Sharp practice2 of Too Fat Lardies
House rules and games
WHY? I like to have distances, bases sizes and figure to men ratio to fit roughly reality with the ground scale. Also here adding cards, special rules fro injuns., charges, events and more...here you go jc mods (pdf online)
same for printing b/w •
1871 Mash up with AOV
AOV is the distant child of Fire and Fury. It is easily understood by the most obtuse volunteer in 15 minutes.
Its “manoeuver roll” thing is more a mix of morale effects, a bit of unpredictable movement length, and a dose of control by higher command. It does not provide well for good troops commanded by donkeys nor poor ones by efficient commanders and staff.
So why not add a command system which does give you a good dose of the difference from the French armies and the Germans of 1870: slower responses to events, harder to change postures and harder to implement intricate plans? I adapted my Napoleonics command systems and a few mods to AOV. Worked wonders.
1870 sauce JC Oct. 2021 CHANGES TO A.O.V. TACTICAL
We could understand the ACW not so professionals would not be too efficient at formation changes etc. But enough historical books tell you how post 1800 guys change formations, even how long it takes etc. How cavalry moves, how fast it moves (my pet!!!)
a turn=1/2 hour!!! to change formation for a regiment or two ie from column to line (say under 1km to do at the trot at trail arms is way too slow). Original AOE might have wanted to integrate an average time to change and implement orders. As I put a real command rule, partially this can be “reduced”.
If we say ½ h then deployed infantry does a mere 2km/h. 1870 speeds are higher, deployments are done at the trot. This is a remnant from the Napoleonic version. When troops are close to the enemy, when orders are changing, the movement rates can be seen as fine. Out of “engagement” moving cross country on open ground though, they are too slow. I have my troops starting well out of artillery range or even from off table. My table can be 13 km deep! Column with divisional and corps commander in vicinity would do an average of 11” a turn, that is 2.5 km /h.
So troops out of combat range in the open, +1” that will bring the infantry close to 3km/h.
1/3 turn to change formations for cavalry. Provisional troops 1/2 turn but D10 on 7+ only ½.
Infantry expending or shrinking its firing line by 1 stand, takes off the distance done by the stand, roughly, from any move.
Deploying from road march to column or supported line (same unit) takes 1 turn.
Deploying unit to supported line, from column, takes 1/2 turn if the front is 6 or less stands. If more than 6, it takes the whole turn. (I can have 13 stand brigades.) That line would be more than 1200 m long!
CAVALRY DOUBLE MOVE
As usual cavalry does not move fast enough. Put 16” for tactical moves, 20 on roads and If they don’t charge they can have a double move (rolled for by the move table as for infantry) which is up to twice the distance. This is one of the common major flaws of most miniature games: cavalry is way too slow. A design thing to allow for tables that are too shallow for depth of battle. A problem I don’t have. ;)
CAVALRY AS A TARGET
My cavalry is in regiments of 3 stands of two minis. Roughly one fig for 90-100men. Infantry I put to a stand (of3 on 2cm front 10mm figs) for 300 instead of the 360 of the game. It lowers a bit loss in a way and gives a better look to smaller units, allowing more regiments than brigades as the basic game unit. I have 7000 minis based like that, no way I will change! Because I have a bit more 2cm bases than the original 2.5 cm ones from the rule, I can lazily still use his distances from the QRs.
As AOV “cheats” giving cav. more stands to allow for casualties or something, I cannot and then if I lower the target modifier to +2 instead of +3, it comes roughly the same results. My first miniature stand of cavalry is really two casualties stands, it gives cavalry vs cavalry realistic losses, rarely more than 150 men in a combat and makes them less suffering than the infantry in proportion vs guns in particular, as they kept changing positions to offset gunners aim. So normal 550-650 men cavalry regiments get 4 steps. The most famous and supposedly which suffered the most, charge in the war, Von Bredow “only” got 50% casualties…
Cavalry will still be a fragile use against good order infantry with a high chance of getting blasted.
BLOCKED RESULTS: (taken from 1871 rules)
It comes in the firing table only with a lot of firepower. In real life the possible fast firing by breech-loaders was quite intimidating and troops easily got to ground (and stopped a result is not much in the rules) by this regardless of losses. I remember reading a German report of Forbach (ok their first battle then) with tales of hellish fire, going to ground etc. in the end the Staff studies give them something like 15% casualties at the most (from memory); in 1866 an Austrian said the went to ground after the first fast shots of the Dreyse in shock, which pinned them but limited the actual casualties. Many guys playing possum staying there afterwards.
