Thursday, 4 July 2019

First game of Lasalle - first thoughts

Last night Peter J. and I played our first game using Lasalle rules by Sam Mustafa. The scenario set up can be found here: The Bridges at Taco Reir

The first thing to say, as when playing most rules for the first time, is that we played several things slightly wrong. Most especially, I forgot that the recovery test often requires the rolling of more than one dice - so things recovered far too easily. 

Anyway, the game rattled along at a fair lick and by the end of the evening we had the basics pretty well sorted - we even discovered the Recovery Test mistake. Both of us had broken some enemy units and by the end of the evening and just about every unit had got its teeth into the enemy. 

The British were breaking the French left and pressing towards the pontoon bridge and the French had broken through the British centre and were mounting the high ground.

According to the rules we were about to run out of time; at best guess we played 18 player turns (9 each) - so the game could be called a draw. The 'lack of result' was largely down to advancing in line rather than column - a habit picked up from playing rules with much greater move and shooting distances - which meant several 'wasted' early turns.

Good things about the rules: 

Lasalle has a superb, very clever upside down move sequence that we liked very much. It allowed for much cut and thrust whilst keeping everything 'clean'. By that I mean that despite the confused look of the battlefield the game wasn't confusing at all. The move sequence is the basic mechanism that runs this game and it is excellent.

We liked several clear cut rulings - like not being able to shoot if there are any friendly troops in your fire zone closer than the enemy (straight ahead, width of unit, out to 8" for musketry, and about 40" for artillery roundshot). I just need to make a few beaten zone templates.

The factors for shooting and melee are kept to an absolute minimum. Indeed, there are astonishingly few. There are quick reference sheets but I can see these becoming almost redundant after a few games because there is so little 'detail' to remember. 

The complexity in the game comes from what I might call 'situation rules' which are well explained in the main rule book. There are a fair few of these. Fortunately, they are mostly intuitive; I'm sure these to will be remembered and become second nature after a few games. 

The move rates and shooting ranges are also excellent. They are just what I was looking for. This is because the game was developed to fight battles on 6' x 4' tables. Now, my table is much bigger than that, and this means I have plenty of room, especially in depth, to deploy reserves at some distance from the enemy - going forward, for Napoleonic games, this will be a very useful aspect of Lasalle. Thinking back on it, wanting a bigger table had nothing to do with shooting further or moving faster, rather it was all to do with table depth for initial deployment areas and table length for flank room - how soon we forget.

How much any set of rules provides for 'period feel' is, in my opinion, a mute point. In my experience, period feel usually comes from the period knowledge, and the attitude to game play, of the players playing the game, not the rules sending players back in time. That said, I think Lasalle, played in the right spirit, is as good as anything I've played and better than some.

Just three things I didn't like so much:

I wonder if Sam Mustapha has an artillery fixation. According to my research, artillery occupied a frontage of about 10 yards per piece. For a French battery this equates to roughly a third of the frontage of a typical battalion in line. With my basing, this means a single gun per battery. I don't like single gun batteries so I fudged my collection and settled on two gun batteries. Big Sam has four model gun French batteries (representing 8 guns) with the same frontage as a battalion and this is simply too big, IMHO. I'm going to use two gun batteries with Lasalle (and be damned) and just have them roll for the rule prescribed number of guns; as guns never lose 'bases' this should work just fine. He also puts a battery with every six units or so - which also seems rather populace to me. My thoughts on Lasalle's artillery rules are a quibble, not a deal breaker. I'm fairly sure my house rule will not affect game play very much at all - we'll see. 

On first play, we found the commander 'tactics' factor in melee too powerful. We can see the logic behind the mechanism - it is an abstract way of exerting commander influence at the schwerpunkt - but, it does seem to swing a combat in a very draconian way. We'll persist with it for now, one game probably isn't enough to judge the 'probabilities'.

Walls. Why does it take a whole move to get over a wall? Again, this is probably just me. Perhaps I'm too used to having them on the table in the first place - especially as I often use them to bound and distinguish areas of rough terrain. Thinking about it, the rule makes good sense for game play - the unit is over the wall or not. So this is even less of a quibble than the artillery thing - but, to be 'BBC balanced', I can't be wholly positive about anything!

So, not bad then. At the end of our first night's play our opinion of Lasalle was very positive. These rules have a lot of merit. We're looking forward to giving them another bash next week.

Tuesday, 2 July 2019

Some pics of a recent LOGW game - Dresden 1813

It's that time of year again. The League of Gentlemen Wargamers meet three times a year to play a two day game. It's the only time I get to play in a serious multi-player game (typically 12 - 15 players plus an umpire) and I can't tell you, given the game length, what a difference that dynamic makes. This game was organised by Dale S. and his organisation and umpiring was, to say the least, very clever.

This was not the only big Napoleonic game going on in Scotland this particular weekend. In Glasgow a hundred player 22,000 figure Waterloo game was being played to break a world record. We only managed 12 players with 12,000 figures (apparently). I provided only 300 French infantry, but I was on the train.

