Saturday, 5 April 2025

The Battle of Fismes - introduction to The Library of Napoleonic Battles



The purpose of this post is to delve into an introductory scenario / package and give a first impression from a new player’s perspective.

The Battle of Fismes 4th March 1814, appears together with other battles in the Napoleon Retreats module (1814). The system is designed by Kevin Zucher and published by his company, Operational Studies Group (OSG). Fismes is a hypothetical situation. It takes its setting from Napoleon’s intention to corner Blücher as he was crossing the river Vesle - something that didn’t actually happen because of other factors.


The game is part of a big series known as ‘The Library of Napoleonic Battles’ and in OSG wanting to put out an introductory package for new players, they decided to borrow the Fismes game from the module and present it as a stand alone game at a lower cost.


In the intro package you get 1 counter sheet and the map from the mother module, plus a full set of rules and some play aids. There are a further 8 documents needed that you download as PDF’s. This balance between physical and download results in the introductory game being available in the UK (I bought mine from Second Chance Games) for £25.


Further, the system has an optional use of cards (not a card driven game), which are not included - which makes sense. Recommendations for first play is in any case not to use Fog of War or Vedettes rules or the cards.





The Map - a lovely 4 panel 17” x 22” professional map from the mother module.





Above - the important bridge crossing at Fismes.


The Counters - 1 counter sheet from the mother module that has the needed order-of-battle plus unit counters that the scenario doesn’t use. The sheet has a good selection of markers, but not all that are needed. I managed with the limited supply, by using some counters as proxy (fire markers for damaged bridges) and just remembering some other things. I could of course have borrowed markers from my other wargames.


The rules - 20 pages, clearly presented and illustrated in 2 column print. I found these a tight and easy read set, without any obvious questions popping up along the way. Nice job. There is a good index and the rules themselves have plenty of cross indexing in the text. I found this a real bonus in my opening turns of learning.


The downloads - All useful and none are ink heavy (link available from the OSG site). I like the two visual unit rosters, it makes set up rather easy. One document is the same 20 page Study Folder that comes with the mother game, but really, you can just view this on the computer and not print it off …. though I sent my PDF to a print on demand company, just to get a nice looking study folder.


Full disclosure - I am not a total newbie, I have been playing boardgames for decades, but I have not played a ‘Library of Napoleonic Battles’ game before, though I have recently played the old Napoleon’s Last Battles, which is a close relative of this game. I have also bought three other full games in this series, but not looked at them, so this post about first exposure to an introductory game is about as honest as I can make it.


Setting up  - very straight forward, but for starting actual play, I didn’t feel it was all that clear as to what was expected of the Coalition. I had thought that they were to march in a north to south direction and hopefully meet up with potential reinforcements. However, I asked the question at ConsimWorld and was very promptly answered by the designer and it turns out I was wrong, the coalition actually march south to north to escape Napoleon across the river. I really did search for an answer before asking the question, so either I missed the point or the scenario needs a bit more guidance. As a result, I changed the position of Coalition baggage and pontoon counters from that shown in the photo.


After action report - this is a veteran system, with many many thousands of words and much e-ink spilled about it over the decades, so rather than explain a system that is well known, here I will just look at play experience to the newly exposed! 

Firstly I read all the rules once from cover to cover. The rules are a very easy read, they are well explained. So a relatively easy game, but there is a lot here and retaining all of that in a first read is unlikely to happen.


I very much like that the rules follow the sequence of play, so that helped a lot, as I played through the first turn, I was in effect reading all of the relevant rule sections again as they cropped up. Further, some things like demoralisation generally happen later in the game, so re-exposing myself to those rules happened later, which helped spread the learning load. It took around three turns for me to pick up speed and reference the rules less. Soon I was remembering such things like artillery firepower is halved when both attacking woods or defending it woods etc. The various play aids are well done and also help.


Opening plans - For the Coalition, at the outset I visualised this scenario as one of escape and rearguard actions. They will make best efforts to get across the River Vesle and then put a rearguard on the Fismes bridge to block the French and defend the river line. The bad weather (frost and fog) means that they cannot deploy a pontoon bridge, so Blücher must keep the Fismes bridges open at both ends for as long as possible to allow as many to escape as can.


