A very exciting recent 'Battle of the Boyne: 1690' game with 'Battle Command'.
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| 'Nah mate...this river looks easy to cross???' |
A few changes made to layout, in that rather than focusing on the crossing of the river by WIlliam III's main force (which most scenarios of the battle really focus upon), it also expands to include the portions of both armies (to James II and the Jacobites' detriment historically), which stood and looked at each other all day at the Roughgrange ravine, with Schomberg (the younger) facing off against the main body of the Jacobite army (here, they were allowed to move away from the ravine area).
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| 'Someone said there was a party???' |
This aspect included in the scenario helps both 'even out' the battle, and create a significant challenge for both sides.
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| William's forces at left and right...Jacobites holding Oldbridge on the left, and...un-historically, have moved in front of the Roughgrange ravine at top right behind them; the French look on, ordered by Louis himself only to engage if engaged...we can't have the French getting their hands dirty in the Irish diversion now, can we? |
This was closely based upon the scenario appearing in the new Volley & Bayonet scenario book (available on Lulu) by Harding & Powell, with a few of my own tweaks based on the battlefield as we know it (sans motorway).
As units are mainly brigade sized, and reduced in size in terms of frontage, ranges were adapted - we left movement 'as is' for speed of play. I also included a 'pikes forward' rule for infantry with their 1690 era protocols - meaning that the unit is 'up 2' for defence against cavalry, 'down 1' for shooting, but can't move when formed. Infantry Melee is unaffected as pikes were significantly reduced in length, and number, by this period (as per Nosworthy most notably).
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| 'uhh...they're on our flank..guys! GUYS!' |
In today's game, the Roughgrange area actually decided the battle, as the Jacobites lost a significant proportion of their reserve force to Meinhardt Schomberg's well performing cavalry to the south of the River, whilst WIlliam's main body forced the river crossings...ultimately winning the day.
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| 'ON!...and uhhh try not to get shot...' |
Again, 'Battle Command' - the illegitmate son of 'Piquet: Field of Battle', who wants the keys to the kingdom AND the Porsche... gives a superlative game in that:
- Everything is seamless: opposed rolls, based off a card driven initiative system which allows flexibility based on (1) your command dice roll and (2) whether it's an odd or even roll and (3) beats the opposing player's D6 roll. This mechanism sorts out so much dross that still exists in other sets.
- The mechanics of moving and shooting and 'everything' else, including morale is resolved similarly via opposed rolls depending on the units - again...other rules could learn a lot from this.
- Its getting to the stage where I have little patience for other sets, and quickly devolve to BC and FoB's mechanics....since a game is done with 3-4 hours, with an definitive and narrative result.
- The Army Morale wearing down mechanic, is one of the most effective yet seen.
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| Jacobite forces move past Roughgrange in order to engage Schomberg the younger |
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| William's main body move to the Boyne |
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| Tyrconnel and Berwick's superb Jacobite cavalry ready to hit whatever crosses the Boyne |
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| As the Allied right immediately attack the exposed Jacobites near Roughgrange |
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| The first crossings of the Boyne with Hugenot trrops |
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| The French look on... |
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| Attacks on Oldbridge, where James II's guard units are well ensconced...note Jacobite cavalry lurking on the left |
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| An EVENT card...and William's scouts find another crossing point, as Dutch Cavalry and Enniskillener infantry starts to pour across the Boyne...oops... |
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| The Jacobites make the fateful decision...to start pushing troops to support Oldbridge |
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| More Allied troops make it across the river |
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| The Jacobite rear however, for want of troops sent north, is being decimated by cavalry on its flanks... |
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| As the Williamites take Oldbridge, Jacobite troops arrive - but far too late - they have both weakened their rear whilst simultaneously been too late to save the positions at the river |
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| Tyrconnel and Berwick's cavalry make desperate charges against the Dutch and North Irish |
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| James II, more than a little concerned that he chose not to simply stare the enemy out... |
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| The Jacobite rear collapses |
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| The troops manage to hold a new line of defence at the river, but they have lost far too much near Roughgrange |
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| The French, who would not engage, unless engaged, and are there now to protect the retreat/rout...look on as the Jacobite Army fails its Army Morale roll... |
Another excellent game, with a set of rules which are really my go to for all periods now. A new WW2 Battle Command set coming VERY soon.