I'm not going to tell you that I won the day on this occasion, as my table fellow Corps commander was the ever lucky Charlie Grant. We broke the allied left and swept round behind their centre. We did it with gusto and a fair amount of bluster - much to the chagrin of my host Steve R. who was kind enough to put me up again. It says a lot when you can kick the living whatever out of a man on one day and see him cooking you bacon for breakfast the next!

Anyway, the original game frontage was 48 feet (three 16 x 6 tables), with a reserve 16 foot table (which, guess who got to fight on) used to represent the allied centre rear. So, without much explanation, the pics.

Here we see the French centre and right tables. The far table is the French right. The line of buildings on the centre table is Dresden.

The Young Guard, thousands of 'em. The allies don't stand a chance. It's a wonder they last as long as they do - fighting up to the call of play.

The Old Man 'CS Napoleon' sticks a tape measure up his nose whilst my host examines some paint jobs.

Charlie Grant, the wonder boy, examining his logistics support. Later, he'll throw it away because he can feast on his dead.

I'm on the left. My reserves arrive on turn two. Steve is buggered.


The second table. 

Peter N. surveys his ever shrinking perimeter. He and Kev C. were facing the Yound Guard - thousands of 'em.

At the end of the last Sunday session the Reserve Guard Cavalry Corps starts to arrive (Four regiments of sixteen, each 24 figures strong, arrive by the end of play and the game is called - for the French!). The allied reserve cavalry rides to meet them but, they are about to be swamped. 

And the French won.

I'm a very lucky boy to get to play games like these with the LOGW.

The Bridges at Taco Reir.

It's been a while since I've put on a game so I thought I'd go to town on it. The game I've decided on is not a big one by any stretch of the imagination. However, it does involve new rules, a scenario by C.S. Grant, and my table with all of my trimmings.

Firstly, the rules we will use are Lasalle by Sam Mustafa. I've had these kicking around the place for a long time. At first all I could see were the negatives but, following positive advisement by friends, I read them again (this time carefully) and thought they might be worth a go. This is quite a reversal for me. Lasalle rules might be Napoleonic but, they are not 'Peninsular Napoleonic' and my preference is always towards very period / theatre specific rules. My reservations still persist but having read the rules again, and again, they seem robust enough for 'home thought' tinkering. Of course, for a first time out, very little tinkering will be required. Indeed, except for calling 6 stand units of cavalry 4 stand units, partially ignoring artillery frontages (the artillery being one of my problems with the rules), and having bigger 'town sections' than the rules propose the rules used will be as per the book. 

The set up. Note the French forces moving up behind their bank of the river - cavalry brigade marching away from the camera, 'amateur' infantry brigade towards it. Table layout is 8 x 6.
The scenario is one by the Old Man (most recently Napoleon) Charles S. Grant, who will be forever in my debt for turning the Allied flank in the LOGW Dresden 1813 game quite recently. That aside, Scenario 21,  from his book Scenarios for Wargames has all the makings of a rip roaring tester. 

Note: Can you can see the grapes, Carl G? 
The game is Charles S. Grant's Bridgehead Breakout. Surprisingly, this is a scenario I've not played before. Of course, the scenario I will play is not exactly the same as that in Charles' book. If you want to see the original map, forces and notes you will have to read his book because I will not reproduce his exact scenario here. However, the bones of my scenario has the French breaking out from a bridgehead and the British trying to crush it and force the enemy back across the river. To successfully break out the French must hold their bridges and take the high ground facing them. To successfully crush the bridgehead the British must hold the high ground and dismantle the bridges (by holding a near bank exit for two turns). Any other result is a draw - simples.

The scenario has two bridges crossing an unfordable river. In the original scenario these are both pontoon bridges. In mine one is a pontoon and the other a wood bridge, the latter recently repaired by the French. The other side of the table is dominated by a ridge of gently sloping hills (the French objective). There are a number of built up areas dotted around the table and three walled areas of rough ground that give soft cover (orchards and vineyards). All other terrain serves only for aesthetic purposes.

In my scenario, remembering this is a rules test (I have no idea how the balance of types will work) the forces are as follows:

New British cavalry additions - the 1st and 3rd Dragoons.
Love the hats, boys!
British: Commander is Vigour +1, Good.

Infantry Brigade: Sub-commander is Vigour 0, Poor.
1 unit reliable, experienced, SK2
1 unit valiant, experienced, SK3
1 unit guard, valiant, experienced, SK3

Infantry Brigade: Sub-commander is Vigour +1, Average.
1 unit reliable, experienced, SK 2
2 units reliable, experienced, SK3

Cavalry Brigade: Sub-commander is Vigour 0, Average.
2 units valiant, experienced, shock 

Cavalry Brigade: Sub-commander is Vigour -1, Average.
1 unit valiant, experienced, pursuit.

