Saturday, 30 January 2010

Crusades Campaign - The Isle of Fob

Peter J and I are about to start a fictional Crusades Campaign. We will be using Ager Sanguinis Rules to fight the table-top encounters, and an Ager Sanguinis / Theatre of War (Piquet) hybrid set of rules for the map moves etc. The hybrid campaign rules are currently available from the files section of the following Yahoo Groups under the title 'Isle of Fob Campaign'; as are Ager Sanguinis Rules for early Crusader warfare:

http://games.groups.yahoo.com/group/Piquet/

http://games.groups.yahoo.com/group/shatteredlances/

The photos are from a recent (not campaign related) game, hurriedly thrown together, that Peter and I fought out (Crusader victory) a week or two ago.

Background:
From the Chronicles of Kermit the Hermit........

….In the summer, in the year of our Lord 1110, sore pressed by incursions on his northern borders by Asiatic hordes, the Emperor [Byzantine] withdrew armies and garrisons from quieter parts of the Empire to meet the threat. This was folly for, in leaving the Isle of Fob unprotected, he invited the attention of divers Seljuk princes.

The Isle of Fob is not, in truth, an isle. It is a large tract of land connected to the mainland by an isthmus that borders the lands of the Hashishmendid Seljuks. No sooner had the garrisons left the Isle the Seljuks, led by a certain Emir called Gudrupee, crossed the isthmus and occupied Chiosus. It was late in the year and here Gudrupee encamped for the winter and declared himself Malik of Fob. On promises of land, wealth and the Glory of Allah his army was swollen by reinforcements in readiness for the campaigning season.

Fearing for his cherished Isle the Emperor was at a loss, for in sending troops there he must give up another cherished part. Then fortuitous help came to him. A Crusade, led by Louis of Chernobil, was on its way to Jerusalem and was at that very moment passing through the western borders of his lands.

It has long been known that the Isle of Fob is a blessed place; for it was to here that our Lord’s Cup was taken and hid in one of the many monasteries. The Emperor, being both wise and cunning, let it be known throughout Christendom that this Blessed Relic would surely fall into the hands of the heathen if left unchecked.

At once, the Patriarch of Jerusalem hurried to intercept the Crusade and, with the aid of the Emperor’s fleet, diverted Chernobil and his followers to the Isle of Fob. Chernobil and his followers landed at Lampron and, on Christmas Day, entered the town.

But now the Emperor’s plans became untied. Betraying the Emperor, the Crusaders crowned Chernobil King of Fob and set to plan conquest of the Isle for themselves.

Thus the scene was set for the bloody War of Fob………

Campaign start: Campaign turn 3, Spring.

The campaign Map

The Ilkley Lads and I will also be at the York show on 7th Feb 2010 - doing a Crusades game. Drop by and say hello.

James

Friday, 29 January 2010

More Punic Wars stuff painted

It has been some time since my last post. This isbecause I've been snowed under with painting commissions and Christmas. But I have found time to keep my Punic Wars project more or less on schedule.

Here are the latest additions.

First up Roman leader stands.


4 units of Roman and Allied cavalry. This completes a very small fraction over half of the Roman army.


Now the schedule is getting interesting. Elephants - the first 2 of 8.
The first units of Gauls. Two units of cavalry. (2 of 10). I don't like these figures much (I've removed a lot of swords and replaced them with spears - I've removed even more from the batch in progress) but they paint up well.


Lastly, 4 Celtic war bands. These castings make up for the cavalry and some. They are fantastically easy to paint. The 'square' nature of the torsos on clothed figures makes check patterns a doddle! This makes me very happy as I've got another 14 to do. I also decided to cheat on the basing. Instead of 24 figs per unit, I'm going to do them at 22 because it actually makes them look more 'irregular'; it also makes 2 extra 'free' units.
Next up, some more Gallic cavalry and Spanish infantry.

