The uniform in the sculpt is clearly based on this painting of Murat by Antoine-Jean Gros in 1811.
Wednesday, 6 October 2021
French Generals - Marshal Murat, 28mm
The uniform in the sculpt is clearly based on this painting of Murat by Antoine-Jean Gros in 1811.
Wednesday, 15 September 2021
Terrain - Renedra Castle
Blog has been a bit quiet, but I have not. Amongst other things I've painted up this rather large castle set. It is from Renedra and is their "Small Castle"(!) set. Small compared to their larger castle sets perhaps but quite large enough for me! I've added two ruined wall sections and another tower for some options.
I did not buy this castle specifically for Napoleonics (and especially not the siege equipment below!) but it may well see some use for Napoleonics as there were many sieges or assaults on forts or walled cities during the Napoleonic period.
For inspiration here are some pictures of Napoleonic Siege Warfare.
And for the ruined wall section I did a similar process, adding some cork and greenstuff as below.
321 Fast Play Napoleonic Rules - Version 5.1 update
A year ago I did a fairly major update to the 321 Fast Play Napoleonic Rules rules, that included simplifying the charge procedure to speed play, and balancing units with regard to quality.
As always, rules can be found here:
Changes from Version 5.0 to 5.1 (March 2021)
Note: Even given the timescale of a turn (30-60 minutes),the ability of artillery to reposition it's firing arc, and swing around like a modern point defence weapon and fire (for example against a cavalry breakthrough) has been too great in terms of game effect. This change represents the inherent difficulties of reacting to breakthroughs with a deployed Napoleonic battery (which would also have an extensive train of limbers and caissons behind it).
Note: Squares automatically break if they lose to infantry. Infantry assaulting a town that don't break in the assault itself, just retreat, as it is assumed the garrison will not be in a position to pursue them (this was situation was a bit harsh otherwise). Lines failing to withstand a charge will probably break.
Note: Clarification that lances and obstacles don't help defender in a charging on situation.
Note: Adds Russian Guard Jager option
(1-2) Set Battle : Armies arrive too late in the day for battle, and deploy ready for the morning.
Starting with Defender, players select Divisions totaling up to a third of their units to start in reserve.
(3-4) Encounter Battle: Main bodies meet and begin battle, bringing up reinforcements.
Starting with Defender, players select Divisions totaling at least one third of their units to start in reserve.
(5-6) Escalating Battle: Advance guards clash over a vital position and call for reinforcements
Starting with Defender, players select Divisions totaling at least two thirds of their units to start in reserve.
Note: Ties reserve availability to size of game, you get more in larger games. Second point means that troops must be close to entry area rather than the entire table edge.
Note: Cossacks gain bonus to flank marching.
Lastly...
Wednesday, 23 June 2021
Battlereport: British Cavalry vs Baden/Bavarian, & Rules Musings
Forces
Just for reference too, command levels for generals gives the chance of a Brigade holding (being unable to advance) each turn. This starts at 25% chance for a level 1, and reduces by 5% with each additional level. An Army Commander can reduce this further.
- Baden Brigade (General Lvl 2): 4 Recruit Line, 1 Recruit Skirmisher, 1 Recruit Foot Artillery
- Baden Brigade (General Lvl 2): 4 Recruit Line, 1 Recruit Skirmisher, 1 Recruit Foot Artillery
- Cavalry Brigade (General Lvl 4): 2 Veteran Light Cavalry, 2 Light Cavalry
- Light Cavalry (General Lvl 2): 1 Veteran Light Cavalry, 1 Light Cavalry, 1 Horse Artillery
- Light Cavalry (General Lvl 2): 1 Veteran Light Cavalry, 1 Light Cavalry, 1 Horse Artillery
- Heavy Cavalry (General Lvl 2): 3 Veteran Dragoons, 1 Horse Artillery
The Game
Rules Musings
This game was done in two hours including the setup and packing up. I lost count of the cavalry charges, but many of them were cavalry becoming fatigued against infantry squares. There was also one failed charge against a line, one square broken, and over half a dozen more decisive combats between the opposing cavalry forces, plus of course my two artillery batteries were sabred by cavalry.
These games have been played using the 321 Fast Play Napoleonic Rules on this site, with revisions. The major rule change we've been testing in these games, is using D20's rather than D6's....
I acknowledge D20's may seem like an odd choice! However, it resulted from frustrations with the limitations of D6's when trying to preserve both subtle distinctions and flavour, but also fast play. I'll repeat here what I said in The Napoleonic Wargamer Facebook group about the rationale behind using D20's to help meet these objectives:
Reasoning for trialing D20's.
- The probability distributions with D6 are coarse (0.17, 0.33, 0.5, 0.67, 0.83), and modifiers have relatively huge effect, so it is hard to introduce more subtle variation in combat odds.
- To get around the limitations of D6’s, systems then typically introduce multiple "special rules” to increase the range of possible results (e.g. to hit and to disorder rolls, or extra saves, reroll abilities, multiple dice against a chart, and so on). For example see Black Powder or General D'Armee. But this then adds more complexity and/or dice rolling and slows the game down.
- In contrast D20 range allows more subtle variation with a single die roll that would take two or more D6 rolls to replicate, or some conditional checks. It is of course still important not to have thousands of modifiers or complex charts which would slow play by being dull and fatiguing to work through, but I believe there may be some good ways around this.
Reasons against using D20’s:
- Not as many people have D20’s or are familiar with them. However I would note they are easily available via a google search, and if you only need a small number also cheaper than lots of D6’s. Plus electronic apps are good too (e.g. rolladie.net works great on a mobile phone).
- Law of large numbers – if you have more die rolls you get an increased probability of normal distribution. However, for this to really count, you need buckets of dice per unit like Warhammer (which is also slow), and few if any Napoleonic games choose to do this. Instead you typically have a small number of dice needing 4-6’s to hit (for example), or opposed rolls, or 2D6 on a chart.
- Some people have a perception that D20's are prone to luck (or "swing") than D6's. As several commentators observed though, this is not correct, D20’s are no more inherently swingy than a D6, but rather it depends what the mechanism is. So a dichotomous hit/not hit result is no more swingy on a D20 than a D6, you just get greater finesse as to the odds of the occurrence, (.e.g possibility of 5% steps rather than 17% steps). Of course if you are using opposed D20 rolls plus small modifiers you would have much more swing - but I'm not sure why you would do that if that is also what you are trying to avoid!
Anyway I will keep testing, and likely put up a new version of this soonish for any interested.