Showing posts with label Irregular Wars. Show all posts
Showing posts with label Irregular Wars. Show all posts

Tuesday, 17 September 2019

Distortion of ranges in Grand Tactical wargame rules

Swedes with muskets circa 1660
(The original version of this article failed to acknowledge my debt to Chris Pringle's Bloody Big Battles! and added insult to injury by inadvertently - and inexplicably - misrepresenting BBB itself. I have therefore eaten humble pie and amended it. doctorphalanx, 16 March 2020.)

Tilly's Very Bad Day doesn't have a declared ground scale. Some may notice, however, that Horse have a Shooting Range of 2TUM and Pike+shot of 4TUM. As a TUM is half a base width and as bases represent brigades, it means that Horse can fire a distance equivalent to the frontage occupied by a Brigade and that Pike+shot units can fire a distance equivalent to the frontages of two brigades.

In correspondence TVBD author, Steven Thomas, explained: "Inside the game, there are several related mechanisms that interact. The key ones are shooting distance, normal movement, charge movement. The relationships between these are complex. We play tested a bunch of options."

The large ranges are, therefore, a compromise and a result of trial-and-error tests made during the development of the game mechanics. They can, to some extent, be justified on the grounds that a brigade base is not a solid body of men but rather 'an operational centre of gravity'. The actual units that it represents may be rattling around within its perimeter or spilling over its edges to approach enemy brigades doing the same thing. They may indeed come a lot closer to shoot at one another than appearances suggest, in which case the 2 TUM may to some extent reflect their reach as much as their range. This concept is inspired by Chris Pringle’s Bloody Big Battles! See his comment below for a full explanation.

(Cf Horse, Foot and Guns in which musket-equipped troops have ranges varying from 200 to 400 paces, the higher range representing an invisible skirmish screen notionally thrown out in advance of the visible parent unit.)

It would be a mistake, however, to push this rationalisation too far. At the end of the day we have to recognise that hobby wargames are games, not simulations, and we are kidding ourselves if we think any of them are ‘realistic’. They reference realism in the same way a novel might, but they are not real: they are games of chance with a military flavour.

And if you do try to create rules that are trudgingly ‘realistic’ you may also find that the small increments and lack of dynamism lead to a game-play that is arthritic.

Rather than simply leave things there, however, I thought it would be interesting to look at ground scales and ranges in other rules with which I am acquainted. The results are a mixed bag and I’m not really sure what conclusions to draw. Some hit the mark or make a reasonable attempt at realistic ranges, others certainly do not.

I’ve played most of these games with a range of other players and none of them have ever questioned the ground-scale or ranges. Nobody, of course, is going to question the length of a ‘normal move’ because it’s part and parcel of the game and we don’t specifically know what it represents, but if you are looking for holes in a game because you are looking for holes in a game, ranges are an easy target!

Altar of Freedom

I haven't played these rules yet but I'm very impressed by their approach. The ground scale is 1" = 150 yds. The bases are 60mm x 30mm and represent  brigades.

There is ranged fire and close combat. However, the ranged fire represents only skirmish fire and the close combat principally represents point blank shooting. The skirmishing fire range is 2" inches so 300 yds, and may include the distance of the skirmishers from their parent unit as well as the range of their weapons.

This approach exactly captures the unique nature of battle during the American Civil War but I don’t think it’s applicable to other times and places.

It may also be noted that although  the firing aspect and the close combat aspect may be defined differently from other rules, game play still includes these two aspects. As such, AoF is not radically different from other rule sets.

Bloody Big Battles!

Ground scale: 1 inch = 150-250 yards/metres. Smoothbore musket range  is 3 inches which equals 450-750 yards/metres. (The Dreyse Needle Gun is given a range of 6” and the Chassepot 12”.)

BBB author, Chris Pringle, explains this approach in his comment below, a reaction to the original and misleading text in this section.

I accept Chris’s concept but have some reservations about the ratios between the respective ranges, a subject I might return to another time. As with TVBD, the outcomes at the macro level are, in my opinion, more important than strict simulation at the micro level.

Horse, Foot and Guns

Musket range is 200 paces if 'Musketeers' and 400p if certain other types, representing the reach of skirmishers. A pace is 30" so that means 166 yds and 332 yds respectively.

Impetus (first edition)

1U = 6-7 m. Unfortunately the U is sort of tied to the scale of figures used rather than the size of the bases. However, if you have 6-15mm figures on the suggested 8cm-wide bases, 1U is 1cm and your 8 cm base frontage will represent say 6.5 m x 8 = 52 m (about 57 yds).