Wednesday, 9 December 2009

Punic Wars - The final inventory


The project, except for 6 units of Numidian cavalry, has now been delivered. I have sorted every thing out into the proper sized bags and done an inventory. I've already painted 20 units (all Romans - pictures to follow) and will soon (new year) be painting some enemy for them to fight. If I can keep the pace I will finish the project with 4 months to spare. Given that the Romans are probably the most complex figures overall I feel quite confident.
So what does the project, things having been finalised at last, look like? Well here is the inventory:
Romans and Allies:
Velites: 10 units of 12.
Hastati: 8 units of 24.
Principes: 8 units of 24.
Triarii: 8 units of 12.
Cavalry: 8 units of 8.
Command: 7 command stands.
Total units: 42.
Total figures: 640 plus command.
Gallic:
Warband: 15 units of 24.
Skirmishers: 8 units of 12.
Cavalry: 8 units of 8.
Command: 5 command stands.
Total units: 31.
Total figures: 520 plus command.
Spanish:
Scutarii: 15 units of 24.
Catrati: 6 units of 12.
Cavalry: 6 units of 8.
Command: 4 command stands.
Total units: 27.
Total figures: 480 plus command..
African:
Libyan phalanx: 8 units of 24.
Skirmishers: 9 units of 12 (includes Balearic slingers).
Numidian cavalry: 9 units of 8.
Carthaginian cavalry: 1 unit of 8.
Elephants: 8 stands (each comprises 1 elephant, crew and integral skirmishers - those with towers (x4) have 6 men, those without (x4) have 4 men, plus the elephant, on each stand).
Command: 4 command stands.
Total units: 31.
Total figures: 428 plus commands.
GRAND TOTAL:
Total units: 126.
Total Figures: 2116 plus command.
Now, that's a lot of 28mm painting to do before November 2011!
Hopefully, I will be able to re-fight Trebia, at half the size it will eventually be (half the Romans having been painted), by the end of April. This is my next project target.

Monday, 30 November 2009

Marignano and Piquet part 2


We left the battle at the end of turn 1 with the French (left) wondering where their next initiative pips were going to come from. The Swiss (right) were, having won most of the initiative, poised to assault the French main position.

At the end of turn one the Swiss add two milling around cards to there deck (1 for the retreating advance guard and 1 because the central pike block has lost a unit worth of stands). Both side shuffle their decks. The Swiss deal out 2 cards sight unseen.
I will continue with the description of the next turn using the format of turn 1, but I will give the abbreviation code again.
IP: Initiative pips.
OC: Opportunity chip.
MP: Morale point.

20 IP to play for:
S18 Vs F16 = S 2 IP
Infantry in open – move retreating advance guard (1IP). They are classed as ‘left the table’ due to their position relative to the enemy (umpires call) and will not spend IP for further retreats.

18 IP to play for:
F7 Vs S2 = F 5 IP
Courage, Missile reload – shoot a unit of Gascon crossbowmen (1 IP) at the left hand Swiss pike block advancing on the French right D10 Vs D6, causing 5 hits and a stand loss (1MP) . Buy back 2 OC (2IP).

13 IP to play for:
F16 Vs S10 = F 6 IP
Open reload card showing - reload the crossbows that just shot (1 IP) shoot and reload another (2IP) Vs the same target D10 Vs D6 no effect. Shoot and reload another unit of Gascon crossbow (2IP) Vs the Swiss pike block advancing on the French left D10 Vs D6 no effect. Buy back the last OC (1IP).
7 IP to play for:
S 18 Vs F 14 = S 4 IP
Infantry in the open showing – Swiss move their right and central pike blocks into contact with the ditch (2IP). French shoot their light guns Vs the Pike moving onto their left D12 Vs D6 for NO EFFECT!!! (1 OC). All of the front line French guns are now unloaded. Major Morale – pass, Artillery Reload.

3 IP to play for:
S 13 Vs F7 = S 3 IP.
Move in difficult terrain – the Swiss pike blocks on the right and in the centre cross the ditch. Two units of Gascon crossbows shoot (2 OC) at the one moving against their left 2x D10 Vs D6 causing 2 stands loss (2 MP). The French challenge the morale (1MP) of the pike block for losses due to fire D8 Vs D12+4, the score is 6 each. This is a fail for the Swiss and will mean they have to fall back over the ditch disordered, however this is a morale challenge so they can re-roll Vs the 6 for the cost of 1MP – they re-roll and pass (1MP). The two offending crossbow units are in contact with the pike block, wisely they choose to evade disordered.

20 IP to play for:
S13 Vs F9 = S 4 IP
Move the remaining pike block over the ditch (1IP) on the open difficult terrain card forcing the facing crossbow to evade disordered, but one fails to outpace the Swiss and is contacted as it turns D12+4 Vs D4 and is destroyed (4 MP). Cavalry move in open, Courage! – the Swiss use this to challenge the morale of the French pike and the battery on the French left D12 Vs D12+3 and D12 Vs D8. Both fail and go disordered; they are formed units (not skirmishers) so this costs each 1 MP.

