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.
Now this question referred to the troops in the previous Aughrim 1691 game. These pretty much form the backbone of my 25mm troops (not 28mm, most were purchased in the 90s and early 2000s) for the period 1670-1715 - the single most maligned, misunderstood (and that's just by the rules-writers) and badly mis-interpreted period that exists in wargaming...possibly. So controversial it still gets people angry; so badly understood it still confounds researchers; and so maligned by history that many secrets still remain hidden in forgotten annals of folklore, more than stuffy academic history.
I won't mention fraising battalions with pikes, platoon firing and firing by ranks, cavalry charge methodologies (see Brent Nosworthy for all associated refs); instead I will focus on the important thing - 3mm MDF bases for the model troops, and 'how i got away with having more bases than I should have', otherwise known as the 'very capitalist MDF base economy' !
I use two main sets of rules for these so far: 'Field of Battle' and 'Volley & Bayonet'. Much lyrical waxing has taken place on these, in terms of why they work for the period - and are eminently more suited than some other rules, and there is an option to also look at a Blucher variant soon.
INFANTRY : based on 1.5" x 1.5" bases - this allows massive amounts of flexibility. ALSO - the little secret of using 3 figures (staggered) instead of 4 figures, saves an absolute multitude of cost and fannying about. In essence a four stand battalion with 16 figures, becomes 12 figures. Pics above show that this can be effective, with less figure bang for your buck.
Now these guys offer lots of options (old Dixon Grand Alliance - still the best figures for this period in my view)
...which can also be placed frontally to indicate 'fraising', or hedgehog, depending on year and rules
These Dutch guards, are densely packed on bases - and despite flop hat could be used right through the period