, but I was pleased with most of it. In Bolt Action you put a number of counters equal to the number of units of each side (a different colour for each side) in a bag. You draw a counter out of the bag and the side whose colour is drawn then assigns an order to a unit of their choice - fire, advance, run, ambush, rally or down. The order then needs to be activated. Then the next counter is dawn until all units have been moved. It's quite a neat way to get around you-go-I-go. But it is designed for two players and in a game with more players there would be an awful lot of sitting around waiting for your chance to move all your units and each turn could take a long time.

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    2. That is an interesting mechanic and a nice alternative to IGOUGO, or whatever the acronym is. As you say though, I wouldn't like to be the player sitting around for half an hour for the allocation of my chit while all the other actions are resolved.

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    3. I often find that those single figure gamers are a lot of fun for the organiser, but for those waiting around for their next turn there can be a lot of magazine reading going on.

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  6. A great looking game with gorgeous minis!

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  7. For a long time I have thought there must be some sort of game in this level of the FPW. Normal scale games necessarily skate over what was going on at the level of companies and platoons. Well done for having a go!

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    1. I ran a game about 30 years ago where three gamers each commanded a German company and a fourth was the regimental commander. I played the French and just made things up as I went along - I did roll dice and pretended to consult some notes but that is as far as it went. They were always going to win, but if they did anything rash or stupid, they were going to suffer! Nothing was visible to them and they were so cautious. I remember that at one point I brought the Kaiser onto the table. He approached the regimental colonel who thought he was going to be rewarded. The Kaiser asked what regiment this was and the colonel answered, to which the Kaiser replied "Bugger, I'm in the wrong place!" and rode away...the look on the player's face was priceless. He was completely deflated and reminded me of the incident for many years...

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  8. It is nice to see the well painted troops on the excellent table. The point of view you want to produce, the use of skirmishers and formed troops together will grant a lot of interesting tactical situations. Is rhe effect on the formed parent unit of the skirmishers taking losses part of what you want to portray? In the recent years I have been gaming on the lower level of the tactical scales and find the games with a few battalions on a side scale up and down well. Hopefully you'll find the sweet spot you're looking for in this.

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    1. Thanks Joe. I was more concerned with how to manage losses within the company once platoons reformed...did the impact become less on the company as a whole because of the greater numbers? I think I have it resolved now - platoons retain their individual casualties and test activation separately, but get a bonus for being grouped with friends. This could mean that two platoons might obey their orders but the third, perhaps badly shot up platoon, decides to go to ground instead. The company commander then has to try to motivate that knocked about platoon.

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  9. Mark, I think you are on to something there .

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  10. Great presentation! I agree that skrimish gaming is a mixed bag. I can usually happily do a game where a figure is an individual, but soon as there are type of formations, I start to get skeptical. You can't really call 4 dudes together a shield wall. 😁

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  11. Excellent looking game of course, the top shot at the beginning shows off your terrain boards really well, reassuring after all the work that went into them no doubt! Very interesting game scale, as you say hardly skirmish gaming but somewhere between, I like the bag device from Bolt Action, it gives a nice element of uncertainty and having played a four player game with it I can't say anyone got bored waiting for their go?
    Best Iain

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    1. Thanks Iain. I can see it working gor 4 players, but some of our games frequently involve 8 of 9 players. We will see how the next game goes 😃.

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