Artillery: 1 battery of 2 guns, 1 howitzer.

French: Commander is Vigour 0Average.

Infantry Brigade: Sub -commander is Vigour 0, Poor.
3 units reliable, experienced, SK2

Infantry Brigade: Sub-commander is Vigour +1, Average.
3 units reliable, experienced, SK 2

Infantry Brigade: Sub-commander is Vigour +1, Average.
3 units reliable, amateur, SK2

Cavalry Brigade: Sub-commander is Vigour 0, Average.
1 units valiant, experienced, shock 
1 unit reliable, experienced, pursuit.

Artillery: 1 battery of 3 guns, 1 howitzer. 

A new piece of terrain. I'm not sure when the Spanish started to put pictures 
on the outside of their chapels, but I like it so I've done one. The bell, rather
over-size I'm afraid, is one end of a golf tee. Doors and windows are by War 
Bases (large door modified by gluing two together - hence the cross beams). 
The roof is by Will's HO building materials (pantiles). The rest is a load of 
foam board and paint tosh by me. Based on 4 mm plywood.
Note on ID beads: 
Red: Shaky or Vigour -1
Green: Reliable or Vigour 0
Blue: Valiant or Vigour +1
White: Experienced
Yellow: Ameteur
Pink: Tactically poor
Purple: Guard or Tactically good.

So there we have it. A game set up for Wednesday night - the first game here for ages!

Sunday, 12 May 2019

Some terrain I made for X-Wing games

I've been so busy with one thing and another over the past six weeks or so that I haven't played a game or painted a single figure for myself; I haven't written a blog post either; rumours of my demise are premature. 

However, I've got a few hours this afternoon, so to prove signs of life I thought I'd show you some things I made in January following a Christmas splurge on X-Wing. 

It's not to everyone's taste but, it's something.

I don't get to play X-Wing very often but I like collecting the models ever so much. As the new ready to go models arrive I always get the urge to have some input of my own into what is a 'complete game' that needs no input: It's the megalomaniac in me.

In January I decided to add some more pieces of 'terrain' to the asteroids and satellites that I have already made. First, I wanted a large military base to use as a mission objective - in effect, something to bomb. 

I decided on a 'deep space communication / intelligence gathering station' built on a large asteroid. 

As per my smaller asteroids I used man made sponge to make the 'rock'. This was torn and pinched to make a rough surface except for a few flat patches for the 'man made structures'. 

These structures were shaped around half a polystyrene ball, several pieces of Lego (some from Star Wars kits, including the dishes), and a couple of 15mm Marmon Herrington armoured car turrets stuck to wood beads (making ball mounted heavy laser cannon capable of very wide arcs of fire).

The structures were enhanced with plastic card panelling before the whole lot was painted in household emulsion paint. 

When painting the first undercoat onto the sponge (I used white paint for this) I watered down the paint with 1 part water to 2 parts paint so that it soaked deep into the sponge. When this is dry, especially after the finishing coats, the sponge is no longer spongy, it drys into a hard, light, solid mass.

When the first coat of paint was dry I went around some of the edges of the structures (such as the dome) with Gorilla Glue with some water stirred in so that it frothed whilst curing to make it look like the structures were coming out of the 'rock' rather than simply perched on the top. 

The glue drys with a smooth surface but, if you cut the 'skin' off with a scalpel blade it looks rather like the surrounding sponge. 

At this stage I sliced into the bottom of the the sponge (in a star pattern), at it's centre of balance where the 'peg' would fit, and filled the slices with Gorrilla Glue and stuck the peg (a piece of plastic tube) into place. The glue has set as a solid lump and is very stable.

Then I painted everything with various emulsion paints (match pots / colour test pots) to finish it off. I used a dark brown, bright sand colour and various greys. The red bits are luminous orange enamel.

To make an X-Wing style token for it to stand on, and define it's exact shape and location in game terms, I photographed the finished model. I printed it off onto a sheet of sticky backed label paper, stuck it to a piece of thick card (the back of a sketching pad), cut it out, painted around the picture with black paint and finally covered it with clear sticky backed plastic. 

I've scanned the finished token and I give my permission for you to print it off for your personal use if it will be of use to you. I've added a line so that it can be played in a similar manner to a huge ship; I'm still to do a special 'huge ship damage deck' for it.

My token is 230 mm x 140 mm (approx).

I had a spare large ship base (I got it with a TIE Reaper) so I used that for the base. I stuck the plastic peg into it using Gorilla Glue and it's absolutely solid!

The whole as it will be played.

I also decided to make several pieces of space junk. 

I bought two ship and stand only lots (no cards or tokens) from ebay to make a couple of destroyed ships, the 'exploded' parts held in place with steel pins. The centre ball is a wood bead with a peg. The peg slots into the stand peg - so that the stand can be used for different things - and it is free to rotate.

I bought an X-Wing....
 ...and a TIE fighter. 