Interestingly a heavy Infantry unit in Impetus represents 600-1200 men, roughly equal to a cohort or double cohort. Assuming that each cohort is eight lines deep, and that each legionary has a 1-yard frontage, one 480-man cohort would have a frontage of 60 yards (100 yards for the oversized first cohort). This from here. All of which goes to show that an Impetus HI unit is a fair match for a Roman cohort. Now on to ranges.

Ranges in Impetus typically go out 30U, about 195 m or 213 yards which seems long but not absurd.

The new, second, edition of Impetus uses measurement related to BW, a much more rational and increasingly universal approach for pre-Twentieth Century warfare.

Maurice 

No ground scale. Musket range is 4BW, equivalent to a unit’s frontage. If the unit is a battalion in two ranks it might have a frontage of 500/2 x 2’ which would be 500 feet or about 167 yds. However, Maurice uses bath-tubbing with no alteration to range so a unit could just as easily represent a brigade.

At battalion-level (my preference) Maurice is not a grand-tactical game. At brigade-level it is, but the numbers go out of the window.

Above all it is a game, and a very good one, not a pretence at simulation. It gets by because it splendidly captures an Eighteenth Century look and feel. And IMO that's more important than claiming some notional representation of accuracy in a small arms table.

Rules of Battle 

Forgotten now, perhaps, but apart from DBA and HOTT I think Neil Graber's Rules of Battle was the best implementation of the DBX-style design ever achieved.

The ground scale is 1" = 500 ft. Each 40 mm by 20 mm Foot base represents 1000 men (and a frontage of 267 yds).

Apart from artillery there is no ranged shooting. All combat is point blank, i.e. base to base contact.

Of the rules reviewed here, Rules of Battle is the only one not to have ranged infantry fire.

Twilight of Divine Right 

1BW = 150 m. Foot and dismounted dragoons have a range of 1/2BW = 75m. Ranged pistol fire at 1/4 BW is used and it is potentially a very small measurement. ToDR units consist of two bases so the ¼ BW measurement is actually only 1/8 of a unit’s frontage. This drives the need for bases (and a table) that are relatively large. In comparison with TVBD this set has realistic ranges but I find the small size problematical.

Irregular Wars

Irregular Wars is a much lower level game than the ones above, but I’ve included it for comparison. Bases represent companies of 125 men. It has a ground scale of 1U = 30 yds, and long range for most weapons is 6U or 180 yds. I suspect that the smaller the scale represented, the easier it is to avoid distortion without crippling a game.

Sunday, 28 January 2018

Fastest to table

Lancers. 2mm is now my way to go for mass armies.
I might have written something like this before but no matter as it is a topic that demands revisiting. I often wonder what miniature wargames I would do if I was starting from scratch now. Obviously I would do games that appealed to me historically, but, more generally, I would do games that could be brought to table as quickly as possible. This is partly because I lack time to paint but also because I'd like the fruits of my labour to end up on the table rather than in the lead mountain.

At one end of the spectrum I would focus on skirmish games like Dan Mersey's Rampant series for which 28mm figures have the most appeal. Somewhere in the middle are games that are 'compact' or otherwise economical on figures like Crossfire, Irregular Wars or DBA. For these I would use 15mm, 10mm or 6mm, and these scales would satisfy the aesthetic appeal of playing with toy soldiers.

Any games featuring mass armies, however, would have to be base-orientated so I could use 2mm or 3mm models, and thìs end of the spectrum would satisfy my desire to play large historical battles. I think this is the way I will now go with Bloody Big Battles! if and when I get round to it. The other advantage of these small scales is of course that they put less pressure on storage and carrying.

This  is not an entirely futile speculation as it should also help me to regulate what to do in future. I feel sure I've written that before as well. The difficulty is remembering it.

Monday, 8 January 2018

Heigh-ho! Khurasan Elizabethan English

English High Command
It was way back in 2013 that I started playing Irregular Wars and began collecting 15mm figures for Elizabethan English and Irish armies. Although supplemented with figures from other manufacturers, the core of this collection was the superb Khurasan Irish. Since then I've eagerly awaited the appearance of the Khurasan English.

In 2014 I was heavily involved in playtesting the second edition of Irregular Wars, but this was with counters rather than figures. I subsequently completed Portuguese and Dutch armies using real lead, but the Irish have languished in boxes unpainted, awaiting their English counterparts.

