Saturday 8 September 2018

Katzbach 1813 with FoB

More Field of Battle action with Sgt Steiner's wonderful 15mm stuff, at Katzbach 1813.

There are few superlatives left to describe how good this game is. Yes, I am gushing again about these rules. Now granted, I have only played a few other Horse and Musket sets, but again, we see in this battle:
  • Truly epic struggle - where it could have gone either way - with a mechanism built into the rules where, upon reaching the point of breaking, an army can still survive for a few more card draws and turn the tide.
  • Drama - I watched elite troops charge victoriously, then rout in the face of fresh troops all in a few card draws. I watched elite cavalry hold on and prevent a flanking disaster in the face of being outnumbered, all with a very simple (but not simplistic) combat mechanic, without having to resort to lists of modifiers, and wasted time. There were chances to take, decisions made on the basis of logic and/or emotion, lines that were held in the face of adversity, and attacks that seemed certain, which ended in disaster - with logical, simple (but not simplistic) and period style rules.
  • Attrition and 'crunch' - this was one of the longest and closest battles we have fought with these rules, but there was never a period of downtime, and there was never any doubt with regard to how effective the rulings were. In fact, the rulebook was never consulted.
  • Activation. The narrative would see French cavalry be slow to react, such that Prussians had time to form squares, and there would be several desperate actions and movement forward and back, and forward again, on the flanks - yet the story could easily have been different. Now that is the ebb and flow of battle and it's unpredictable - yet you learn to control what you can and let the plan develop as needed. Show me another set of rules with that flexibility and degree of the 'unexpected'. It goes beyond tacked on 'fog of war' mechanisms that rule writers put in because they think it's 'cool'.  This is more than simply planting an activation roll into a traditional system; this is a unique way of playing, that echoes command decisions, and creates a battle narrative worthy of a history book. 

  • The 'philosophy' of Horse & Musket battle is an attempt to understand the nature of good and bad commanders, and how the better officers knew when to take a chance based on knowing the character of their men, or indeed the character of their opposite number. History has deemed some bad commanders, when in reality perhaps their failing was not knowing when to act. There is something about FoB that seems to echo this, in that you learn to get a feel for the game - while simple things like gaining ground after an enemy assault, can lead you down the rabbit-hole of pushing your luck too far. You remember these episodes of triumph and disaster. I've never come away from a game using Black Powder rules for instance, with that feeling.

 The French left. Prussians are weak on this flank, though are expecting Russian reinforcements.

 On the Prussian left, the majority of their strength is poised to try something...expecting their best troops to reinforce on successive move cards.

In the distance, French cavalry is seen on the high ground. It would be a concern for the Prussians and force them into squares in the centre - most would not fire a shot as the battle was contested on the flanks.

 Prussian cavalry tries to take the high ground on the left. This would be a disaster early on.

 ...as Landwehr reinforcements move to the centre to provide a bulwark against French cavalry being able to move freely...hopefully...

 Careful meinen Herren.


Landwehr move in the centre...they only 'look' intimidating. They screened the centre without gaining ground for the balance of the battle.

 French cavalry move forward as Prussian commanders begin to worry.


Prussian reinforcements will force the issue on their left...surely.

 ...while the right remains reasonably quiet...so far...aside from that French unit which has pushed forward (and will cause a headache for Russian reinforcements).

 A good view of Prussian attempts to block the centre against free movement of French cavalry.

 Prussian Grenadiers take the high ground and threaten to turn the French flank...careful now...

 Ouch! French cavalry reinforcements hit the ridge and rout the Prussians. Flank secured. Both sides have taken considerable losses against morale deck however.

 Prussians mess up the battlefield in the centre.

 ...as French cavalry are drawn off from the centre in order to pursue punching a hole on their left flank...in the face of weakened Prussian lines.

 ...especially relevant as the Russians have decided to arrive.


 Prussian cavalry holds, despite being flanked itself.

 As the Prussian left becomes a disaster. Despite inflicting a lot of damage, they have been stymied by the French.

 Prussians hold and push back French cavalry on their right. Medals for this bunch.

 Nothing moving in the centre, as the battlefield almost becomes split.

By this stage, French morale was ebbing away and successive hits were melting morale down. Passing one Army Morale card, they would break on a second. A final Prussian cavalry charge on the left would be routed, but enough damage had been inflicted during the attack to break the French - while bringing the Prussians close to breaking point themselves. A Pyrrhic victory and an absolutely epic struggle.

16 comments:

  1. You are certainly selling FoB Sir Duc. Great report.

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    1. Yes. I'm a bit of a fanboy.
      Fascinating set, combining just the right amount command chaos with simple mechanics and a reasonably rapid game.

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    2. We should really do a video report highlighting the rules.

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    3. Yes, that's interesting, though do consider that I have a face for radio and a voice for silent movies...

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  2. It is nice that you have found a set of rules that perfectly meets your needs and it looks like the play off between complexity and enjoyment have hit the sweet spot. A lot of Napoleonic fans seem to find the search endless if forums are anything to go by.

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    1. Yes, I agree Norm.
      I personally have the advantage that I'm more a fan of earlier Horse and Musket, which these rules are also perfect for, so I'm less of a stickler for Napoleonics 'perfection'.
      To me at least however, they do everything that I want and Sgt Steiner has added a few period specific rules for early 1800s flavour, which work beautifully.
      I guess this is another advantage of the rules, in that minor changes/amendments can be made without even remotely breaking the system.

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  3. Great set of rules for the Horse and Musket period and yes tweakable to suit ones views on various periods.

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    1. Yes. I posted the pics I had to the facebook group, to add to your post. I think Brent has more than enough reasoning behind releasing FoB3 and the campaign rules, at least on pdf. There are enough blogs promoting the rules at least.

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  4. What could be better than a table full of handsome terrain and Napoleonic figures, an amiable foe, and a set of rules that promote the type of narrative and outcome you seek? Not much in hobbyland!

    Excellent battle report.

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    1. Thanks Jonathan. I think you have summed it up perfectly.

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  5. Always the holy grail of gaming to find a ruleset that just works without interrupting the narrative, even better to have one that does so while helping said narrative along!. You may have found the gaming eldarado!.

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    1. Ohhhh ohhh ohhh ohhh ohh ohhh...someday we will find the cities of gold....

      (No?)

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    2. https://www.youtube.com/watch?v=kq5Y_ogiyi0

      (oooh yes!)


      (although our age may be showing!!)

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    3. Excellent work.
      Though I may be able to play the trump card with this one?
      https://www.youtube.com/watch?v=1qDy4OMAkgY

      (They would never get away with this now, though it had the best theme tune ever...)

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    4. Of course this one was pretty 'groovy' too...
      https://www.youtube.com/watch?v=uLAsBzOOhLQ

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