£7.00 the two, including postage.
I made some spilled containers (inspired by the C-ROC Cruiser) using the same bead and pin arrangement. 

The containers are two pieces of sprue from a model kit, stuck together back to back (making containers with a flat hexagonal section), with a some plastic card panelling.

Painted in enamels.
More space junk was make from some bits and pieces from the model of a HO scale Quad 20mm AA gun kit, suitably chopped up (plus a bit of TIE Fighter).

I also used this modelling occasion to change the bases of all of my junk and asteroid stands by buying some 3 mm thick, 40 mm squares of clear Perspex (acrylic) so that you can see the appropriate game token beneath (tokens not shown here). The pegs are 3 mm aluminium tubing. Each complete base cost £1.

Painted in enamels.

Finally, I made an escape pod. I saw one on Lead Adventure Forum and pinched the idea. It's various bits of an old ball point pen with some bits of plastic (some of the Quad 20 mm again) and plastic card panelling glued on. I based it on one of the flight stands that came with one of the ships I made into junk.

Wednesday, 27 February 2019

A Seven Years War Grid Campaign


This game requires two players and an umpire. Battles will be fought using house Piquet Rules for the SYW.

This simple fictional Seven Years War campaign will be fought by the forces of Prussia and the Austro-Russian Alliance. The basic cause for each side is territorial conquest and military domination. To achieve victory the ‘National Will’ of the enemy must be reduced to zero.

The area over which the campaign will be waged is a grid of 35 squares, five squares wide and seven squares deep. At the start of the campaign Prussian territory is the northern three rows and the Austro-Russian territory is the southern three rows. The central row of squares is the border between the two sides under no overall control and contested – to prevent any doubt, the central row is friendly territory to both sides.

Prussia starts the campaign with 100 National Will points. The Austro-Russian Alliance starts the campaign with 90 National Will points, but they have more troops. 

Each friendly territorial square is worth a certain number of National Will points. If a friendly territorial square is lost the side randomly loses 5 – 10 (D6+4) National Will points and randomly regains 5 – 10 if it is retaken. If the objective is on the enemy baseline row of squares the objective’s value, when lost, will be doubled. Captured enemy squares do not become friendly territory, they are merely under occupation.

At the start of the campaign an objective bonus (of 5 – 10 National Will points) will be put into one square in each row of squares, including the central one, by the umpire. The players ‘capital square’ will always be the one on the player’s baseline; the others will be randomly determined. Furthermore, each player places two objectives of his own. These must be placed in different rows in uncontested enemy territory. Once all of the objectives have been placed the umpire will declare the ones he has placed to both players – the extra value of these squares is common knowledge. The objectives placed by the players will remain secret, known only to them and the umpire, until they are taken.

National Will can be expended in other ways but, in any event, when a side reaches zero it will sue for peace at any price – it loses the war.


At the start of each campaign move, each player will submit written orders for each of his armies. These indicate how each army will employ its efforts and what posture the army will assume. The umpire will actively adjudicate the actions of both players to determine what happens keeping, where necessary, the players informed as to ‘in turn’ options.

Each army can exert effort three times in each turn. In the written orders the priority of effort must be stated in sequence – primary, secondary and tertiary. The success or failure of each effort will be tested for in turn and, if the primary effort fails secondary effort will be expended to accomplish it and the tertiary effort will become impossible that turn, and so on. To be clear, the primary effort must be accomplished before the object of secondary effort can be undertaken, the secondary must be accomplished before any tertiary object of effort. 

Once the success of effort has been decided, all objects of effort occur simultaneously.

The chances of success of effort are wholly dependent on the ability of the army’s commanding general. Every time a general tests he will roll D12. He will succeed if he rolls 5 or more. 
  • Superior generals add two to their roll; skilled generals add one; the roll is not adjusted if the general is average; poor generals deduct one; abysmal deduct two. 
  • The nature of the starting square, or square to be moved out of, will be effected by the terrain modifier of the square (range minus 1 to +1) and possibly by the presence of a significant river, or other terrain feature, depending on the object of effort. 
  • Effort is also effected by the presence of enemy in the same starting square and if the army is tired out after battle, when the general deducts one from their dice roll.
There are seven ways to expend effort.


The army will attempt to move from one square into an adjacent square, moving orthogonally or diagonally with each effort expended. Multiple marches can be carried out in a single turn as primary, secondary and tertiary efforts. The route of travel must be clearly stated.

Although an army may attempt to move up to three squares, if the army attempts to move two squares it cannot adopt a cautious posture, and if it attempts to move three squares it must adopt an aggressive posture.

Armies moving three squares move one square first; then armies moving two squares move; then armies moving three squares; then armies moving one; then two; then three (order of marching is - 3,2,3,1,2,3). Where one army is out-scouted it will move second to armies that are not out-scouted moving a similar number of squares. Armies cannot be ordered to march into the square they started in without leaving it first.