The weeks turned into months, and the months into years with the occasional return to Khurasan's website to see if they were coming. I noticed the gradual addition of some Spanish and then, in December, the arrival of the English. Well, better late than never, but four years' wait is a disappointingly long time to say the least. The figures are again absolutely superb and I've already ordered my first batch.

Wednesday, 30 November 2016

15mm Samurai for Irregular Wars

Japanese armed peasants join the lead mountain...
I bought some 15mm Two Dragons Samurai years ago to do a DBR army. There weren't enough figures and they've sat in a box ever since. But then I realised that with a few extras they would make an army for Irregular Wars. So I bought the extras and an Ikko-Ikki army to oppose them.

The Two Dragons figures are now sold through the Minifigs website and dispatched by Caliver Books. I'm very pleased to see that after all these years the castings are still excellent quality.

The only thing I'm now lacking is a portable shrine for the Ikko-Ikki which nobody seems to make in 15mm but which should be easy enough to scratch-build.

Monday, 10 October 2016

My Irregular Wars Colonial Portuguese and Hollanders

General with Dutch East India Company flag
My 15mm Colonial Portuguese and Hollanders are finally finished. I first posted about these back in April 2014, i.e. two-and-a-half years ago!

The figures are mostly Grumpy's Miniatures and designed to be interchangeable between Portuguese, Dutch and Spanish colonial forces where appropriate.

As the figures came out rather dark I went light with the bases which looks good for the Tropics.

If you look closely you will see there is no facial or much other detail. The figures are designed to be viewed at playing distance. The 'realism' is achieved by (a) staining, and (b) the ground. The latter requires little time or effort but adds a great deal to the look. IMO this approach provides the most economical balance between effort and effect.

Sunday, 10 April 2016

Irregular Wars - First outing for Portuguese and Dutch

The figures are mostly Grumpy Miniatures
Despite spending a lot of time helping to playtest the current edition of Irregular Wars, I haven't played it much since because I was waiting to finish my first pair of armies - 15mm Colonial Portuguese and Dutch. The bases still need texturing etc, but having stuck the figures to the bases, the armies are now usable. Unfortunately, I realised at this point that I had either miscalculated the figures I needed or the army lists had changed. Anyway, I had to make up a couple of new bases which now need to be painted from scratch. Hence the silver-coloured unit in the photos.

Thursday, 8 January 2015

2015 projects and options

Portuguese/Dutch for Irregular Wars
Enumerating last year's wargame-related achievements reminded me that retirement has not provided the expected increase in spare time, but, rather, the opposite. Accordingly, and contrary to every wargamer's natural instincts, I really must learn to maximise the time I do get by concentrating on completing current projects and making use of existing armies before moving on to anything new, especially if that carries a significant painting burden. I may have said that before, but it's a mantra I need to repeat. My main immediate priorities are thus to finish at least the first batch of ships for Galleys & Galleons and the Portuguese and Dutch armies for Irregular Wars.

Monday, 5 January 2015

Galleys & Galleons: first games

Nic Wright's forthcoming Galleys & Galleons rules are certainly raising a lot of interest and just before Christmas my friend Ian and I finally got round to a couple of playtest games ourselves.

I can only apologise for the photos. The ships are wearing just their undercoats and look like ghost ships, and the photos were taken very inexpertly in the heat of battle. But, hey, it's a playtest. (Ghost ships are actually covered in the rules in a fantasy supplement at the end.)


The seascape in our first game was a little overcrowded with islands and shallows. They were cunningly placed by my piratical opponent, forcing me into a very awkward starting position. Eager to teach the pirates a lesson they would not forget, my ships sped ahead leaving the boats behind. All measurements are made using the coffee stirrers.

Saturday, 3 January 2015

Games and painting 2014

Irregular Wars playtest with counters
My painting to-do list was becoming oppressive, so last year I decided to note what I managed to do rather than what I planned to do. It didn't increase my productivity but it made me feel better. For the first time, I also recorded the games I played.

In first place was Irregular Wars with 14 games. These were all playtest games and consumed most of my wargaming attention for the year. They were played with counters as I still haven't completed any IW armies.

Second place went to Crossfire with 5 games - one Spanish Civil War, one Normandy and three played on my 'Crossfiregrad' (Stalingrad-esque) cityscape.

