Typical game French v Prussians in north Germany
A recent comment on the blog caused me to consider getting the balance right in wargames, and also the once highly regarded subject of National Characteristics. I remember well the many and lengthy discussions about the rights and wrongs of different national combat ability, which came under this heading. On the surface it seems a very sensible consideration, but having played a couple of wargames it soon became obvious that it gave too great an advantage to some nations. For example British infantry in line, British riflemen in skirmish or the French Imperial Garde in general. On the other hand pity the wargamer who had to play a game commanding a Spanish army.
Looking back it reminds me of the lengthy and complicated charts in Wargames Research Rules, which were my favourite Napoleonic rules for many, many years. I shudder when I think of the many hours spent adding and subtracting for morale and combat tests. And then the whole thing was decided by the roll of a dice. Why did it take me so long to realise that all wargames rules are decided by the roll of a dice, and if you add to many points to one side the other will always lose.
I also remember the highly regarded muilti player large wargames, including those I was fortunate to be able to take play at Peter Gilders Wargames Holiday Centre. The great thing about these games with large metal armies on large wargame tables was the sheer spectacle. I remember the first time I saw Waterloo laid out on Peter Gilders terrain and was completely blown away. I had seen similar in the pages of Wargames Illustrated, but seeing the real thing was something else. I had two holidays at the centre, and really enjoyed the experience. But the actual games were actually disappointing. Much too many figures to command, much too big an area to move around but most important too many players who did not understand the rules. I took part in a game of Leipzig when I was one of 20 players. My opponent had never used In The Grand Manner rules before and just did what he wanted. I had so many figures and such a large area that I was fully occupied just trying to control my army, and by the time I realised he was pretty well ignoring the rules the game was spoiled. But I still had to spend many more hours of heated discussion trying to explain why he could not continue to attack when all of his army should be retreating in rout.
This, and many similar wargames, finally convinced me to look at wargames from a different view point. Instead of trying to recreate the spectacle of Waterloo or Leipzig, I would approach the rules from the player angle. Different players want different things from a wargame, I wanted a fun enjoyable experience for all players. I also wanted a game which did not take weeks to plan and set up. We spend an hour Wargaming most days, and I wanted to be able to complete a full game in about a week. The games are a maximum of 12 moves, so if I could complete two moves in one hour I could meet my target.
If you get the basics right, the whole thing falls into place very quickly.
Getting back to National Characteristics. We use French, Austrian, British (and Portuguese), Prussian, Russian and Spanish. On the wargames table all armies have three corps. Each corps have four infantry brigades, one cavalry brigade and corps artillery. All are equal, except Spanish which are still a work in progress.
All artillery have the same short and maximum range. All gunners are trained, no elite or conscript. Thus all artillery are equal in combat and morale.
Cavalry are heavy and light, heavy get plus 1 for combat. Most are trained, cossacks are conscript. There are no elite.
Each corps have four infantry brigades, which have different morale, melee, firing and skirmish grades. There are three grades, which are elite, trained and conscript. The combination of these grades make each brigade suitable for different tasks.
First brigade is elite, they have plus one for morale and combat. Minus 1 for skirmish.
Second brigade are light, they are trained, have minus one for volley fire and plus one for skirmish
Third brigade is standard, they are trained but no plus or minus
Fourth brigade is conscript, they have minus one for morale, combat, volley fire and skirmish
You will see that there is very little difference between any brigades. Imperial Garde get plus 1 and Spanish get minus 1, a total of 2 difference. All tests are decided by rolling one D6. So if the Garde have one casualty and roll 1 they will lose.
None of this is perfect, but it is simple and it does give a fast moving and (for us) most often enjoyable game. Given that we game most days that is quite an achievement.