Wednesday, August 15, 2018

Further testing of League of Augsburg rules

   So, I dragooned Joe into a test game of the rules I have recently updated . Despite the fact that he had worked for ten hours in the sweltering heat (95+ degrees Fahrenheit) he got the gist of things within a couple of turns and we finished the game in about two hours of playing time.

never one for subtly, Joe planned a massive left-hook punch 
a view from the French left rear

   The scenario was this; an Allied force of three battalions of Foot, three guns and two squadrons of Pistoleers are trying to deny the use of the intersection to the advancing French. The French are marching on with six battalions of foot (two of them Raw), a single gun and two squadrons of Aggressive Horse. I was the Allied commander and not knowing the French deployment I spread my battalions out evenly across the front with the guns all deployed along the ridge  at the center-rear of my position.

and a look at it from the Allied side

the French began the action with a pinning move
 led by the two Raw battalions in the center (the units in blue coats)

while on the left the French juggernaut stepped off behind the Royal Irish battalion

a slightly larger view, sorry about the "ghost generals"
 I haven't had a chance to paint then yet

the situation from behind the Allied left, the French advance grinds forward, 
taking casualties but advancing without concern 
under the rules cannon rarely inflict many casualties in a turn but they can grind you down over time

the Danes bravely faced the massive force of French on their own  
long range fire with muskets is largely ineffective
 so the Danes were holding their first volley for close range

in the center the combination of Allied cannon fire and musketry
 took a toll on the new French battalions, who advanced undaunted

until one mighty blast of fire shattered the Raw troops and sent them fleeing to the rear
(the only really good die-rolling on my side all night)

then the French artillerymen started picking off my gunners 
counter-battery fire is of limited effect, unless you are Joe and can roll sixes on demand

a charge by the French fusiliers was rebuffed by a combination of cannon and musket fire 
but left the defenders unformed

 fire from the Danes were able to make the Royal Irish recoil 
(Joe rolled terribly that time) 

the Pistoleers attacked the fusileers, just to be sure 
under the rules cavalry are unlikely to win a fight against steady infantry that can shoot at them on the way in, on the other hand recoiling infantry that can't fire are easy prey

meanwhile on the left the Royal Irish have shattered the Danes and are turning the Allied right flank

trying to stop the flood, in desperation I launched my cavalry against the  French foot
the Danes failed their Rally order and retired from the table, this left my right hanging in the air

allowing the French Horse on the extreme right of the Allied line,
they swept past the infantry and ran the length of my gun-line slaughtering my gunners.
the follow-up moved finished off the last of my gunners and completely turned my flank,
 gathering in my Commander in Chief as a prisoner of war

     Without any gunners left, my flank turned completely and my Commanding General a prisoner I conceded hoping to get terms for my brave soldiers. The rules played fast and were easy to teach. The change in the cavalry rules seems like it worked well enough and the infantry behaved as I had hoped.


  1. Looks good. But the only problem I see is that large table is need. From what I have seen the battles take place pretty much in open fields.
    That is my 2 cents for the day

    1. I intend that it be played on the table set up as 8x6 feet. Alternately you could halve the measurements and use 15s or smaller figures.

    2. I'm finished buying figures. I have an complete ECW army in 28mm from Warlord. With a shit load of the cav and artillery.

  2. here is a view of the Nasby battlefield.'s+View+-+Naseby+Battlefield+Viewing+Platform/@52.4055041,-0.9760197,3a,60y,90t/data=!3m6!1e1!3m4!1s_Hxv-l6nH20DWmi2aIC0DA!2e0!7i13312!8i6656!4m13!1m7!3m6!1s0x48776d7573ee5297:0xf1ed2aebfb6c3b25!2sNaseby,+Northampton,+UK!3b1!8m2!3d52.3954519!4d-0.9885334!3m4!1s0x48777278d367d48b:0xbc49f1003e51eb7!8m2!3d52.4053317!4d-0.975793

  3. Seeing that you instantly understand why they had such large and colorful flags. It would be the only way to identify units on the battlefield.

  4. Good luck with your rules development. 😀

  5. Thanks Stew,
    Please feel free to provide encouragement, criticism and or additional information!

  6. Hi Anton,

    I haven't had a chance to look into your rules. Not sure if it would be of use, but you might want to check out my content page on the topic Ed M’s Nine Years War Scenarios and Resources

    Ed M

  7. Enjoyed the report. Your rules seem to be designed with fun in mind. I was searching around for a set for the WSS period for ages. It was very frustrating. How do 6 figure cavalry sqds go balance wise around 24 man battalions? I only ask because I'm reorganising my collection with battalions going from 12 to 18 and with cavalry 6 strong and wondering whether to go to 8, 9 or 12.

  8. Mr Cooke,

    Generally cavalry operate in pairs of squadrons (sometimes even in threes or fours) combined with the much higher dice-per-figure ratio this evens off the results. I would generally not charge the front of steady Foot with Horse as they get to add the shooting casualties to the melee results.