Saturday, 13 December 2025

The Christmas Bash...30 Years War Action. with 'Field of Glory: Renaissance'

 The annual Christmas Argument ...I mean Game, kicked off with some 30yw FoG:R action.

 

 Now, I was convinced that I would not like these rules, but actually, despite some getting used to, they reflect Renaissance Warfare really well, across multiple 'periods within in periods', and the opposed rolling d6s work quite well with suitable tension during melee etc. Also a very nice pre-battlefield set-up process.

 

A nice turn sequence which churns along, but grinds suitably for the period's inefficiencies seems to work well too. Definitely worth checking out and reading through for further try-outs.

 

 Figures are from the 'bruvas' massive collections. 

It should also be pointed out that significant dice were blamed in the making of this production. 

Battlefield layout - a pre-game phase dictates terrain for Spanish and French pike and shot, and varying cavalry types

 

Spanish cavalry, which will spend all day defending the right flank
 
Early moves in the centre which will see mass infantry melees
French cavalry making aggressive moves on the Spanish right


...as French infantry moves to force the centre




Spanish cavalry set to make a mess...or fall back screaming


Spanish attacks in the centre and on the left - the left being particularly effective (much dice were blamed in the making of this production)


Contact made centre left



Vicious fighting for the high ground


French units come off worst in the exchanges

...though on the Spanish right, the cavalry battle could go either way...and ultimately open up the flank


now THAT is a cavalry fight...


While on the Spanish left, the horse is making short work of their French counterparts (you can tell I am not playing on that flank...)

In the end, the French are bled white by a myriad of successful Spanish attacks...and the game is called.

A very good set of rules - comprehensive, cohesive, and even 'fun'. Worth looking into a lot more, I think, and covers the late 1600s, which is always a bonus.

Monday, 8 December 2025

Neerwinden/Landen 1693, with 'Battle Command'

 Now, we have fought Neerwinden before, albeit with some simplified 'bits' vs this version of the battle, but that was done with Field of Battle rules.

This time, we used 'Field of Battle Evolved' (not its real title), otherwise known as 'Battle Command 1700-1900'.

 In terms of melee and shooting mechanics, movement dynamics and accounting for unit 'decay', it's the same game, however...the card deck is smaller and allows more options based upon the command dice roll - whether it is odd, even and the difference vs a D6.

 That sounds simple, but the differences it makes in the game are quite epic. Eight cards rather than 25 or so , with card options and command choices, makes for a very different game. You are still working with the luck you are dealt, however the scale of that luck is largely up to your choice now (albeit maximised by great dice rolls).

 Both setsshare the Piquet family DNA, randomized turn sequences via custom decks that create fog of war, fluid activation where both players act frequently, and opposed dice rolls for movement/combat, but Battle Command emphasizes deeper command-level decisions more aggressively.

The periods covered are a little tighter, but already there is also an ancient / medieval version, with a massive ww2 game to follow (with multiple scales of play).

 

Perhaps, this version is more conducive to command play (hence the title), over tactical play, which makes for very different decisions.

There is less chaos, and therefore a very different style of epic game-play. For instance, the army morale card in 'Field of Battle' can end a game very quickly, and randomly, whereas if it comes up here since your morale is gone, and you pass the roll, you have potentially a lot of time before it comes up again, to win the battle through good choices and sensible calls against the card choices. 

'...the pub's that way Maam'

 We had some changes for 1693 - but these were simple. 'Pikes forward' could seal flanks, and the French used the 'La Gloire' principle and could immediate melee. This is diluted by the start of the Marlburian period.

The French left, Berwick on the flank with the Wild Geese


French cavalry is historically posted in the centre, awaiting a breakthrough

The new card design - the leadership roll, and whether odd or even, and the difference rolled, dictates the command choices. A very different approach to the game

Attack on the French right - French and Swiss guards
The French right masses for attack
The French centre and right - French infantry prepares to smash at centre left

The French assault on Rumsdorf

French cavalry waits patiently, in the centre


Allied counter-attack on the right

As Rumsdorp falls to the French, the allied line hunkers down in its defences

Berwick's troops head toward the allied defences at Laer



French attack on their left, the Allied flank is under severe pressure now


'Steady lads!'


'Hold zee line!'

Incredibly...a French breakthrough at Laer, as the Allies fall back...


French infantry pour through the hole in the defences at Laer


But...the French have suffered terrible losses in order to break through; their morale chips running out - BUT they pass their first morale roll...narrowly.


French cavalry, which has waited for so long, thunders through the gap on the Allied right...


...thundering into the Allied lines, who counter-attack

The French break the Allied line, however, they fail another morale check and wiithdraw, literally one card draw from the Allies having to make a roll - a VERY close game.

"Sorry ladies..you'll have to go to another pub..."