Now for the runners-up. I played two games each of Command and Colours Ancients, Dux Bellorum, Galleys & Galleons (playtest) and my friend Ian's developmental ancient rules, and one game each of Impetus, Maurice, WWII Micro Armour, Corvus II, Flanders Fields, Warmaster Ancients,  and my friend Ian's developmental WWI game.

10mm ACW Confederates
As for painting/modelling, I finally completed my 10mm American Civil War armies. I haven't yet played a proper game with them, though they did take to the table in connection with playtesting some hex based Nineteenth Century rules that I'm developing. I also added the finishing touches to the 'Crossfiregrad' cityscape.

Finally, I 'progressed' the 15mm Portuguese/Dutch/Spanish and some scenery for Irregular Wars, the 1/450 pirate ships and scenery for Galleys & Galleons and some 10mm ACW buildings. I aim to finish all these ASAP in 2015.

Monday, 29 December 2014

Galleys & Galleons: the fleets assemble

My first batch of ships for Galleys & Galleons is now based and primed. The ships are to some extent interchangeable but these photos represent my first thoughts.


The Merchants. From back to front: Peter Pig Large Merchantman, Fluyt, and Small Merchantman. The Dhow (foreground) is a 1/300 Grumpy model with the original crew removed, and Peter Pig crew and guns substituted. I also replaced the supplied but rather vulnerable mast with a stout dressmaking pin. This made it harder to superglue the sail on, but I'd rather cope with a detached sail than a wonky or broken mast.

Tuesday, 23 December 2014

Galleys & Galleons: making sea bases

I decided to try a new method for basing my 1/450 Peter Pig pirate ships for Galleys & Galleons - aluminium 'turkey' foil. It's said this should be used shiny side up. I'm not sure why but I followed suit. Rather than just crumpling it, I rubbed it over the side of a ribbed tin can. I then varied the angle a little and re-rubbed parts to create a more irregular wave effect.

Monday, 15 December 2014

Galleys & Galleons

Nic Wright's Irregular Wars: Conflict at the World's End reinforced my interest in games which require only small armies and a compact playing area, and can be finished in 1-2 hours. I was thinking about other, similarly compact, land war options, when Nic's new pirate naval game - Galleys & Galleons - impinged on my consciousness. This is currently at the play-testing stage and I have enrolled as a volunteer.

The game involves very modest forces, can be played in a quite restricted area, and promises to be fast and furious. It satisfies all the criteria for a modest, compact and fast game, but what initially attracted me to it were the photos on Nic's blog of his superbly painted 1/450 pirate ships made by Peter Pig .

Tuesday, 2 December 2014

Irregular Wars : Conflict at the World's End 2nd Edition

A new version of Nic Wright's Irregular Wars: Conflict at the World's End has just been published. Full details of where to get it are on Nic's blog.

I must declare an interest here as my friend Ian and I were amongst the playtesters. While the latter no doubt helped to tighten up the new version, the concept and innovations are entirely down to the author's visionary imagination.

Nic has enhanced Version 2.0 with some new mechanics including an important 'wavering' state, an expanded set of chance cards that add period flavour and high drama, and a straightforward campaign system to provide context to tabletop battles. There are also exciting new lists including Mapuche and Berbers (which I'm planning to use for Barbary Pirates), and Rajput and Vijayanagara.

Obviously I have an interest in 16-17C warfare, these are clever rules, and they give an exciting and enjoyable game. Irregular Wars requires only a modest investment in figures, a small playing area and can be completed in about 1.5 hours in my experience, though the author says 1 hour!

I'm still painting my colonial Portuguese and Dutch armies, but my English/Irish/Spanish armies are awaiting the release of Khurasan's English and Spanish figures which are exceptionally promising but are taking ages to appear.

Monday, 21 April 2014

Elizabethan Small Wars: Part 10: Irregular Wars - Portuguese, Hollanders and Spanish Colonial

Whilst awaiting the release of the Khurasan English and Spanish for the Elizabethan Anglo-Irish Wars, my figure collecting for Irregular Wars has now refocused on the Dutch-Portuguese War (1602–1663) which takes me somewhat beyond 'Elizabethan' in both time and place. The figures are Grumpy's Miniatures Colonial Portuguese. They are depicted in cotton armour and will be doubling as both Portuguese and Hollanders. They will also be recycled as Spanish for lining up against the Mapuche or against my English rebel army in their guise as English Adventurers.