Where opposing armies start in the same square, an army's movement is severely restricted. Any movement must be retrograde, orthogonally or diagonally, and towards the army's baseline. There are two exceptions: When staring in a river square, an orthogonal sideways move is allowed. Where the enemy armies in the square have been out manoeuvred (see below) the manoeuvring army can ignore the restriction.

Where, at any point in the turn, an army moves to occupy the same square as an enemy army, or where they move simultaneously into the same square, a battle may ensue (See Posture). Further movement from the square, except as a result of withdrawal, will cease for the turn. Note that this does mean that armies moving quickly may fix an army in a square before it gets to move (however, the army does not count as pinned).

It is worth noting here, that it is entirely possible to end a turn with opposing forces in the same square: A square represents a large enough area for opposing forces to coexist therein. 


The cavalry in the army will attempt to scout two squares from the start square. One of these can include the start square, or be adjacent to it, or contiguous with it. Scouting can be carried out orthogonally, diagonally, or a combination of the two. Scouting can never go beyond a river square unless the river square is the starting square or it is occupied by a friendly army. The square numbers to be scouted must be stated in the order to be scouted.

Cavalry brigades have a scouting factor (each hussar regiment in the brigade has a scouting factor of 3, dragoon 2, and Cossack regiment 1). The sum of brigade scouting factors are totalled for the army as a whole. These are added to the result of D6 to give a scouting result. An opposing D12 is rolled and added to any screening factor (see below). and the numbers are compared. One test is carried out per square.

  • If the scouting result is lower, and 1 was rolled on the D6 no enemy presence will be reported. If the scouting army moves into the square in the same turn it cannot withdraw from battle or attack. If a screen was present further scouting ends and further squares are also reported as empty, the screen is not reported. This result represents a total failure to gather intelligence.
  • If the scouting result is lower any enemy presence will be discovered but not its strength. If a screen was present further scouting ends, the screen is reported.
  • If the scouting result is equal, the number of enemy armies in the square is discovered along with their combined brigade total. If a screen was present further scouting ends, the screen is reported.
  • If the scouting result is higher, the number of enemy armies in the square, plus the number of brigades in each army is discovered. The 'square' is out-scouted and attempts to attack will or withdraw will receive a +1 bonus.
  • If the scouting result is higher and double, the number of enemy armies in the square, plus the number and nature of all the brigades plus supporting artillery batteries is discovered. The 'square' is out-scouted and attempts to attack or withdraw will receive a +1 bonus.
It is worth noting here that where two or more opposing armies end a turn occupying the same campaign square, an automatic 'equal' scouting result is applicable to both sides unless a better scouting result was achieved in the turn.

Where squares are successfully scouted, the umpire will report on all activity in the square for the turn. E.g. Two squares are scouted. The scouting report might read: Two armies are in square 12 with a total of 8 brigades, a third army left the square during the turn with 4 brigades, no screens reported (obviously an 'equal' result). Square 7 is empty (either nothing is there or the result was lower and a one was rolled). If the square was 'out scouted' the detail of the report would be greater, including where the third army went.


The cavalry and light infantry in the army will attempt to screen it from enemy scouting. Each regiment of cavalry and light infantry unit in the army has a screening factor of 1. These are added together to give the combined screening factor of the army. Where effort is successfully exerted to screen, this is deducted from the enemy scouting factor (see above) scouting the army's square or beyond.


An army may attempt, at any point in the turn, to out manoeuvre any potential enemy in a square, or seek to gain advantages from the terrain. There are two possible objects of effort by manoeuvre. 

The army can can flip the square's battle-map, turning it though 180 degrees (See Campaign Maps below). The map will remain flipped until another successful effort is made to flip it again.

Where the army starts the turn in the same square as the enemy, the army can attempt to out manoeuvre them and make marching 'behind' them (orthogonally or diagonally) possible. Such orders must be the primary effort and they can only be achieved with an aggressive posture. If the effort fails, the orders for subsequent forward movement will also fail (see March above). 


Following a battle all armies, due to a depletion of supplies and physical exhaustion, will be 'tired out' until resupplied. Successful effort to resupply an army will incur a cost in National Will points equal to one point per brigade:
  • All troops in a tired out army will roll for unit quality in future battles with a minus 1 adjustment. 
  • All rolls for campaign effort by a tired out army will be made with a minus 1 adjustment. 
  • The effects of not resupplying an army are cumulative in effect and cost.
Armies cannot be re-supplied if an enemy army is in the square directly behind the army (i.e. orthogonally adjacent and between the army and it's baseline).


Following a battle brigades will assess their casualties and receive a negative adjustment to their unit quality rolls unless reinforced with fresh recruits. Successful effort to reinforce the brigades in an army will incur a cost in National Will points equal to one point per negative adjustment per unit in the brigade. Players may, on successfully exerting effort to reinforce, reinforce as they see fit.