16 IP to play for:
S14 Vs F2 = S 12 IP
The other flanking pike block test the two unit of crossbows facing it (2 IP) D12 Vs D6, 1 passes and the other, already disordered, is doubly disordered and routs. Artillery move card – the artillery moves up (1 IP), Uncontrolled Charge! – all three pike blocks fail their control test and, as the enemy are in reach, charge to contact (3IP).

The central pike block melees the guns D12+6 Vs D4, both guns are overrun (2 milling around cards, 4 MP).

The left wing pike block crashes into the French pike block D12+4 Vs D12 resulting in a 9 all tie – the Swiss have the higher morale rating so win by default. The French pike block goes disordered, it is already disordered, but it is a big unit so loses a stand instead (1MP).

The left hand pike block only contacts two units of disordered crossbow armed skirmishers which choose to evade (routed) rather than face annihilation.
4 IP to play for:
F9 Vs S5 = F 4 IP
Deployment – the Black Bands of Gueldres (a block 82 Landsknecht figures) deploys out of Ziuido and forms up outside of the town – Timely. Artillery reload, Buy back 1 OC.

20 IP to play for:
F19 Vs S1 = F 18 IP - Voila!
Cavalry move in open – French move 2 router (2 IP). Bourbon’s central Gendarme unit moves into contact with the central Swiss pike block. His left wing Gendarmes wheel and move to threaten the pike block there (2 IP total for the command group). Francis advances his retinue to add to the threat to the same pike block, whilst the Gendarmes on the extreme right of his main ward advance to cover the French pike block (1 IP total for the command group). No melee takes place because that requires a melee resolution card.

Leader Check – Flourange moves to join his his Stradiots and rallies them from rout (2 IP 1 MP). Infantry move in the open – move manoeuvre two units of Gascon crossbowmen 45 degrees (2 IP) to bring them into shooting arc (2 IP). Leader Check, Heroic Moment, Move in Difficult – move four routers (3 IP).

Melee resolution – 1 mandatory IP to resolve ongoing melee between French and Swiss pike blocks – D10 Vs D12+3, unbelievably the French win causing a stand loss to the Swiss (1 MP). The French challenge the Swiss morale D8 Vs D12=3 but the Swiss pass. The French must use a further 1 IP to resolve the contact between French Gendarmerie and Swiss pike blocks. Firstly the Bourbon’s central Gendarmes D12+1 Vs D12+3 – both score a maximum 12 and as both have the same morale rating (fanatic) it goes to the initiator. The French challenge morale (1MP) but the Swiss pass.

Melee Resolution,

2 IP to play for:
F12 Vs S9 = F 2 IP
The French must resolve the tw0 ongoing melees. French pike Vs Swiss pike D10 Vs D12+3, the French lose 2 stands (2 MP) and the Swiss challenge their morale (1 MP) and the French fail and are pushed back in disorder, they are so already so lose another stand (2 MP). The French pike block is now substantially weakened and no longer counts as a big unit. The push back pushes them into the French Gendarmes to their rear and both are disordered (2MP and a further stand loss to the pike). Bourbon’s Gendarmes and the central Swiss pike – D12 Vs D12+3, no stand loss but the French lose and not being a big unit are automatically pushed back onto the Landsknechts. The Landsknechts are disordered (1MP). The Gendarmes are doubly disordered and rout (2MP).

20 IP to play for:
F8 Vs S6 = F 2 IP
The French are losing. They must kill more Swiss so shoot the Gascon Crossbowmen into the flank and rear of the central and left Swiss pike blocks. D12 Vs D6, the one on the right takes two stand losses (2 MP).
18 IP to play for:
S12 Vs F10 = S 2 IP
Infantry move in open – the right wing pike charges into Francis’ Gendarmes.
Heroic moment.

16 IP to play for:
F20 Vs S20 = tied initiative die rolls – the turn is over.

The French won 37 initiative, the Swiss won 27. The French lost 19 MP the Swiss lost 6, before the cards are shuffled for the next turn. Both sides are running low on MP so the next turn should be decisive. Can the Swiss keep up the momentum or can the French stop the onrushing pike columns.

Wednesday, 25 November 2009

Why I like Piquet and how it is played.

Classic Piquet, pronounced P – K after the French card game is either loved or loathed. The loathing is generally down to one of three reasons:

First, because you are never in total control of your units when you feel you should be, or rather when other rules allow you to be; but Piquet is not a battalion commander game – you, the general, send your units along their merry way, then hope they can do what’s right at the right time.

