Tuesday 31 December 2019

Fontenoy 1745 (with Maurice)

More of Sam Mustafa's Maurice, this time with the Fontenoy scenario from the rulebook.
Still a great game, and to be honest, I pay scant attention to its 'gamey' nature, each time we play, as it gives a narrative which feels like a real battle.

  • It focuses attention where the players want; that said, you can play into this by forcing the opponent to do something he doesn't want to do.
  • There are several cards which allow mis-direction and loss of control; it all plays into the narrative, and feels historical. (Command  'Blunders'? It's more than that...)
  • The commander's focus dictates what happens; thereby, an entire wing can remain motionless, even as it slowly attempts to feed reinforcements to the main fight, but with great difficulty. Isn't this what we read about?
 Between Maurice and Field of Battle, there are two systems which I'd love to hack for more modern periods. Can't say I'd ever want to consider that for Slack Chowder. I'd run out of dice.
  • The designers of Maurice and Field of Battle have wanted to obtain a narrative, historically playing/sounding action from their rules.
  • Both have been designed to give a historical feel, such that the game is memorable and plays out like a battle narrative.

     Metaphors? I think where Maurice is the explosive  ‘Die Hard’ Movie…there could be sequels, using the same formula, since it works; Field of Battle is a long running series about intelligence operatives, with a convoluted plot arc, where someone is the traitor, yet we don’t find out who until the last episode.

    …and Slack Chowder is an episode of Eastenders…(or the Gilmore Girls).


Also used my fledgling 15mm forces here. What a great scale, and fits on my 6x4 (site 'B'). I've had these for years, but recently got Stephen #1 to paint most of them for me.

 Shadows lengthen, as the forces' dispositions remain a-historical...you'll see why.

 The French left - seems secure.


 The Allied centre.

 The Allies have the balance of their troops on the right flank, with most of their elites. What are they planning?


 Allied moves initially with elite cavalry on their right.

 An allied push in the centre, even with 'lethal vollies', will come to naught.

 Early artillery action to tray and stem the allied advance, but the focus shifts to the centre.

 The Allied left remains static, though both sides feed reinforcements from this flank during the day.


 In the centre, allied musket fire ensures severe casualties, but not enough to break the French.

 Allied attack through the centre.

 Despite shooting away the French guards, the attack falters.



 More movement on the Allied right - slow and steady.



 Dutch move to the centre in order to prevent its collapse.

 French cavalry move to hold their left, which is under threat from elite Allied troops (remember that cavalry?).


 Early attacks on the French left go in. The Allies awaiting their infantry.

 

 Good use of cards to maximise and control the narrative.



 The battle quickly revolves around the fight on the flank; the French realising that their objective marker remains critically exposed - they now understand the Allied tactic - pulling their troops into a feint in the centre, to create a relatively unopposed flank action!!!


The flank under significant pressure as the battle proceeds. 




 The French hold on for many turns, but they can do little, having to focus their attention on multiple charges, even trying to bring infantry from the centre.

 ...but their morale is being eaten away.

...and the allies capture their objective.

A great game, where trying to do too much simply creates panic, and commanders must keep a level head in order to ensure that (1) they focus on the right things and (2) they sacrifice forces where they need to, while preserving units where required. Great game.

Addendum
Sam Mustafa neatly sums up the design intent, in this piece in the FAQ on page 104 of the rulebook:

New players frequently feel 'sucked-in' by game events, becoming focused on some action in one sector of the battlefield, and they feel that they can't risk tearing themselves away from the action for a single round until it reaches a climax, preferably in their favor. When a couple of your units get into a fight, it can be tempting to devote more and more resources to it. But you have to step back and realize that it's usually a better use of those same resources to bring entire large forces into the action instead.

Sometimes you have to let units die. You can't save everybody. There are times when haviong a lot of cards is more important than having any one unit. ('Pass', for instance, even though you're in the thick of a fight.) As you become more experienced, you will learn to pace actions and manage your army.

I still make the mistakes that he refers to, which is the beauty and 'art' of this game. You won't see this sort of discussion in many rule-sets.

16 comments:

  1. Looks wonderful Sir Duc.
    Happy New Year!

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  2. Did you use that 'oops here is a pit of quicksand you didnt see card' ? :-)
    Figures looking good

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    1. First time it was required to manage resource instead, second time it came up it would only have been useful within 4BW of table edge - where it's not allowed - so no siogn of it today.

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    2. One of my few bug bears with Maurice is the ‘power’ of that card. I see what Sam was doing but too frequent imho

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    3. For a campaign there are a few cards which can be taken out without ruining the game to be honest. The strength lies in knowing when to hold 'em , when to fold 'em, if you know what I mean. I still get things like focusing on the wrong area of the battlefield, rather than just letting things happen as i move up reinforcements, incorrect.

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  3. Lovely looking game and the 15's are just the job, I fancy a 15mm dabble!

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    1. It's an oft neglected scale here at the bunker.

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  4. 'The designers of Maurice and Field of Battle have wanted to obtain a narrative, historically playing/sounding action from their rules'.
    That's the first thing I want from a ruleset ( ironic from a fantasy gamer I know!). If the narrative is smothered by the system all the fancy mechanics in the world won't help it. Great looking battle too. Have a great new year mate.

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    1. Have a great new year sir.
      I think it's probably more critical in a fantasy game, as the genre comes from story-telling. Perhaps this is what GW missed - fantasy games 'should' be like a like a novel, rather than a historical wargame. You have proved this with your blog. The story makes the game with your games.

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  5. Super looking game, Darren! As you may know, I think 15/18mm is a perfect choice for SYW gaming.

    Maurice has seen action on my table on a time or two years ago when first published. Not quite sure why we have not revisited it. Perhaps we should? Maybe it seemed a bit gamey for us? I really do not recall.

    Thanks for providing an enjoyable BatRep and for stoking my interest in re-examining Maurice.

    Happy New Year to you!

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    1. Happy New Year Jonathan.
      Thank you for all your interest this year. I don't post as often as I should.
      Yes, I've gone through the whole gamey thought re. Maurice, but found in today's game (perhaps it was an epiphany), that decisions with regard to 'am I pushing too hard here' and/or 'should I be sacrificing this action with a view to pushing up reinforcements' were very much to the fore. To me, that's the sign of a good game.

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  6. Happy New Year Darren! Game looks excellent!

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    1. Same to you Steve. HAppy 2020. Yes, I'm no 15mm aficionado, but impressed with the results here.

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  7. Great stuff, all the best for 2020

    Cheers
    Matt

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    1. Thanks - and that's a nice business you have. I may be in contact around holiday season...(great marketing LOL)

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