For the French, they will initially engage with as many Coalition units as they can to pin them, preventing their escape across the river, while they push to capture the Fismes bridge and cut off the escaping troops. This does hinge on inflicting more casualties than they receive to get the win.


Opening Moves - Conditions frost. The forces start far enough apart that it takes the French a couple of turns to start the process of meaningful engagement. As the command system in practice becomes more obvious, the Coalition feel the pain of those far flung units being out of command and out of supply. There is a scramble for the Coalition to get into better positions below Fismes to defend the bridge and keep it open for as long as possible. They have started to bring some guns up to line the banks of the River Vesle and have discovered a nice little chateau that has the potential to form a cornerstone for the mid game defence.


The French have their own problems with command out on their far right flank. However, the Initiative rating of Nansouty is good and his cavalry is active most of the time ….. except of course on that moment when it really mattered and he failed his Initiative roll :-) - nice!


The weather changes and we now have fog as well. The main effects are that artillery cannot fire at range (bombard) and all units lose one movement point.


Mid Game - I was starting to get a bit slicker with the rules and when there was a question I was finding the reference paragraph very quickly. I was now aware of how much system there is. It goes back to my comment that this is easy stuff, but there is quite a bit of it, but I was getting better at picking it up, just by reading a couple of paragraphs at a time and adding that to the growing understanding of the rules. The rule layout really does help this ‘pick it up as you go along’ method of embedding the system to memory. I don’t think I made any big bloopers! (Perhaps I wouldn’t know :-) ).


One thing that I did find was a good level of enjoyment as to what was going on down at the individual hex, between the nuance of the terrain and the type and size of the units present. I did get caught out a few times when it came to identifying slopes, but that starts to become second nature to the eye. 


Leaders can build up stacks and as units started to get closer together as everything was making for the bridge, I found tweezers were fairly essential to manage the counters.








Above - views of the French right (Nansouty) starting to roll up the line and the problems that the French are having in making progress towards Fismes.


Late Game - From a systems points of view, the turns by now were really going quite quickly, even though the amount or work and what was going on in each of those turns was similar to the previous turns, so the learning curve was clearly bottoming out in this eight turn game.


There was also a lot of excitement at the end of play. The French had come close enough to the bridge that the Coalition had to just move to hunker down behind the river and bridge. They had brought some powerful units up from II Prussian Corps to defend the bridge. On the French side of the bridge there was just carnage and the French were getting a lot of positional advantage against Coalition units and taking them out …… but! one Coalition stack got a ‘retreat 2 hexes’ result, they retreated over the bridge and DISPLACED the very strong garrison that I had placed there, the bridge position was now much weaker.


Victor (French) then came up, assaulted the weaker units now protecting the bridge and won, pushing his way to the other side and into the hex that gives 5 Victory Points. This was the last French die roll of the game. Now in the very final part of the game, the Coalition counter-attacked and they pushed Victor back over the bridge - a true nail biter ending, going down to the last couple of die rolls, so this holds a lot of potential to entertain as an introductory scenario.


I must say by this point, I was in full swing of understand who could do what and where. I was finding the Demoralisation / Reorganising rules the one area that I needed to sit down again with and read through, but then that all clicked in place.


My only two sticking points have been 1) after set-up, not understanding what the scenario actually wanted the Coalition to do. Part of the problem was that the text suggested that Blücher was able to meet up with Winzingerode, who is a reinforcement that arrives on the south side of the river, so I assumed Blücher should have been marching towards him. But in fact that was the historical outcome, our ‘hypothetical’ situation was requiring him to march the other way.


2) I couldn’t find any proper reference to the weather for the 4th March and just assumed that the numbers on the weather chart required me to dice for weather - when in fact there is errata on BoardGameGeek that explains that the weather track for 6th March should be used.