Second, because players new to Piquet find the 'dynamic theory of motion and action in a flexible time construct' difficult to get their heads around (I'm going to use that line when out to dinner with non-wargamers). This is because there is no rigid move sequence, things happen within the bound of a turn in a random manner – some players like the comfort blanket of knowing exactly what units can do, like covering a specific distance, so they can, chess like, plan well ahead; but Piquet, like war, does not allow this luxury (see Clauswitz’s theory of friction in war).

Third, because there are times when the enemy is doing everything and you can do nothing much about it (I believe, in modern military parlance, that this is known as 'operating within the enemy’s loop'); Classic Piquet is a game about winning the initiative, initiative allows you to do things, and there are times when you don’t win any, sometimes at all, for long periods of the game.

Personally, these are the reasons I like Piquet. Piquet games are more tense and exciting than any other wargames I have ever played.

To illustrate how Piquet works I will go through a couple of turns of The Battle of Marignano scenario, which I am fighting solo; card by card, dice by dice. But before I start, there are a few things you should know.


Piquet initiative is always won by rolling off D20s, one per side, with the higher die result getting the difference in the rolls as initiative pips. Piquet initiative comes in phases of 20. The amount of initiative a player wins is deducted from what’s left in the phase until the 20 are exhausted. [See picture above showing the Piquet initiative tracking clock]. Initiative is used to turn cards from the sequence deck and act upon them. There are also a small number of opportunity initiative pips (2 – 4, called opportunity chips)) that can be stored by the player, mainly for shooting, during the other side’s initiative - they cost an initiative pip to buy back after use.


A turn of Piquet is governed by a deck of sequence cards. The sequence deck contains cards for movement, combat and command. Each deck is usually 24 – 30 cards strong. Armies have different decks reflecting their ability – good armies have good decks, rubbish armies have rubbish decks stuffed with ‘Milling Around’ (do nothing) cards. Every card costs an initiative pip to turn. Actions can be taken on cards for a pip per command (group of units) or unit (most combats cost a pip each). One type of card, ‘Reload’ cards, need a bit of explanation. It costs a pip to shoot a loaded unit, then a pip ‘reload’ a unit on a ‘Reload’ card. In my opinion the use of the word reload gives the wrong impression; the game assumes that a lot of firing is going on when units are in range – being loaded gives you the chance to actually resolve the effect of shooting. A Piquet turn ends when the deck is exhausted by one of the players (or on equal D20 initiative rolls). [The above picture shows some typical Sequence Deck card types].

Units: Like most wargames units have move distances and combat factors. Formation and type govern the former, weapons and training the latter. Combat factors for shooting, melee and morale are expressed as die types (ranging through D4, D6, D8, D10 and D12); a unit of mercenary crossbows, for example, would be D10 for shooting, D6 for melee and D6 for morale. Most Piquet units count as four stands strong with equal frontage – skirmish unit stands count as having 2 hits each, others three hits each. I allow no tally of ‘hanging hits’ to be kept from one card to another (house rule).

Dice: Combat factors are adjusted by tactical situation using fairly typical combat tables, but these change die type; a D6 adjusted Up2, for example, makes the D6 a D10 (two die types bigger); a D10 adjusted Down1 becomes a D8 (one type smaller). On reaching D12, any more Ups are simply added to the result as digits but the maximum result is 12; a D12+4 rolling 4 is 8; a D12+4 rolling a 10 is only 12 . Lastly, all commanders have a base die of D20 with Downs taking it down through the die types and Ups adding to the result. All die are rolled Vs another die to obtain results. Shooting die are always rolled Vs D6, Melees are resolved by rolling melee die Vs melee die, and in most other situations the required die is rolled Vs D8. In the blow by blow account of the following battle I will only give the final die types used in each situation (so I can’t get picked up on missing factors and save time writing!).


Each army is dealt a number of special morale cards (from the ‘Army Characterisation Deck’) at the beginning of the game. These cards express the army’s willingness to fight (expressed in morale chips) and any ‘on the day’ bonuses that the army has. Morale chips are lost for stand loss and adverse morale results; they are spent to rally. This is where I will start. [The picture above shows some typical Army Characterisation Deck cards].

……….Oh, one thing more before I do, Classic Piquet describes itself as a tool box. That is, it is there to be used to give structure to games but it is not the last word – Bible fashion. So, if you are familiar with Classic Piquet and the Band of Brothers 2 supplement, and you see things that you don’t recognise – don’t worry, I’ve had the Piquet spanner out. [I’m happy to post you my house rule changes on request].

