Having spent a week setting the thing up, finally got to play it...
This was a test of the new Field of Battle 3 rules, more than anything else, which are certainly streamlined ( a few subtle changes - which speed up game-play - designer notes in rules refer to changes, with reasoning, which is great), but not so much that any revision detracts from the intent, the narrative and the game.
I had mentioned to Steve in last post, that were a wargamer without experience to play FoB, before trying any other rules for horse & musket, I'd say they'd be hard pressed to wonder why more staid and 'modifer heavy' systems aren't more like FoB. The system works, a great game is generated, and the rules are relatively straightforward, with each result making sense rather than becoming 'gamey' like other sets (BP...I'm lookin' at you).
At scale, Ramillies is a pretty big undertaking with 30+ units a side (roughly brigades in the game presented here - but battalions are easily handled too) - though that is the kind of thing which FoB does well, no matter how many players are involved.
There were some historical 'liberties' taken (as usual). I also reduced units to 2 cavalry stands or 3 infantry stands, due to table width being 7 feet - though it still worked well - as period rules in FoB have 'linear units' for this setting, and units were roughly equivalent widths.
|
Looking from Taviers, toward Ramillies. A heavy cavalry presence on this flank.
|
|
The French centre, which will see considerable action during the day.
|
|
Allied cavalry moving up on French left.
|
|
Early allied cavalry attacks are easily seen off by French musketry, though movement behind the main attack takes advantage of the French first fire having been used.
|
|
The Allied right, which sees forces develop for a later attack, holding the French in check through their expectation of having to secure the flank.
|
|
The centre - Allied attacks go in, with Danish troops facing the brunt of French musketry.
|
|
Villeroi co-ordinates movements in the centre - French defence in depth here.
|
|
Rapid attacks on the French left. Marlborough is d12+1 with Villeroi at d8 - which means that initiative invariably goes to the allies, but it does not all go their way.
|
|
The Allied centre is, at times, left dangerously open as they focus on flank actions.
|
|
British assault on the French guns in the centre, which, incredibly...actually works, despite horrific casualties.
|
|
'I'm outta here mate!!!'
|
|
'Huzzah!!!' |
|
There are still plenty of French units in the centre however. It is clear that the Allies will find it a tough nut to crack. Have the French put too much emphasis on defending here however?
|
|
French cavalry start to make moves on the Allied right.
|
|
...as a foil to a massive (3 move) assault across the river and onto the far French left - attacking the guns and guard units there.
|
|
...accompanied by a massive cavalry attack on the Allied left.
|
|
Most of the battlefield - showing cavalry duels on Allied left, held centre, and dynamic right.
|
|
French cavalry pour toward the perceived threat at left.
|
|
...though a greater issue is developing on their right flank.
|
|
'Hello Padre...you look a bit Protestant to be on this side of the line??? ...could I show you a map perhaps?'
|
|
...fierce fighting in the centre.
|
|
On the French left, two commanders, Caramon and Bedmar, are shot from the saddle, placing their units 'out of command' and the French left into disarray.
|
|
...as if it could not get any worse - it never goes well, when the attacker rolls a 12 and the defender a 1 during melee - despite the advantages that line has against attacking cavalry...
|
|
...a gap on the French right - now exploited by waves of Allied infantry.
|
|
As morale is worn down, and a potential break point is reached...the first French roll against the Army Morale card results in failure. Villeroi withdraws from the field, and the day is Marlborough's.
|
Another great game with these superb rules. Must get another game in soon, as I was rusty with a few things, and some fine tuning on the new rules required.
An entertaining game by the looks of it.
ReplyDeleteThanks Peter. Great to be going through FoB again - and the few minor changes enhance what is already a great game, I feel.
DeleteThanks, I really enjoyed the post and pictures. The FoB rules look very interesting and for those that use them, they seem to be universally liked, I will explore these further. Also like your unit size, it makes a lot sense and looks good.
ReplyDeleteThanks Norm - yes, there is a subtlety and narrative there, which I think escapes a lot of the more traditional rulesets. Plus, a single opposed dice roll, say d10 vs d12, immediately decides: hits, pushbacks, morale disorder etc. - all on the basis of the difference in scores, and whether odd or even - it's a genius mechanism which allows for large affairs in a good time.
DeleteWhat a great and suitably epic way to get back into it after lockdown. Im still waiting to get my gaming table back before I can bust my post lockdown gaming cherry.
ReplyDeleteThanks mate. I know, it's been difficult to get back to it. There is a beauty to solo games too though - just the problem of knowing what the other bloke is going to do.
DeleteA superb looking game, Darren, and as we have discussed elsewhere, I thoroughly concur with your opinion on FoB! :-)
ReplyDeleteThanks G. Yes, I love these rules, and find a lot to complain about in most others ...especially the 'Slack' ;)
DeleteI’m unfamiliar with this battle and the rules, but I’m happy that you got the game on the table after all! The set up looks great and 30 units a side is definitely a BiG game. Great job. 😀
ReplyDeleteThanks Stew. Yes, FoB really hits its stride with larger affairs, I think.
DeleteLooking good, Darren! And a big game by the look of it!
ReplyDeleteThanks Steve - almost too big, I thought initially, but FoB never disappoints :)
DeleteWith enough players (and table spce), I've done Austerlits, Aspern-Essling, Wagram, Borodino, Dresden, Ligny and much more with FoB3; almost infinitely scalable.
DeleteWagram had 14 players and 175 units total (!)
Fantastic! Great what you can do with FoB I think - scalability is determined by the nature of the narrative I think, and how units are dictated/designed is seamless within the mechanics.
DeleteA wonderful report. What a magnificent looking game and obviously an epic tussle!
ReplyDeleteRegards, James
Thanks James - and actually with this size of game, and the way the rules worked, played to a completion in 3 hours. Great rules.
Delete