So on top of the normal result in the charts, rifle fire (only) on a 1 on a D6 can from the line of 21+ FP to 51 (after that you get the suppressed results ) it stops a moving unit where the “fire” was declared to be, or forces back a cavalry unit.
Also use a +1 for rested rifle fire (villages walls and entrenchments), if you can feel a bit secure and aim, these rifles allow proper accuracy, that is compared to XVIIIth century muzzle loaders.
Machine guns s add one range: to 15’ 3 fp
+2 instead of +3 vs cavalry (they should not all die, they can get forced back on a 1 on a D6.
Always like to have some system to get back some losses especially for cavalry which always loses less than gamers use to think. It also pushed you to have multiple lines to protect the recovering ones, to “rest” your horsemen after fighting.
Losses are not the only if ever the first reason for a repulse especially in cavalry fights, a bit more like cats fights, lots of retreat without ever crossing sabres.
Allow units not shot at nor penetrated by others retreating ones, nor attacked in turn, not moved etc. to recover 1 loss (out of 2 rounded down) on a 8+ (elite+1, conscript/mobile -1, +1 leader attached) .
One unit can be stated as directing, right, left or centre of a group of units the player wants to act together. It will have its division general within 1” of it. He is de facto commanding the whole thing.
It can be a brigade or division or even a group of divisions (but put under the same original commander that gave the order). The more units are to do so, the harder (thus longer) it will be to pass the initial order.
Only one tactical AOV roll is needed from whichever higher commander would want to send this, till they get under shooting then normal units roll as it incorporates morale and control.
All units (except artillery which does not have to) of the division move to a relative position from the directing unit and try to keep it. Forming a chain of commanded units with 1” (plus space for deploying if needed) of each other laterally and 1-3” for inf. 2-“6 cavalry for successive lines.
This “formation” only needs one roll to move, done from the directing unit, all others conforming to it. Unless some were taking casualties, attacked etc. on the previous move (not necessarily turn if the enemy moved first).
If so, each unit that was engaged, makes its own manoeuvre roll as in AOV.
It is an accurate way of moving big, huge lines and speeds play.
AOV manoeuvre roll is more of morale and control nature than command; when you have no adverse results on you from enemy actions, one can nearly do whatever you want. One of the main reasons the French lost all battles in 1870 besides numbers and Krupps, their command was inferior to the Germans. You don’t really have it in AOV so you need it. They must be a bit less flexible and responsive, maybe not as much as in history but otherwise you hardly see any difference from both sides.
This system sorts of shows the activity of leaders and their ability to respond to events, and they might not have enough time to do all they want in one turn which is one decision loop.
This ½ /20min hour allows for many “orders” (change of combat stance/ objectives) to be implemented, for reasonable results to happen as was rightly assumed in the rules, wide distances will cause delays as they should.
Attack; defend, move, (withdraw= away!). To Corps then divisions or smaller units (beware of fragmenting, hell to pay then to regroup them); but generals can only roll a few, having to prioritize them each turn with a chance of “sleeping” especially the French rated mediocre or average. The more fragmented orders you give to small things the more you will need to regroup them and or change anything.
I also have a little “initiative” for inferior level leaders that can be tried when they are confronted to a change of situation without order changes from above; to be used with parsimony. In some cases, they can do things like withdrawing or all out attacks on extreme results. Most of the time commanders actually keeping their orders or “sheep” doing the same as the neighbours, a very human syndrome. Cavalry by nature having a bit more chances of pulling a fast response to events.
This can be fine-tuned if you want to instil a bit of personalities psychology or characterisation in there.
This simple system is borrowed from Warmaster and then Blitzkrieg commander systems.
Each turn starts with a command sequence: before the initiative phase each army or corps commander may try to change orders of subordinates or implement those coming from above.
Each commander can throw 2D10 and do under or equal to:
Excellent 15 MODS
Good 14 units not seen by sender -1 Coordinating a division -1
Average 13 per additional 12” distance -1 Per previous order passed this turn -1
Poor 12 Local initiative -3
Distance is between the sender and the further unit of the receiving outfit.