MORALE / CHARACTERISATION CARDS DEALT:

Swiss: 7 cards total: Five morale chip cards 9, 7, 4, 4, 3 for a total of 27 morale chips. Two characterisation cards; 1 extra melee resolution sequence card, cavalry Up1 in melee.

France: 9 cards total: Six morale chip cards 10, 9, 7, 6, 2, 2 for a total of 36 morale chips. Three characterisation cards; 1 extra heroic moment sequence card, Up2 for cavalry rallies and assertion, Up1 for infantry morale challenges.

TURN ONE

20 initiative pips [IP] to play for. Swiss roll d20 for initiative scoring 16, France rolls d20 and scores 4, Swiss win 12 IP- the difference between 16 and 4.
Infantry move in the open card - 4 pips spent to move all Swiss command groups. Deployment card, Artillery move card, Artillery reload card, Cavalry move in the open card - 1 pip to move Sforza's cavalry / artillery command. Move in difficult terrain card, Leader check card.

The Swiss have used all 12 pips to turn and act on 7 cards. You will note that 5 cards were turned without action, most were useless but as you play Piquet you learn to ignore some cards that don't fit in with your plan. OK, now you've got the format I will now dispense with the word 'card' and add some abreviation to speed my writing.
IP = Impetus Pip
OC = Opportunity Chip
MP = Morale point

Initiative rolls: F14 Vs S6 = F 8IP - economic rolling as there were only 8 left in the phase to play for.
Courage, Infantry maneuvre, Leader check, Deployment - 1 IP to start deploying the Black bands through Ziuido, Infantry move in open, Move in difficult terrain.


20IP to play for: S20 Vs F4 = S 16IP.

Melee Resolution (nothing in contact so can't use!), Uncontrolled charge - Swiss test, fail, and their advance guard and left pike block charge the skirmish cavalry facing them. The skirmish cavalry evade spending two opportunity chips [OC] - the French only have one OC left now - to shoot before they do so. The Stradiots roll D8 Vs D6, the mounted xbow roll D6 Vs D6 but both have no effect - the cavalry evades disordered [pic above]. Melee resolution, Infantry in the open - Swiss spend 4 pips and advance their units forcing the remaining forward mtd xbow unit to evade disordered - it does not shoot because the french only have 1 OC and they are saving that for emergencies! Melee resolution, Missile reload - the left hand Swiss pike block is in range of the Stradiots and shoots and reloads, D4 Vs D6 causing 2 hits, the Stradiots take a stand loss and lose 1 morale point. Cavalry move in open - Sforza's command moves.

4IP to roll for: F14 Vs S7 = F 4IP (only four left in phase).

The french immediately buy back 2 OC for 2IP. Light cavalry move - The Stradiots use this card to advance fire and retire for 1 IP Vs their Swiss tormentors D10 Vs D6 causing 4 hits - the Swiss pike block loses a stand and 1 MP. (Light cavalry move card only applies to Stradiots)

20IP to play for: F11 Vs S10 = F 1IP.
Artillery reload.

19 IP to play for: S13 Vs F2 = S 11IP.

Melee resolution (still nothing in contact!), Heroic moment, Cavalry maneuvre - heroic moment cards can change the next card if there is a good reason to back it up; the Swiss decide to use the heroic moment to change the Cavalry maneuvre card into a Cavalry move in open card for the cavalry only, citing the presence of Sforza as a good reason, the cavalry move into contact with the Mtd xbow (1IP) and as they are light cavalry declare an automatic melee unless they evade. As the French have their artillery reload showing, and given their lack of initiative thus far in the game, they decide not to evade - the Mtd xbow are already disordered and require an OC to evade without becoming doubly disordered (= rout) - thus 'saving their powder. In the resulting melee D12+3 Vs D4 the Mtd xbow are destroyed for 3 MP loss. Sforza's cavalry go disordered (fought a melee) and out of command (the artillery and cavalry can no longer move together as a group). Melee resolution (damn, last one), Infantry maneuvre, Heroic moment, Move in difficult terrain - I allow pike blocks of good mercenary stock, and not having taken casualties (stand loss), to move in the open on this card, the Swiss move their centre and right hand blocks forward for 2 pips.

8IP to play for: S16 F7 = S 8IP - the French are feeling desperate - as their lack of initiative begins to tell the tension builds.