On oversight on my part was that I had failed to grasp that the Coalition calling for a General Retreat would have generated victory points for units exiting the map. Anyway I calculated that the French had won a Strategic Victory (there were a goodly amount of destroyed Coalition units), but had I utilised a General Retreat, it would likely have brought that down to a French Tactical Victory.


For years and without proper insight, I have always thought of the ‘Library of Napoleonic Battles’ series as being little more than an expanded Napoleon’s Last Battles system (old SPI game, redone in 2016 by Decision Games), but having recently played NLB, I think that characterisation is just too simple, rather, this feels like NLB on steroids! I hugely enjoyed it and there were plenty of moments when it felt like I was immersed in a book in a narrative sort of way. I think my first game just scratched the surface and that a second go of Fismes would significantly firm everything up and deliver more to me.


Deficiencies as an introductory package for a new player - There is a shortage of game markers supplied to meet all of the functions of the game, but it is not enough to stop play, you just have to proxy some markers, for example using fire markers for the destroyed bridges and I have a lot of other games that I can borrow from, which is what I should have done instead of moaning about it! There can also be a bit of early confusion as one breaks into the scenario and it would have helped if there had been a single side of notes (A4 or letter type of thing) and advice that specifically speaks to the new player as …. well … a new player. There is a sort of ‘hello’ sheet, that comes with the game, but it doesn’t go far enough and that would be a good place to expand things, though it could easily become an additional download.


Neutral aspects - At heart this is a relatively easy game and being a series game, all investment in learning will be well rewarded with a lot of future playing. On first contact with the game, there can seem a lot to learn i.e. it is all easy, but there is a lot of it, so not everything clicks straight away, but a single re-visit to the various rule sections is enough to ‘get it’ for the most part and there is something about getting slowly drawn into that and play that brings its own pleasure. I.e. any work actually feels rewarding, though this I feel has more to do with WANTING to get into it.

 

Good aspects as an introductory package - You pretty much get full immersion into a full and proper scenario that over the course of play pretty much draws on most areas of the rules to help embed the rules through play experience. The rule book is very good. It is easy to read and absorb and there is a very effective system of internal cross indexing, so to learn, I just went through the sequence of play stage by stage, which took me off to the relevant rule sections. I didn’t come across any questions or rules ambiguity. The size of the game is compact, so that even with the charts, this is a kitchen table game. I was conscious of those areas of system that were only superficially in my memory, so I kept pausing and going off for a read to absorb them and everything was instantly clear and importantly those bits were easy to find and digest. I found that by the end of play I pretty much had a full grasp and wanted to play the scenario again - which tells its own story!


Does Fismes work as an introductory package to the system? - yes. 


Relevant Errata - The casualty and weather charts use the 6th March information.


As an aside - the three modules that I have just invested in are Napoleon’s Last Gamble, Napoleon’s Wheel and Napoleon Against Russia, so plenty to get my journey going.


There will be more about this system posted on my COMMANDERS site at:


https://commanders.simdif.com/dear_diary.html


Thursday, 3 April 2025

German WWII Pocket Army in 10 / 12mm



Having sold off the 20mm (1/72) WWII stuff last year, I have been buying the bits to put some 10 / 12mm (1/144) forces together.

In the first instance I am going for a German mid war starter force - a new ‘Pocket Army’. 


WWII can pass across the painting table at surprising speed compared to other periods and so it makes for a good quick project to fit in between other bigger projects, that you sometimes need a rest from!


Anyway, kampfgruppe Schmidt is ready for action, comprising as follows;


9 x Infantry bases (6 figures per 45mm base)

1 x Mortar base (with 2 mortar teams and an observer)

2 x HMG bases (1 HMG per base)

1 x OBA observer team (radio operator and observer with field glasses)

2 x PaK 40 bases (75mm anti-tank guns and crew)

1 x HQ base (Horch car and two officers)

3 x StuG III vehicles.

1 x Opel truck





The infantry, mortar and HMG and OBA observer team are Victrix hard plastic figures from their German Infantry pack costing £30, but there are still enough figures left to do quite a few more bases … perhaps even another company of infantry if I get a little creative.


