I would of course call this ‘the great debate’, but
to be fair, it’s only a great debate in my head, as neither set is particularly
popular amongst the wargaming ‘glitterati’.
.jpg) |
| The recent Almanza game, redone with V&B - each unit dropped a base, but gameplay and outcome VERY different |
Frank Chadwick and Greg Novak’s ‘Volley &
Bayonet (Road to Glory)’ (note also Classic ‘redbook’ 1st edition ) and Brent Oman’s ‘Piquet: Field of Battle’ (often just
called Field of Battle or FoB3, its DNA cut richly from Piquet) are both
brigade to division-level black-powder wargame rulesets covering roughly 1700–1890
(Napoleonic, AWI, ACW, etc.), designed for large historical battles.
Both sets are superbly written and well designed and tested, and
yet ...the tragedy remains that other hardback glossy covers, with rules which need to be interpreted and
re-written, which have multiple overpriced supplements, seem more popular!!! Predicting human behaviour, and wargamer dopamine, is a necessarily rash
proposition it seems.
.jpg) |
| An early English attack on their left - I thought it was complete folly, but it did a lot of damage to the flank, routing Spanish cavalry - even Berwick was a bit worried |
Both V&B and FoB are excellent in my view, but
they feel completely different at the table. Is it as simple as VnB being 'chess with dice'; FoB as 'poker with miniatures’? Broadly speaking no, but if you play one, the other will still feel
fresh. There is the key. Both offer great game-play, but with very different play-styles.
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| The current '2nd'(ish) edition; options for reducing current scale, where a unit is a 'brigade'. Many options exist for AWI in smaller scales for instance. |
.jpg) |
| The original 1990s version - still prized for turning the concept of the 'scale' of a wargames battle, and what it meant, on its head. |
.jpg) |
Head on clash in the centre, where the 'stationary' bonus for musketry (effectively doubling dice) really began to take a toll mid game, leaving the centre virtually empty and open to exploitation from both sides, who in their rashness to break the opponent's centre, would leave multiple flanks open....V&B does not reward foolhardy moves... |
For
predictable command, clear phases, and classic morale tests? → Volley &
Bayonet?
For
card-driven small ‘c’ chaos, army morale that can snap as the force wears down,
and possible momentum swings? → Piquet: Field of Battle?
·
Depending on the game and period, and sometimes for
the ‘same’ period, I like the feel of both of these options.
.jpg) |
| Cavalry clash on the French right |
·
*METAPHOR ALERT* It’s like cycling – Road Biking and
Mountain Biking use machines and mechanics which are similar – but the muscles/mindset
you exercise in one endeavor vs the other, are very different in most respects.
Each provides a very different experience (especially if you crash!), and some cyclists do both, whilst others see the opposing ‘sport’ as a dangerous anathema
to their own.
.jpg) |
| British/Allied attack, despite being outnumbered, gains steam early on. |
·
The rules
differ dramatically in philosophy: VnB is a quasi-traditional, deterministic
IGOUGO system that emphasizes command ‘geography’ and steady attrition, whilst
FoB is a card-driven Piquet-family game (without the larger swings) that builds
in friction, fog of war, and drama via decks and opposed dice.
.jpg) |
| Units blown away in the centre, as stationary musketry clashes create bedlam for both sides. |
Some more
detailed comparisons:
1. Turn Sequence
Volley
& Bayonet (Road to Glory): Classic IGOUGO. Each player completes a
full turn in sequence before the opponent acts. One turn = roughly 1 hour of
battle time. Phases:
- Command Determination (check
which stands are in command)
- Movement
- Rally (routed units touched
by corps/army commander)
- Morale Checks (both sides)
- Combat (firing+melee
resolved together; attacker chooses order – KEY, if shot at, the defender
shoots back – choose carefully).
- Exhaustion & Collapse
(division checks if over casualty threshold – KEY to its elegance in my view)
Everything
is (relatively) predictable and simultaneous within each phase with no cards or
variable activation (in standard game).
That
steady attrition, with your opponent not necessarily being aware of your army's sorry
state, and the effects of degradation, is its core strength.