Great looking game!
ReplyDeleteMany thanks Ray - many of those flags are your design ;)
DeleteI thought they were 80)
DeleteMany thanks again sir - your flags made many of these regiments complete back in the day.
DeleteGood to hear!
DeleteNice approach to the battle, broadening the action one level up. You are a great advocate for the rules. I shall await the WWII version with interest.
ReplyDeleteThanks Norm - without the 'mini-campaign' element to it, the Boyne is a very one sided affair, with victory conditions having to be set to cope with that. The bigger battle makes this all very simple conversely.
DeleteThe mysterious Nine Wars War appears again! That looked like a great refight of the Boyne, and as Norm says, you are a very strong advocate for the rules. I'm almost tempted, although Id have to solo them as my regular group have a strongly declared deep and lasting hatred for Piquet (and Crossfire...)
ReplyDeleteGreat looking game, Darren, but I agree with Martin on Piquet. My experiences, long ago, were the end of any further attempts with the game system.
DeleteMany thanks guys - it is a mysterious conflict, a critical period of British history (it founds the very Empire, and the Bank of England), and very under-rated, though that new scenario book does ALL the work which I have been meaning to do these past 20 years - so kudos to the V&B guys for that.
DeleteNow, the rules have changed a great deal since Piquet - and the adverse and massively annoying 'long runs' of initiative are gone. Now, it's one or two cards, depending on leadership rolls, and the opponent gets to come back with their one or two cards.
The BIG factor here however, is knowing when to take the card or pass and let your opponent go. Every turn is exciting with critical decisions to make.
Don't get me wrong, I still enjoy the more standard Volley & Bayonet, though I do find that by turn 3 or 4, conventional rules can become very predictable in terms of what will happen next. I have yet to see that in FoB/BC...it's down to the wire in every game.
Also, for me at least, there is joy in rolling an 8 on a D8 while your more powerful opponent rolls a 1 on his D12...and the tide of battle is turned...I know that rolling sixes on multiple D6 is probably exactly the same in terms of odds, and I get that people love to have handfuls of dice...but for me, waiting on the outcome of that single number, has a joy all its own.
Love these figures and good to see them in action again.
ReplyDeleteCan't beat the old Dixon and Foundry figures for this period. I need to get a proper 1690 flop hat on ebay. :)
DeleteDarren,
ReplyDeleteFantastic report and lovely eye candy! Nice to see the WHOLE battle refought.
Must find and paint my 10mm Pendraken figures although I have always loved those Mark Copplestone sculpts for Dixon.
Neil
Thanks for that Neil. It's a V&B scenario book, but I love me some Battle Command for this period too. I had not idea Mark Copplestone had done those famous sculpts for Dixon! They are my favourite range by far.
DeleteGreat looking ‘version’ of Boyne. Our last outing with battle was a also cracker as I recall. FOB/BCmd just work for this scope of game
ReplyDeleteMany thanks - the bigger version of the Boyne is more interesting, especially with some pre-map movement, and we quickly see why the stalemate to the south was so vital, together with French politics being played...an interesting take on a battle which still raises questions.
DeleteThe rules seem to have provided an entertaining game with some wonderful looking figures.
ReplyDeleteMany thanks Peter. It's difficult to find one set of rules to 'rule them all' but these sets are certainly reaching the parts that other rules can't reach...
DeleteNot my period, but an absolutely gorgeous table Darren, kudos!
ReplyDeleteAnd you’ve got me all fired up about these rules, can’t wait. I understand they can be scaled up or down in echelon (platoon-company-battalion), but can you toss me any other morsels regarding changes from FOBWWII?
V/R,
Jack
Thank Jack - yes, there a re a few subtle changes in the offing.
DeleteFirst up is Assets - these include artillery right down to HMGs...and you do not place HMGs on the table as example!