Tuesday, 8 April 2014

Elizabethan Small Wars: Part 9: Irregular Wars - Scenery - Wattle enclosure

I'll be posting again about buildings for Irregular Wars, but my first acquisition is this 15mm wattle enclosure produced by Baueda and supplied in the UK by the indispensable Magister Militum (15WFN Wattle Fence). The pieces have been mounted on plasticard and are ready for an addition of  my usual PVA and sand base texturing before painting. When finished I'll stick some felt on the bottom to stop the piece from sliding around.



Wednesday, 2 April 2014

Elizabethan Small Wars: Part 8: Irregular Wars - Playtesting

The birth of my interest in Nic Wright's Irregular Wars: Conflict at the World's End coincided with the author commencing development of IW2, for which my friend Ian and I have been privileged to act as playtesters.  Although I've been involved with the development and proof-reading of wargame rules before (mainly Peter Pig), this is the first time I have had the time to participate in playtesting and we are both finding it quite exciting.

Our twelfth playtest game featured Ian and three of our fellow wargame club members whilst I umpired/advised, i.e. four players with one Battle (force) each. These comprised two battles of Royal English versus one battle of Mere Irish and one battle of Spanish Expeditionary Force, a sort of alternative Battle of Kinsale (1601).

Sunday, 9 February 2014

Elizabethan Small Wars: Part 7: Irregular Wars - Getting picky about measuring wheels

Some people have some strange ways of measuring wheels. I like the closing door analogy. When measuring (forward) wheels, one front corner remains stationery (the hinge) while the other corner swings round.

The usual and most practical way of measuring that move in the absence of a turning circle is in a straight line, but that is actually a short-cut across the turning circle rather than the long way around following the circumference. How significant is the difference?

Tuesday, 28 January 2014

Elizabethan Small Wars: Part 6: Irregular Wars – Update

I've finally played my first actual game of Irregular Wars against another player. This was not only my first proper experience of IW, but a play-test of the draft IW2. The game was of mammoth length because we were learning and discussing the rules and making notes, but I'm told the game should run in an hour once we are up to speed.

We both enjoyed the game and were impressed by its mechanics and the clarity with which the rules are written, and look forward to playing many future games with different armies.

This introductory game was played with counters, but here are some links to other blogs showing games and armies and these provide much better eye candy:

Irregular Wars (the author's blog)
Le Coq Fou
Dux Homunculorum
Knight Recoil

Thursday, 9 January 2014

Elizabethan Small Wars: Part 5: Irregular Wars – Temporary counter armies

Keen to start playing Irregular Wars while the 15mm metal figures are being released, collected and painted, I knocked out a couple of counter armies (Royal English and Mere Irish). The counters were made from 30mm square pieces of MDF.

The designs were created in CorelDRAW and printed on A4 labels. As these counters are supposed to be only temporary I used simple geometric designs to represent the 15mm figures which the 'real' armies will have.
The labels were cut up and attached to 30mm square pieces of MDF.  The MDF were old mechanically-sawn bases with rather rough and hairy edges. I now buy only laser-cut ones.
Two armies in an old hummus tub. The hardest part of this exercise was cleaning the tub.

You can download copies of the counters in PDF format here.

Sunday, 29 December 2013

Elizabethan Small Wars: Part 4: Irregular Wars - Mere Irish

I've been collecting 15mm figures for my Irregular Wars 'Mere Irish' Battle. 'Mere' is today a slighting term but originally meant 'pure', i.e. it designated the native Gaelic Irish. Galloglass and Kerns are compulsory in the army list before 1600 and Pike and Shot after 1600, but all types are usable across the divide. In 'set piece' battles there are 5 additional options which take the form of x1, xD2 or xD3 etc companies. So for any option you have to allow for more units than you might actually get to field on the table.

I'm currently planning the following units. Each unit is a company/base. Most of the figures are Khurasan Renaissance Irish, but others will be conscripted where required. I decided in the end to go with the standard 30mm square bases as I felt that larger bases would crowd the battlefield too much and alter the game. I could increase the playing area to compensate for larger bases but I want to keep the game compact and not too demanding on painting time.

2 Pike
2 Shot
3 Galloglass
4 Kerns
4 Horse
3 Bonnachts
3 Kern marksmen
2 Redshanks
1 Priest

I was also going to add some Spanish Targeteers but I think I'll postpone that and do a whole 'Spanish Expeditionary Force' Battle once Khurasan have released their Spanish range. For each extra Battle, you add a foot in width. Given that my club like multiplayer games, it will be good to be able to deploy a couple of Battles per side.

Pike. All Khurasan. The end figure is an ensign from the command pack.