All the vehicles are from Anschluss Wargames. They are resin and the StuG’s cost £3.75 each, the Horch car cost £3.50 and the Opel truck £3.25


The Anti-tank guns are metal from Pendraken Miniatures, costing £3.20 for the pair.


So for around £50 a flexible WWII Pocket Army can hit the table, for say just over £100 plus associated postage for the two small forces.


I have tried to base these so that they can fit into both rural and urban scenarios, but I am not sure that I have achieved that as much as intended. The problem is that if the base goes too dark, you visually ‘lose’ the figures in them. I had to add some light turf (a sort of dusting) to brighten these, but I think that has left them a bit ‘messy’.


Although the Horch car is based, that was really just to create a HQ scene and for this project, for now at least, I am generally not going to base the vehicles. The advantage of basing would be the raising of the vehicle so that they look right next to the based infantry, but I think un-based vehicles sit better on a variety of terrains - we shall see!


The infantry bases each represent a rifle section, so the nine base gives a company of three platoons, a fairly perfect size for my own rules, rather small for ‘O’ Group and also on the small side for Rapid Fire Reloaded scenario books that I have, though the ‘head count’ on the bases might make for a better visual for Rapid Fire games. 


In any case, it is just a starter force and it will be easy to introduce other bases and broaden the versatility.


My intention now is to do a mirror force for the mid-war Soviets. I will look to add a 7th figure to the infantry bases to represent bigger platoons and see what that looks like and probably run one of the platoons with three sections of sub-machine gunners.


After which … ‘Attack on the Rail Station’ and others beckon! 


Progress can then slow down a bit, perhaps a platoon of Hanomag half tracks for the Germans and a truck platoon for the Soviets, before turning to either a British / commonwealth or American force for another ‘Pocket Army’.


I will be adding updates on these Pocket Armies over on my COMMANDERS site at;


https://commanders.simdif.com/dear_diary.html


Tuesday, 25 February 2025

New (but old) WWII tactical rules



Wargame Rules for Armoured Warfare at Company and Battalion Level 1925 to 1950, Bill Farquhar, a pseudonym used by John Salt.


These have just dropped through the post, via the print on demand service ‘Lulu’. I have only had an opportunity to briefly browse them, but my nostalgia button is already in overdrive!


In the 70’s Wargames Research Group (WRG) were the rules staple of most wargamers, reinforced by their use as ‘standard’ on the convention circuit.


Amongst the wide range of periods covered my WWII rules of choice were the 1925 - 1950 Armour & Infantry set. These covered platoon to battalion level action and between these and my 6mm figure collection (pocket money affordable!), I played the hell out of them and several of the pages still are imprinted in my mind’s eye.


In 1979, WRG brought out their ‘Moderns’ set, covering 1950 - 1985 for the company to battalion level game, with an armour focus. The cover looked exactly like the cover shown here, but in a pale blue instead.


Today, John D Salt has brought us a set of rules that sit between the above two sets, that is, the ‘Moderns’ version, but for the earlier period of 1925 - 1950. Essentially the text has been taken from the Moderns set, with things like helicopter and ATWG rules removed and all the 1950 - 1985 aspect has been replaced with WWII troop and vehicle types.


There is much here that is familiar to me and from that commemorative style cover to browsing the content, I have already found a simple pleasure in just owning it.


It needs to be understood that this is an old school style rule set. There are some things that these days can be a little slicker, like observation rules, but that is not the point, these rules are meant to be fully sympathetic to WRG era of the 70’s and in that regard, they absolutely are. It is a job well done.


One of the first things I do when looking at a new WWII system is to see how the author has handled the German Tiger I tank compared to the Panther tank. It always makes for a fascinating study, as the former went into production in 1942 and the latter half of 1943. The Tiger I was a heavy tank, formidable at the time, with a fearsome reputation, but just a year and a half later, the Panther tank, a medium MBT, had made a generational leap in design and their comparison is says much about the nuance of gun / armour rules.