Piquet:
Field of Battle: Card-driven
with variable impetus. Each army has its own 27(ish)-card Sequence Deck
(composition based on CinC quality — better commanders get more “good” cards
and fewer Lulls).
- Both CinCs roll Leadership
dice (D8–D12+). High roller chooses to go first or second, but both sides receive the full pip
difference as “impetus points.”
- Each impetus point = turn
one card from your deck. The card type (Move, Infantry Firepower, Melee,
Army Morale, etc.) tells all
your units what they can do this
card.
- Turns end when one side
exhausts its deck or duplicate leadership rolls occur. Result: highly
asymmetric, unpredictable ebb-and-flow. One side can have a long run
of cards while the other might only fire defensively, then suddenly the momentum flips.
Winner for predictability and elegance: VnB. Winner for
drama/friction: FoB.
.jpg) |
| Cavalry action on the French left, which is fought to a standstill. |
2. Command & Control
Volley
& Bayonet: Purely ‘geographic’
/ positional.
- Every stand belongs to a
division under a divisional commander stand.
- Must be within 6″ of its
commander (or linked through another in-command stand).
- Out of command penalties are
harsh: half speed, cannot recover disorder, cannot close with the enemy,
cannot go stationary for extra fire dice.
- No command points or dice
rolls to activate — if you’re in command you move/fire freely in the
appropriate phase.Be careful where your command ends up however!
- Higher commanders
(corps/army) move freely and are never attacked.
- Very “hands-on” generalship:
you physically keep your division together or suffer.
Piquet:
Field of Battle: Card
+ Leadership-die activation (no fixed radius).
- Units are grouped into
flexible Command Groups (2–6+ units) each with its own Leader who has a
Leadership Die type (better armies = higher dice).
- On a Move card, every
Command Group leader rolls its LD vs opponent’s D6 for progress: “1 = no
move” risk.
- Fire and melee are also 'gated' by their own cards.
- Better CinC = better deck +
better LD types → more reliable activation.
Summary:
·
VnB sometimes
feels like “keeping formations together on the map until it all falls apart”,
whilst FoB is more “issuing orders into the fog and hoping that fortune favours
the bold.” In each case, the planning process is slightly different.
3. Morale
Volley
& Bayonet: per-stand,
traditional morale tests.
- Each stand has a Morale
rating 1 (poor) – 6 (elite).
- Test: roll d6 ≤
modified Morale rating → pass. Higher = disorder.
- Disorder is temporary but crippling
(–1 morale, saves on 4-6 vs hits, cannot charge, etc.).
- A second disorder
while already disordered = rout (lose 1 SP immediately + full move
retreat). It pays therefore to avoid disorder - the irony is, it's impossible.
- Divisions have an
“exhaustion” threshold (40–60 % losses); once crossed the division is
brittle and can suffer automatic morale collapse.
- Close-range fire or melee
often triggers extra tests. Rally is by physical contact with higher
commander (no die roll, but the unit stays permanently disordered).
Piquet:
Field of Battle: Almost
no per-unit morale checks — morale is handled at two levels:
- Unit Integrity (UI): Infantry start with 4 UI,
cavalry 3, artillery 2. Every 3 pips difference in opposed Combat Die vs
Defense Die = 1 UI lost.
- Army Morale Points (AMP): ~1 per unit at start. Lose
1 AMP per UI lost.
- When an army reaches 0
AMP (anywhere from 20 - 35 normally, depending on game size), the Army Morale card (there are usually 3 in the deck)
becomes lethal: CinCs roll LD; loser can lose whole Command Groups, be
forced to retreat, or the battle can end immediately.
- In combat: if the damage
roll is even, the target often suffers an immediate extra effect (Out
of Command / shaken, retreat, or rout outright). No disorder
markers per se — units just lose UI until they rout at 0 UI (removed at
–1).
Summary: VnB has frequent, granular
morale tests that create disorder and rout cascades. FoB uses army-wide “morale
chips” and sudden combat-triggered routs for a more cinematic army-collapse
feel.
4. Probability of Routing a Unit!
Volley
& Bayonet
(probabilistic via morale tests):
- Base disorder chance on a d6
test: for average Morale 4→ fail(disorder)on 5–6 = 33 %.