To assess the negative adjustment to battle quality divide the number of Unit Integrity points the brigade lost in battle by the number of units therein, rounding fractions. 

  • A brigade of four units loses six Unit Integrity; 6 divided by 4 is 1.5, so the brigade will receive a -2 unit quality adjustment the next time it fights. 
  • A brigade of three units loses four Unit Integrity; 4 divided by 3 is 1.333, so the brigade will receive a -1 unit quality adjustment the next time it fights. 

Armies cannot be re-supplied if an enemy army is in the square directly behind the army (i.e. orthogonally adjacent and between the army and it's baseline).

All quality adjustments are cumulative. Brigades that reach a casualty based quality adjustment of -5 or more are classified as smashed and immediately removed from the army roster and they cannot return. Artillery batteries are treated in a similar manner except that they can be replaced.


Where two or more friendly armies occupy the same square, or where one army wishes to split up, effort can be exerted to reorganise the brigades within the armies concerned. To reorganise, the armies concerned in the proposed reorganisation must order a reorganisation (as primary, secondary or tertiary effort) and the senior army involved in the reorganisation must successfully exert effort. Upon success the player may, within the bounds of the general army rules, reorganise the component brigades as he sees fit. Reorganisation will not effect any quality adjustments applicable on the brigades.

Posture & Contacts:

Each army's orders must include a posture to be taken in the face of the enemy. This can be 'Aggressive', 'Ready', or 'Cautious'. Posture effects the way two or more opposing armies will interact when occupying the same square.

Where two or more armies end a turn in the same square the players will be asked to make a decision about what they wish each army in the square to do. 

The options are to stand in defence (the default position), or attempt to attack (where an army is ordered to attack, the target of the attack must be stated), or attempt to withdraw. If the army fails to attack or withdraw it will stand in defence. 

Where a player wishes an army to attack or withdraw he must roll d12 adjusted by the following factors. On a roll of 5 plus the army will carry out the players wishes.

Commanding general's quality +2 to -2
Square successfully outscouted this turn +1
River square & attacking -1
River square & withdrawing +1
Aggressive posture attacking +1
Aggressive posture withdrawing -2
Cautious posture attacking -2
Cautious posture withdrawing +1
Cavalry only army withdrawing +2
Supporting brigades -2

Where an army successfully tests to withdraw no battle will take place. Any army successfully rolling to attack the withdrawing army will stand in defence. Withdrawal must take place, orthogonally or diagonally, towards the side's baseline, into a friendly held square, or an enemy square held 'under occupation'. The exception is on the player's baseline, where an orthogonal move towards the capital is allowed. Where no square is available withdrawal is impossible.

Where one army attacks and one army defends an 'Attack Vs Defence' battle will take place. The defender's deployment zone will be 108" wide and  24" deep, located centrally on his baseline (leaving empty flank zones 18" wide). The attacker's deployment zone is 18" deep with no flank zones.

Where both armies attack an 'Encounter' battle will take place. Both armies deployment zones will be 108" wide and  18" deep, located centrally on their baselines (leaving empty flank zones 18" wide).

Where two or more armies successfully attack a single army the player must choose which army will carry out the attack and which ones will support. Supporting armies use the supporting army modifier to determine if they can add up to two brigades each to an attacking force (to a maximum of nine fielded brigades) when: A Reinforcements Stratagem card is automatically added to the ACD, replacing a card given by normal divisor rules. Each supporting brigade will roll for timing and entry points prior to battle. Turn of arrival is determined by rolling D6 (on a 1 or 6 they will fail to arrive) arriving on the first applicable move card following the appearance, in the arrival turn, of the Stratagem card. Table edge of arrival is determined by a D8 - 1 left edge, 8 right edge, 2 - 7 baseline (reading left to right for arrival position). Each arriving brigade will add a characterisation card to the players morale chip draw on its arrival (cards with no number read as zero morale chips). 

When in defence, support is received in the same way as when attacking except that supporting brigades will always arrive on the side's baseline (no flank edge arrivals). 

  • Rolls for applicable reinforcements will be made by the umpire and player concerned in secret. 
  • If their are no other friendly armies in the square, reinforcement stratagem card results are ignored and re-rolled for. 
  • Due to the antagonism between the two allied commander-in-chiefs, neither will support the other with 'national brigades'.
Where opposing armies stand on the defensive they will stand in place, no battle will take place and they will start the next campaign turn in the same square.



As stated earlier, the campaign map is a grid of thirty five squares. Any number of brigades and armies can occupy a square at the end of a turn. Each square on the campaign grid has a terrain modifier which effects all efforts being carried out from the square.

Some squares have a river modifier. River square modifiers only effect movement from (unless the army has a pontoon train) the square, scouting and contacts. Scouting cannot be carried through to squares beyond a river unless the river square is occupied by a friendly army at the start of the turn.

Each of the 35 squares has a unique table-top terrain map. This shows the table layout that will be used for any battle taking place in the square regardless of the direction of approach. Each map is for a 12 x 6 table. 