The idea is that you get asset 'cards' or points, and these are used to support attacks. It is assumed that your company or platoon commanders have used these assets to their advantage...as overall commander what you are doing is assigning them. They risk loss, as well as having to be replenished on certain cards.
...which leads me neatly to the cards. There are only nine per side - unlike FoB. In this instance, with the Battle Command series, each card is a roll off - Leadership vs a D6...depending on whether you win and whether odd or even, you either get a lot of choice by command group, or are more restricted - this is the core of the game, and really creates some tense moments. There is true command friction with these rules without a needlessly complex system.
There are a lot of fixes for smaller scale actions - for instance, armor can take out lighter armor (or vice versa) with a single shot at the squad level - no whittling down of hits as the scale is too small for that. Other little nuances such as rules for armored assault in 1/2 tracks etc, combined with a very large table of organizations - complete with requisite qualities by country and type of unit also here.
All in all, a great game system. Should be out near the end of the month.
Darren, thank you so much for taking the time to lay all that out for me, I greatly appreciate it!
DeleteGotcha on the ability to go lower echelon, and now that you’ve explained everything, here’s what I’m most interested in learning: when you yourself are playing a brigade or division-sized fight (one stand = one company), which set are you going with, and why?
Thank you my friend, I greatly appreciate you sharing, hopefully I’m not taking up more than my allotted time ;)
V/R,
Jack
No problem at all Jack.
DeleteFor the larger fight - with units as companies - I would use the new 'Battle Command' version, over its predecessor 'Field of Battle'. Here's why:
FoB is a truly groundbreaking game BUT the card mechanic does not give you a lot of command choice...it's fine to get a firepower card, artillery support, movement etc...but there are a clutch of cards made better or worse by your command level. You draw a card and your units do what's on it. That's simple, but can drag. ALSO, you can get a long run of cards (4 or 5 or 6) which can completely upend your opponent.
With Battle Command, I get one or two cards at a time - if i roll well enough in terms of my leadership dice - i might get to 'choose' by command group. Now that's important, because it means my staff officers and leaders have done well, been efficient and i can issue orders that differ to different units, who may need different answers - i might get 'command' (rally and replenish and 'move' as choices for each group OR for the army/a 'single' group. I might get 'fire' and 'close assault' as options, or just 'fire'. This seems very much more akin to the division commander giving orders to battalions.
This rapid rationing of decisions, and gambles, is a good analogue for making decisions at every level, of course, for each level of play.
For the division commander, it's based on what his subordinates are telling him; for the battalion commander, it's based on what his radio is squawking at him; for the Company commander...it's based on whether he has to keep his head down and what he sees through binoculars.
Each scale of the game just lends itself to the new '9' card deck approach i think. It's a great improvement on an already great game.
Wow, that’s great stuff Darren, thank you. After all the great FOBWWII games you’ve posted, and now saying Battle Command is even better, I’m finding myself overly anxious, awaiting the new rules’ release! I’m going to go read the most recent Tebourba again ;)
DeleteV/R,
Jack
Top looking game once more Darren. Another of the civil wars from the history of your country that gets called by another name?!
ReplyDeleteThe look and feel of pike, shot, decent horse and colourful big coats is why the Great Northern War is one of my favs. If you are gonna do it in other than in 1/72, those Dixon Grand Alliance figures are a top way to go. The distinctive big hands and attractive 'chunkiness' look so good.
You must have Battle Command wall paper (and tats?) in addition to your t-shirts, hey?! :)
Best wishes, James
Thanks James. That period has affected our history pretty dramatically indeed (and still gets talked about in certain parts). Certain areas of Cornwall and Somerset still consider 'Percy Kirke' as a swearword after the events of 1685 and Monmouth etc. Don't get me started on Scotland and Ireland :) It is a fascinating period - and Dixon, that chunky look, the pike men, the stances, the flop hats - all superbly done and so evocative for the period where the British Army is finding itself. Best range there is in my view.
DeleteYes! Though I had to get my 'Field of Battle' tat removed and replaced with 'Battle Command All the Way!' ;) Just hoping he doesn't change the name again. :O