- Elite (6) → only fails on 6
= 17 %. Poor (2) → fails on 3–6 = 67 %. Modifiers (flank,
high ground, etc.) shift this.
- Routing requires two
successive disorders (or direct combat result).
- Once disordered, the next
test is at –1, so probability compounds quickly.
- Routed unit is immediately weakened
and usually out of the fight unless rallied (which is automatic by contact
but leaves it permanently disordered).
- Cumulative hits from
fire/melee also grind stands to 0 SP → removal.
- Steady, predictable
attrition until a unit “breaks” via the disorder mechanic.
Piquet:
Field of Battle (more
swingy, combat-driven – harder to get a definitive ‘probability’ style answer
due to its nature):
- Units retreat via losing
against an even damage roll. Units rout primarily by losing all UI
(usually 3–4 hits) or by an even 2 hit damage roll in fire
or melee (which triggers instant rout).
- Combat resolution is opposed
dice: attacker’s Combat Die (D8–D12+) vs defender’s Defense Die
(D4–D10), modified by range/formation/terrain. Difference of 3+ pips = 1
UI lost.
- Probability of routing therefore depends on
quality matchup: elite French vs poor Austrian can rout a unit in 1–2 good
rolls; ‘even’ matchups take longer but the “even, rather than odd number,
roll = extra bad thing” adds sudden-death risk.
- Army-wide collapse (via Army
Morale card at 0 AMP) can end the game instantly – but this takes time. More
potential for “boom-or-bust” — a
single hot streak of cards + good dice can rout multiple units in one go.
Bottom
line on routing probability:
- VnB → gradual, morale-test driven (you can calculate exact % per test).
Units usually disorder first, then rout. Building to ‘division exhaustion’,
and knowing which corps to avoid ‘breaking’, is the sweet spot here. Keeping everything managed is key.
- FoB → combat-result driven with high variance (opposed dice +
even/odd rider). Units can rout suddenly without warning, with no
affectation to division exhaustion, but in my view, you don’t notice too much; there isn't time! Planning for unpredictability is key.
Quick Overall Verdict
- For predictable command,
clear phases, and classic morale tests? → Volley & Bayonet.
- For card-driven chaos
(with a small ‘c’), army morale that can snap as army is worn, and
momentum swings? → Piquet: Field of Battle.
Both are
excellent for large battles, both are representative (as much as they can be)
for the periods, but they feel completely different at the table. There is ‘some’ predictability in
a V&B game – play the same game the same ‘way’ twice, and the dice should
give similar results; thus it is open to variability in play style. That
doesn’t happen with FoB: battle is very dangerous. Making mistakes can be costly in both games, though for different reasons...it's hard to cheat and 'game' the turn sequence in either game.
.jpg)
The
absence of C2 friction in V&B is not an oversight — it's a design
choice, I believe, that keeps the game simple, fast, and focused on high-level generalship
rather than micromanaging lower-level command. The rules even note that true
friction emerges best in multi-player games - a convenient excuse not to design a command rating system?..or simply the understanding that this is a game to be enjoyed at the table. This ‘simple but not simplistic’
design lets big battles flow without bogging down in activation rolls or
command-point bookkeeping.
.jpg) |
| A quagmire of broken units near the game end - victory will go to the side that exhausts each division of the opponent...it was a very close call in the end, with the French winning VERY narrowly. |
Therein,
for me, lies the conundrum/opportunity. Both types of game feed the wargamer’s
very soul! Having spent years trying to choose, I still want to play both, so
choice appears to be off the table … whilst both games remain on it.
What do
they both have in common then? I would suggest efficient, systemically stable
designs are key – each well honed in how they work.
At each end of the spectrum, these designs are
both easily top of a very broad field, highlighting the difference
in approach to horse & musket game/simulation.
They aren't glitzy hardbacks - they don't need to be. Both are stand out entries, and
yet very different in design, such that I really have no compulsion to try the
other contenders, and have already used ‘Black Powder‘ as loo roll, in all its
various editions.
To finish, a sampling of some of the scenario books, written both in house and by interested players. All excellent!