Sunday, 30 May 2021

Ramillies 1706 - 'actual'

 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.


16 comments:

  1. An entertaining game by the looks of it.

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    1. Thanks Peter. Great to be going through FoB again - and the few minor changes enhance what is already a great game, I feel.

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  2. Thanks, 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.

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    1. Thanks 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.

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  3. What 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.

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    1. Thanks 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.

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  4. A superb looking game, Darren, and as we have discussed elsewhere, I thoroughly concur with your opinion on FoB! :-)

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    1. Thanks G. Yes, I love these rules, and find a lot to complain about in most others ...especially the 'Slack' ;)

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  5. I’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. 😀

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    1. Thanks Stew. Yes, FoB really hits its stride with larger affairs, I think.

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  6. Looking good, Darren! And a big game by the look of it!

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    1. Thanks Steve - almost too big, I thought initially, but FoB never disappoints :)

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    2. With enough players (and table spce), I've done Austerlits, Aspern-Essling, Wagram, Borodino, Dresden, Ligny and much more with FoB3; almost infinitely scalable.
      Wagram had 14 players and 175 units total (!)

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    3. 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.

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  7. A wonderful report. What a magnificent looking game and obviously an epic tussle!
    Regards, James

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    1. Thanks James - and actually with this size of game, and the way the rules worked, played to a completion in 3 hours. Great rules.

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