Plenty of systems have them as close equals, some even give the Tiger an absolute advantage, surely something that could only be attributed to elite crews, but this is what we have here;


[The first thing I look at is the Armour Classes page, which is set out just like my 1975 set, only more comprehensive in terms of vehicle types listed].


The Tiger I armour  is classed as V front and IV sides and for armour it is grouped in the same class as the A22 Infantry Tank, Mk IV Churchill, KV-1, m41, and the up-armoured T-34. The guide tells us that Class V armour covers 90mm - 120mm and Class IV is 65mm - 85mm.


The Panther armour is classed as VI front and III side and for armour it is grouped together with StugPz IV, Jagdpanther, M4A3E2 Jumbo, SU-100, SU-85M and Centurion. The guide tells us that Class VI covers 125mm to 160mm and Class III is 45mm - 60mm.


The notes indicate that protection is a combination of armour plate thickness and slope, the quality of the steel and fasteners used, plus good design presenting no vulnerable spots of shot traps. Clearly that superbly sloped Panther front armour is at play here. I love this sort of stuff!


I won’t know until I have read all of the rules whether size /profile has also been used to shape the final placings … as the little Hetzer looks good in the stats!


For Firepower, the Panther’s 75/70 gun and the Tiger’s 88/56 are close performers …. i.e. you never want to be on the wrong end of either of them, but when it comes down to actual stats with standard ammunition, the Panther’s gun has the edge over the 88/56 at range (for penetration, it rightly is the case that the 88 has better HE performance), but it is by a present, but small margin, that will really only influence the margins of some of our engagements.


As an example of the performance of these sort of guns, the Panther’s 75/70 is automatically penetrating all armour classes of IV and below. At Class V a die roll of ‘6’ is needed at 2750 metres, with -1 to that die roll for every 250 metres below that. So at 2000 metres the die roll would need to be ‘3’ or higher. This formula is used for each higher armour class thereafter, with Class VI starting at 1250 metres and Class VII (Tiger II, Elefant and Super Pershing) at 250 metres.


For game scale the player uses 1mm = 1 metre or 1mm = 2 metres depending upon size of figures used. I will be using 10mm / 12mm figures on a domestic table, so will likely go with the latter.


There are (of course) To Hit charts and on the longer ranges, the Tiger gets the slight advantage.


There is Target Acquisition and this is obviously done in the old school way (as the rules are a lift from the 70’s text) and on first sight the number of modifiers to this is a reminder of some of the heavy lifting that rules of that generation were built around. However fellow blogger John H. Has play tested the rules and in his review, he felt the modifiers quite quickly became familiar.


I have found looking into these rules a real pleasure. The task was to re-create a rule set that would nicely compliment what WRG were doing between 1973 and 1979 and to ‘imagine’ the set that WRG would have brought out, had they taken that next step in their WWII tactical rule development. In that, these are a perfect fit. It is like stepping back in time. I am that teenager again!


It is a comprehensive set and of particular note, it is fully self contained. All the troop types and vehicles you will want are here, so no ‘Codex’ style supplements - you just buy the rules.


In the links below, fellow blogger John H has a combined review with an AAR that gives a deeper overview than this post. That post also contains links to other replays, so you might want to check that out for some wider opinion.


The Lulu page is here to purchase the rules;


https://www.lulu.com/shop/bill-farquhar/wargames-rules-for-armoured-warfare-at-company-and-battalion-level-1925-to-1950/paperback/product-wdkk97.html?q=bill+farquhar&page=1&pageSize=4


A limitation of Lulu is that it doesn’t print single sheets of card, so they can’t bundle play aids when printing and sending the book. My understanding is that The Wargames Website (UK wargame forum) has proposed to host the PDF, but I couldn’t find it. There is an e-mail address in the rulebook, which I used and John Salt kindly e-mailed me the PDF. Of course, they are on the same deep yellow background as the 70’s original, just adding another level of WRG authenticity.


Fellow Blogger John H’s AAR and review is - Here


https://hereticalgaming.blogspot.com/2025/02/the-farquhar-version-review-of-missing.html