Missing a roll ends orders; so long as you do the modified roll you can try to give more. Above 24” away it will be received next turn.
A “sleeping” commander who did nothing previous turn gets a re roll if he missed again his first roll; It helps avoiding strings of bad luck and unlikely staffs lapses over hours.
When you want to move a division or brigade, during the march phase, you can try to change their order upon local initiative (within reason, there should be something they see motivating it) with the same system with a -3. This is necessary for the numerous times German commanders acted upon local initiative among a rising chaos.
You can do dummy rolls to confuse your enemy! Local initiative should be limited to divisions and brigades which are detached, not within 12” of their division commander. If they are it should come from him.
In this system, as with the real life, your commander will have to prioritise things, the important stuff first as it has better chances to go.
Von Kirchbach knows his reconnaissance found the French. He wants to deploy his first division, thinks it is the most important thing to do, starts with it: he is good so needs ≤15 to succeed. Then he wants to recall his cavalry recon, -1 as a second action, rolls 12, ok. Then can try to group and deploy the guns of the reserve and 2nd division. This is a coordinated thing involving two commands it incurs a -1, one he does not see at least some units -1, , another -2 as being the third taction attempted,: he needs to roll 6 or less. A busy general.
Each action is rolled and sent before the next; if you miss the second and it makes the first irrelevant, tough luck. That’s where coordinated actions are needed.
BATAILLE EMPIRE by Hervé Caille... the new shiny rules for smaller Napoleonic battles..
I have my own set to play big battles, but I was still looking for one to have avant-garde, small scenarios with up to a corps maybe a side, or the Republic period with its annoyingly small funny units. Then even more incentives came when I received all those scenarios from Mike Hopper. It seemed I have found it, which sounded good as my French neighbours, adopted this. Obviously nearly no rule set (as I usually research at least a bit the subject I play- and in Napoleonics I do know a lot) resists my interfering with it. READ FURTHER review in depth and MODS...
BUT...they don't want to change anything to it. And it is too fiddly and slow after all and some features need be modded. Then Solo gaming seems the only way. So be it.
General D'Armée with mods for actual divisions (not the 1800 Austrian column of 4-5 brigades!) with very little would do battalion scale battles much better. But no French gamers then. Will see. Not yet actual full games done.
Then there is LASALLE 2 with Sam Mustafa returning playing ... simpler, very well written and explained. The thing looks to go easily to the essentials and maybe easily modded as a tool. AGAIn, the same disease, no divisions. we know this newish trend, facts should not go in the way of ideas. But divisions were supposed to be a progress in fighting organisation over the last century motley of brigades...
Then these guys from Hong Kong! came to the rescue, no need to think too much it might have been already done. Find their modifications here.
FOR XVIITH CTY /30YW with Twilight of the Divine right rules.
Generating musketeers detachments for Commanded shot cavalry support, musket detachment to occupy villages, fortifications etc. as it was done. For example, the advanced redoubts at Nördlingen manned by commanded shot from the tercios, reinforced during the fight. Each formation can generate a number of these (posed as 100 men average “construction block”). One of these is enough to put a CS modifier as in the rules to a cavalry unit.
Forlorn hopes/ commanded shot units, to fit the rules function as dragoons but without the mounted ability, M units. So 4 blocks makes a small one, 5 an average sized, 6 a big one.
These must be created before the game or at start, before moving. Unless stated in a scenario or provided for a campaign, taking these musketeers from their parent units will, up to a point, lower their musketry ability. Already pure M units can be broken down though. A difficult action can send reinforcement to a village or fortification from a unit within 2BW, or use a marker 2Bw moves per turn (to be able to emulate Nördlingen) to join the intended place.
Number of 100 men detachment
without a size loss small/ average/big unit with size and musketry loss
Early tercio 1/2/2 2/3/4
Tercio 0/1 /1 1/2/2
Swedish brigade 1/1/1 2/2/3
Regiment 0/0/1 1/1/2
Musketry loss means Mh becomes MX, MX becomes PH.
PH can only do one less one less detachment per level. Usually PH units cannot unless really big. So for example a basically average Mh Swedish brigade (their normal way) can generate 1 block and stay the same, 2 blocks and lose one shooting level (in using the sw brigade tricks too so only MX or PH) and one size so in that case becomes small.
Built with Mobirise Free Web Designing Software