The arrow on the map does not point north, it merely indicates which side will be occupied by the Prussians and which side by the Austro-Russian Alliance. All maps are initially set with the arrow pointing toward Prussia - the Prussian baseline. Maps can be flipped, so that the arrow points toward the Austro-Russian Alliance, by rotating the map through 180 degrees (left becomes right, top becomes bottom) by an army that chooses to expend effort manoeuvring in the square (see above). Once flipped, maps stay flipped until a subsequent ‘manoeuvring’ to flip the square takes place. 

It is important to note that regardless of how armies entered a square, if the army withdraws it must do so towards it's own baseline. Likewise, with supply and reinforcement, the square behind the army is always the one adjacent and orthogonally between the army and its baseline.


Each side has a ‘force’. This is commanded by a C-in-C, the player.

Each side’s force has been divided into brigades. Brigades are listed in their order of seniority. Infantry brigades always outrank cavalry. The composition of brigades cannot be changed during the campaign. Each brigade is commanded by the senior colonel in the brigade - titled brigadier. Brigadiers are replaced only when they become casualties. They are replaced by the next senior colonel in the brigade.

Brigades are organised, by the player, into armies. An army must be at least two, and up to seven, brigades strong. The largest army must be commanded by the C-in-C. The C-in-C can never voluntarily have less brigades under his command than any other army commander in the force. All other armies are commanded by the senior brigadier in that army - titled general. Whilst he assumes that role his brigade will be commanded by his brigade’s second in command.

The exception to these rules is for the Russian component of the Austro-Russian Alliance. This component, of two infantry brigades plus Cossacks and artillery, cannot be split up and it always has its own C-in-C. The Russian C-in-C can never serve in the same army as the Austrian C-in-C; he will always take overall command of any army to which his force is assigned. 

All commanders have a rating. This will be Superior +2; Skilled +1; Average 0; Poor -1; Abysmal -2.

Force artillery is assigned to armies by the player in any proportion he wishes.

Each force has one pontoon train which can be assigned to an army by the player.

At the start of the campaign, all armies must deploy in their baseline row of squares.

Note: For this campaign I intend to use my entire collection of Prussians and Austrians with a contingent of Russians, assigning each unit to a particular brigade. This will allow me to follow the activities of specific units throughout the campaign, perhaps awarding brownie points for gallant behaviour and ordering the odd officer to be cashiered or shot in the write up. It's something - being rather 'old school', sorry I meant to say traditional - I don't usually do but, it might be fun.

Note: The Prussian force is rather smaller than the Austro-Russian force - 50 units to 72. This will be made up for by the quality of the Prussian force in both basic unit quality adjustments, commander ability and the army sequence decks used. Furthermore, in all battles, the Austro-Russian forces will use a divisor of 4 for their Army Characterisation Deck card draw - the Prussians will use a divisor of 3.


The Prussian force comprises eight brigades of infantry (24 units representing 47 battalions) six brigades of cavalry (20 units representing 100 squadrons), six batteries of guns (representing 120 pieces) and a pontoon train (capable of bridging any river). The force commander is King Frederick II.

The army will use the early SYW sequence deck, unit quality adjustments, etc.

Infantry Brigades

1st Infantry Brigade: Commander is Kanitz (average). IR 2 (Kanitz); IR 25 (Falkenstein average); IR 15, the Garde (The King). 

2nd Infantry Brigade: Commander is Prince Ferdinand (average). IR 34 (Ferdinand); SG VI (Plotz, skilled); CG 8/46 Billerbeck.

3rd Infantry Brigade: Commander is Schwerin (superior). IR 24 (Schwerin); IR(f) 40 (Kreytzen, average); IR(f) 49 (Dericke).

4th Infantry Brigade: Commander is Reuter (average). IR 4 (Reuter); IR 29 (Schultz, average); IR(f) 46 (Bulow).

5th Infantry Brigade: Commander is Brunswick (average). IR 5 (Brunswick); IR 19 (Brandenberg, poor); IR 23 (Sydow); Jagers Zu Fuss (Scharpe).

6th Infantry Brigade: Commander is Lehwaldt (skilled). IR 14 (Leywaldt);  IR(f) 37 (Kursell, skilled); GR 3 (Helleman).

7th Infantry Brigade: Commander is Winterfeldt (skilled). IR 1 (Winterfeldt)IR 10 (Panwitz, average); CG 29/31 (Ostenreich).

8th Infantry Brigade: Commander is Mollendorf (superior). CG 9/10 (Mollendorf); SG IV (Lossow, average).

Cavalry Brigades

1st Cavalry Brigade: Commander is Prince Henry (average). CR 2 (Prince Henry) CR 11 the Liebgarde (Pennevaire, average); CR 13 the Garde du Corps (The King).

