Friday, 4 April 2025

Cowpens 1781 - the Battle

 So, the Wing Scale variant of V&B, extends ranges, and utilises skirmishers/detachments in a more period manner. (available on the Mr McNelley'sV&B fansite and J.D.Glasco's site). For example, light infantry can break down and recombine, yet light units can also be charged etc.

I re-arranged the American deployment historically, and juggled with some of Tarleton's position viz the 71st Highlanders and British Legion - otherwise, the battle was pretty close to the historical layout; the American first line mainly composed of militia - who predictably, using the militia/poor troops rule, were very brittle, then the continentals who would give excellent account...until the last turn, and the cavalry, who would become engaged early on the American left, holding British dragoons.

British 1st attack: Dragoons on the British right. Legion cavalry on the left, though this shows the British problem - with troops with good morale, and only Tarleton and a sub commander, V&B punishes the lack of command with a shorter command radius at wing scale - historically accurate, since Tarleton had great concerns on the day co-ordinating movements.

American response on their left...the militia holds the line under the first vollies of British fire.

The militia hold for the most part (amazingly so against the Legion charge)

Legion cavalry charge on the British left - though they charge their way out of Tarleton's command radius - a one hit wonder...

Americans defend the flank - British dragoons can not break through.


The legion cavalry breaks through, but will now have to move back toward command, rather than be free to exploit the flank.

Of course, the flank move brings the legion cavalry into range of the continental line...(range is extended at this scale, making stationary troops in good positions VERY deadly)

A strong British attack starting to build.

71st Highlander assault


The Continental line

Trading muskets and charges, battalions become rapidly exhausted and/or are shot from the field...the Scots remain in place, but are slowly eroded by accurate American skirmish fired


By game end, the British are exhausted, with very few units that can move toward the enemy...an American victory, and very close to the historical battle.

A great variant of the original rules. The changes ALL make sense - range, command determination, movement, co-ordination of units within the scale...the changes work - the main mechanisms change to suit that. Contrast with Black Powder, which simply seems to throw a scale at an existing warhammer style game to suit the beer and pretzels experience. BP thereby doesn't work. V&B has a sensible and elegant design mechanism, and thus gives a good, reliable and historical game and experience...always.

11 comments:

  1. I confess it took me a while to fully realise the genius behind the scale variations.
    Neil

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    1. yes Neil - me too, though the differences I am noticing now with V&B are very subtle - it's been designed across eras, with a wargamer's approach to solving problems and scaling, and thereby is a complete game system. Black Powder is simply a business model - now granted, GDW no longer exists and Warlord does, though that speaks volumes to wargamers too of course...
      I see the same thing with Field of Battle - a superb system but few people know about it

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  2. Superb, Darren. And your AWI kit on the table is looking good.

    When you crack the code for breaking a stationary line of regulars in Volley and Bayonet let me know. I am still smarting from my epic defeat at Mollwitz 4 years ago.

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    1. Thanks Steve, I know right? Stationary troops have to be flanked and continually pummelled...I think the only hack might be use period tactics - I am beginning to see how subtle and well designed the rules are.

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    2. Tell me about it. I think I have the unpleasant distinction of being the only wargamer on earth who lost the Battle of Mollwitz as the Prussians. Even the morale 4 Austrians were tough to break with their 4 or 5 stationary dice to my 2 in a stand up fight on the turn we made contact.

      I remember taking this to the group and asking "how do you break a stationary line" and they were all perplexed at my question...

      Bringing in artillery close up and flanking the enemy as you stated forces morale checks and reduces probability of their success. That's the key i think.

      Now...actually GETTING your 2xhit, morale 4 cavalry to open up the flank is a whole other story.

      I feel a blog post coming on🙃

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    3. NIIICE! Yes indeed sir. There is real subtlety to V&B that really works. Units can be brittle, and yet the battle can change hands very quickly...gaps in the line or flank are frequent, and you have to manage the events quickly.
      It's one of the few sets of rules with a traditional turn sequence which has enough subtlety in there too, to enable exciting to and fro. I don't see that with 'newer' rules like slack chowder...It's almost as if the warhammer age, being backed with 'business' minds, made retrograde steps across the board with rules, in order to open the market and make money...
      GDW were not centred upon business, they were centred upon games. Yes, that is why they went bankrupt, but yes, also, that is why they have left us some great rulesets.
      ...in my humble opinion of course :)

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  3. A great report. V&B are unlike any set I've played before. They do give a great game, but its hard to get your head around the scale as you said. I kept having to remind myself each turn.

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    1. Thanks Ray. Yes, a definite difference between the epic scale of Brandywine, then using the wing scale for smaller battles - little nuances like how the light bobs work etc., yet the game remains very unforgiving against stupidity in terms of tactics across all the scaling ...trust me, I have found this out to my cost... :)

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  4. Good AAR. Re the 'overpowered' stationary unit issue a hard one as any dice 6 based system has limitations with effects caused by +/- or increase/decrease dice numbers hard to get right. D10 or FOB style dicing systems have more graduation but can have big swings (which some folk dislike)

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    1. Many thanks. Both FoB and V&B are excellent rules and both an elegant design. FoB creates the chaos of the battlefield and yep - the big dice swings work I think - though as we know , some hate that ;). V&B is very unforgiving against good rolls - i.e. multiple sixes, but to be fair, there is always reasoning behind how the unit ended up in its predicament. FoB is perhaps more forgiving - V&B never rewards a stupid move, I am finding.

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    2. FOB certainly 'needs' or thrives on such swings as it has an overt fast play basis its all about resolving stuff efficiently and plausibly. I cant speak to V&B but at its Grand Scale expect it also leans to quick and decisive as well.

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