Courage - The Swiss are fearsome units, anything within a move of them can be morale challenged for a pip or chip, and the Stradiots and Mtd xbow are within reach! D12 Vs D6 and D12 Vs D4 respectively. The Stradiots fail (dice roll beaten) and are doubly disordered and rout (Swiss gain 2IP), amazingly, the mounted crossbow, either fearless or clueless, stand! Infantry move in open - 4 IP to move the swiss forward, the advance guard gets to the ditch in front of the artillery - the French have simply got to use 2 OC to shoot - BOOM! BOOM! go the guns D12 Vs D6 twice for 9 hits and 3 stands killed and 3MP lost. The French having done such good work press their advantage by using a morale chip to test the morale of the Swiss; three stands to fire means they are rolling a D12, after factoring everything up the Swiss are rolling a D6. The French roll double the Swiss roll - the Swiss advance guard are routed; except of course they are Swiss so retreat disordered facing the enemy instead (lose 1 MP) until they are rallied (special rule for Swiss!) causing the following pike block to incline to the left. But the Swiss do lose 2 IP for the technical rout of a major unit and must add a milling around card at the end of the turn. Leader check - but out of pips!

NOTE: Oh yes indeed, as you lose units and leaders, skirmish units don't count, you add milling around cards (do nothing cards) to your sequence deck at the end of the turn, shuffle the deck then, face down, discard an equal number of cards before the start of the turn. You've got it - even if you win all of the initiative you might have dealt out every card you need and be left with a deck of milling around. Bloody amazing - Bloody exciting - Innit'!)

20IP to play for. F15 Vs S12 = F 3IP.
The French have an open artillery reload card showing that they have not used - the Swiss can't believe it - reload the guns for 2IP. Buy back 1 OC.

17IP to play for: S3 Vs F2 = S 1IP. The French can't even beat a 3.
Open leadership card showing try and rally the advance guard for 1IP plus 1 morale point, D20 Vs D8 - FAIL!!!!!

16IP to play for: S2 Vs F1 = S 1P. The French can't believe this!
Infantry in the open.

15IP to play for: S15 Vs F14 = S 1IP. What's happening!
The Swiss must retreat their 'technical router' for 1IP on the unused Infantry in the open card.

14IP to play for: S18 Vs F14 = S 4IP. The French are spitting garlic!

3IP used to advance the remaining Swiss units. This forces the remaining French Mtd xbow unit to evade without OC aid, it goes doubly disordered and routs. But the French have reloaded their guns and the Swiss are within point blank range. BOOM! BOOM! go the guns for 2 OC, D12=2 Vs D6 twice. This kills four stands of the central pike block, the French morale challenge it D12 Vs D12+2 and force it back disordered (in effect the front ranks were pummelled and slowed it up). The Swiss lose 5MP. Major Morale check card - D4 Vs D12 - pass.

10IP to play for: S9 Vs F 4 = S 5IP. Now the French are crying!

Cavalry move in open - Sforza wheels his men-at-arms 45 degrees and advances to the ditch (called a move maneuvre) for 2 pips. Heroic moment - the Swiss pike block on the left shoots heroically at the French foot crossbows beyond the ditch gaining an aditional Up1 for the heroic card (elegantly simple) D8 Vs D6 and kill a stand (French lose 1 MP) and morale challenge them D6 Vs D6 to no effect (Swiss use 1 MP). No cards left - for a final IP the Swiss close the turn.

Turn 1 is over. The Swiss must have had the factor of surprise with them. Certainly the initiative was with them, winning 58 pips to a poultry 16. Unusually imbalanced, but damn those Swiss had the French worried. No major damage was done, the Swiss having turned their move in difficult cards before reaching the ditch, but they are poised if the French can't roll better.

This is as far as I can go with this post. I'll try and get turn 2 done over the weekend and the write up shortly afterwards. It's a laborious process, playing solo, taking notes, taking pictures, and then tapping it in.

I hope, if you are unfamiliar with Piquet, that this has whetted your appetite for a set of rules that offers something different. The rules break everthing down into simply resolvable chunks so well, no firing along an entire line just because you can: Oh, the endless dice rolling and combat table fatigues in some games - in Piquet it all means something; because pips are such valuable commodities that they are not to be squandered - this is a game of decisions. For solo gaming you just can't beat it. The tension is killing me! Time for a cigar.

P.S. For some reason I can't spell check this post - sorry for any errors.