2nd Cavalry Brigade: Commander is Seydlitz (superior). CR 8 (Sydlitz); CR 10 (Katzler, average); DR 6 double strength regiment (Mollendorf).

3rd Cavalry Brigade: Commander is Krokow (average). CR 1 (Krokow); CR 5 (Schwedt average); CR 7 (Driesen); DR 11 (Stechow).

4th Cavalry Brigade: Commander is Bayreuth (skilled). DR 5 (Bayreuth); HR 2 double strength regiment (Zieten, skilled).

5th Cavalry Brigade: Commander is Langermann (average). DR 8 (Langermann); HR 5 double strength regiment (Lossow, skilled).

6th Cavalry Brigade: Commander is Normann (skilled). DR 1 (Normann); HR 7 double strength regiment (Malachowski, average).

Artillery and services 

Three batteries of heavy guns; two batteries of field guns; one battery of howitzers; one pontoon train.

Note: IR Infantry Regiment, IR(f) Infantry Regiment (Fusiliers), CG Converged Grenadiers, SG Standing Grenadiers, GR Garrison Regiment, CR Cuirassier Regiment, DR Dragoon Regiment, HR Hussar Regiment. The Garde, Garde du Corps and Liebgarde are all classed as 'guard quality' units.


The Austrian force comprises eight brigades of infantry (30 units representing 52 battalions) six brigades of cavalry (20 units representing 100 squadrons), six batteries of guns (representing 120 pieces) and a pontoon train (capable of bridging any river). The force commander is Leopold Daun (average).

The army will use the SYW sequence deck, unit quality adjustments, etc., but will use an army characterisation deck divisor of 4. Where Austrian forces are attached to the Russians they will use the Russian sequence deck for early SYW.

Austrian Infantry Brigades

1st Infantry Brigade: Commander is Lothringen (poor). IR 1 (Lothringen); IR(H) 2 (Esterhazy, average); IR 3 (Lorraine); CG (red, vacant). 

2nd Infantry Brigade: Commander is Loudon (average). IR 29 (Loudon); IR 50 (Harsch, average); IR(H) 31 (Haller).

3rd Infantry Brigade: Commander is Lacy (skilled). IR 22 (Lacy); IR 28 (Wied, average); IR 47 (Harrach); CG (blue, vacant).

4th Infantry Brigade: Commander is Browne (skilled). IR 36 (Browne); IR 41 (Bayreuth, poor); IR 59 (Daun); CG (Hungarian, vacant).

5th Infantry Brigade: Commander is Wolfenbuttel (average). IR 10 (Wolfenbuttel); IR 12 (Botta, poor); IR 14 (Salm); IR(H) 37 (Siskovics).

6th Infantry Brigade: Commander is Arenberg (average). IR 21 (Arenberg);  IR23 (Baden, average); IR 42 (Gaisruck).

7th Infantry Brigade: Commander is Scherzer (skilled). Karlstadter Grenzers (3 battalions)

8th Infantry Brigade: Commander is Mercy (average). Slavonisch Grenzers (3 battalions)

Austrian Cavalry Brigades 

1st Cavalry Brigade: Commander is Serbelloni (average). CR 12 (Serbelloni); CR 21 (Trautmansdorf, average); CR 25 (Zerbst); DR 1, elite regiment (Erzherzog).

2nd Cavalry Brigade: Commander is Palffy (average). CR 8 (Palffy); CR 14 (O'Donell, average); CR iii (Panowski); DR 10, elite regiment (Kolowrat).

3rd Cavalry Brigade: Commander is Pfalz (skilled). CR 23 (Pfalz); CR 29 (Bretlach, average); CR 7 (Driesen); DR 6 (Liechtenstein); DR iii (Althann).

4th Cavalry Brigade: Commander is Gotha (superior). DR 28 (Gotha); DR 31 (Lowenstein, skilled); HR 2 (Franz Stephan).

5th Cavalry Brigade: Commander is Wurtemberg (average). DR 5 (Wurtemberg); HR 11 (Nadasdy, skilled).

6th Cavalry Brigade: Commander is Esterhazy (skilled). HR 24 (Esterhazy); HR 30 (Baranyay, average); HR 32 (Szechenyi).

Artillery and services 

Three batteries of heavy guns; two batteries of field guns; one battery of howitzers; one pontoon train.

The Russian Contingent

Commander is Villim Fermor (Poor).

1st Brigade: Commander is Uvarov (average). IR Schusselberg (Uvarov); IR Nevski ; IR Riazanski; GR 1. 

2nd Brigade: Commander is Leontyev (average). IR Novgorodski; IR Butyrski; IR 2nd Moskovski; GR 4.

Artillery and Cossacks: Two batteries of howitzers. 4 Regiments of Don Cossacks.

Note: IR Infantry Regiment, IR(H) Infantry Regiment (Hungarian), CG Converged Grenadiers, GR Grenadier Regiment, CR Cuirassier Regiment, DR Dragoon Regiment, HR Hussar Regiment.