1859
BATTLEGAMES, Issue 19, Sept-Oct 2009
1859: Grand Tactical Rules for the 2nd Italian War of Independence
Dave Fielder
I first came across these rules whilst browsing The Miniatures Page 19th Century discussion pages. 1859 is a sister publication to the 1870 Franco-Prussian rules by Bruce Weigle first published in 2001. So what do you get? 132 pages with Grand Tactical Rules for the 1859 Second Italian War of Independence. This war culminated in the huge Battle of Solferino, as a result of which the International Red Cross was ultimately formed. In addition to these rules (and quite a massive addition it is) you also get a set of tactical rules for the 1864 Second Schleswig War with Austro-Prussian forces invading Denmark. Two comprehensive summary sheets, one for each war, are provided that enable the gamer to browse the rules once learnt. Within this tome, the reader gets a wealth of information and data on both wars:
- Synopsis of rule changes from the 1870 rules. For those who are familiar with these rules, this chapter outlines the major changes between the two rule sets.
- Historical backgrounds for both 1859 and 1864, game scenarios for both 1859 and 1864 and also orders of battle for both 1859 and 1864. These three chapters alone are worth the money, as I have not seen such a comprehensive and well presented outline of both wars.
- A Designer’s Excursus and Designers notes. I learned something new from this, namely the OED definition of an excursus! These very useful chapters get you into the mindset of Bruce, his rationale and also an enlightening discussion on warfare in this period of the Age of Rifles.
- Finally, a very detailed annotated bibliography. Often we see a list of books and would say so what. This approach by Bruce is very good practice that encourages further research.
- I know I said finally, but you also get lots of nice photographs of seven of the scenarios played as wargames on beautifully detailed terrain, an Index and a list of some websites for a bit of obligatory surfing.
1859 are grand tactical rules, meaning that the basic unit of maneuver is the brigade. These brigades are made up from infantry battalions, artillery batteries and cavalry squadrons. Armies in each game typically consist of at least one corps, which immediately allows the player to put large forces onto the table. These rules have excellent photos and descriptions that allow gamers to visualise building and organising their own forces. The rules are centered on the ability to Command and Control your armies and the first phase of each turn is, appropriately, called “Command and Control”.
Note that turns are simultaneous and hence this phase is absolutely vital for generals to get right. This may cause consternation for many gamers, and I am very used to the alternate turn style of play, but this does encourage gamers to actually think about tactics. If you try to cuff your battle plan, then stand by for some serious losing! The first person in your army to attempt an order is the Brigade Commander. He can choose either Move, Charge or Reform, all fairly self explanatory and standard fayre for many gamers. Commanders have ability ratings from Excellent through to Poor. If the Brigade Commander equals his rating or less then the order can occur. If it fails, then the Divisional Commander can have a go and if this fails then the Corps Commander can have a go. However, this command intervention can only occur once per turn, so use this ability carefully. Each nationality has a certain number of Command Chits that can be allocated, so again you may not be able to give orders to all your troops. This is a very elegant system that can be applied to any rule set that attempts to emulate real Command and Control problems on the battlefield.
We played a game at the Exmouth Imperial Wargames Club set in 1859 with a French Corps attacking a weakened Austrian Corps. As it happened, I didn’t give the Austrians enough forces to complete the mission and hence the French would be able to steamroller over them – or so I thought. The rules forced the French to conduct some serious battle planning and due to some very good die rolling, they were able to get their forces moving on one flank, but due to the Command and Control rules, had to wait at least four turns before all other forces could get moving, i.e. two whole hours. This was very satisfying in game terms, as it made the grey matter work and consider real time issues, such as what the enemy was up to. I am a big fan of these types of rules and so 1859 gets a big thumbs up.
The rest of the rules were fairly simple and hold no real surprises for any gamer. Each player needs only a few d10 for all Command and Control, Morale and Combat events. There are only three main tables for resolving the game mechanics, although there are plenty of rules to provide those moments in a game that create suitable tension and drama. I did find that I compared these to Volley and Bayonet as they too are grand tactical. The main difference is that V&B does not delve into the management of battalions on the battlefield, whilst 1859 still requires the commander to concern himself with what his battalions are up to. My personal preference is for the V&B method, so my simple brain does not have to think about too many things at once. Many gamers will be happy with the latter, and I know that there is a strong fan base out there for 1870 and so they will support this transition to the 1859/64 period.
Overall, these rule mechanisms are clear, elegant and very playable. There are some concepts that gamers will need to get firmly in their head, such as simultaneous movement and concise order writing, but these actually add to the fun and total value of the rules. This is a package that you can dip into and keep finding something new. It is an excellent resource for further research, with one of the best bibliographies I’ve ever seen, including references with reviews carried out for each book in the list. Obviously, a great deal of deep research has been done and so the rules carry a lot of credibility. There are some very nice mechanisms and they are flexible enough to be used from tactical (for the 1864 variant) through to grand tactical (for the 1859 variant). The quality of production is very high, on nice glossy paper, with ring binding so that pages can be left open during gaming.
I understand that there is an 1866 variant in the wings, and I will certainly be getting a copy of these. If they emulate the effort that has gone into 1859, then they will be worth every penny. Anyone who has their own favourite rules for this period (like me) but who also has an interest in the 1859-1871 period of European warfare, will find that these rules provide a wealth of information and data not previously seen in one publication. So, what are you waiting for? Go and get them!
Historical Miniature Gamer Magazine (issue 09)
1859 & 1864 Review
Michael Koznarsky
Based on the popular 1870 rules, 1859 & 1864 are grand tactical rules that allow gamers to recreate the Second Italian War of Independence and the Second Schleswig War. Not merely a rehash of 1870, 1859 & 1864 represents a stand-alone set of rules with modification and additions specific to these two wars. A page is devoted to the explanation of these changes, a nice touch. 130 pages, complete with rules and scenarios.
After a brief introduction of scale, organization and basing (among other things), the mechanics of the game are explained. The heart of the rules appear to be its Command and Control rules – better led armies have more order chits (allowing simultaneous movement) so they will perform better and will activate the orders given to them more often. After the Command and Control and activation phases, the game follows the traditional move (and op-fire), fire and melee sequences. Each set of rules has highly detailed scenarios with precise maps to allow recreation of seven of each wars’ major battles (one Danish scenario is hypothetical but highly possible). Expect LOTS of interesting terrain! Specific rules allow for “half-” and “quarter-scale” variants to allow the recreation of smaller battles.
Besides rules for two completely different games, the book also has very interesting sections covering historical background, chronology, orders of battle, designer’s notes, an index (very useful) and discussions about each of the participants’ armies – the rise of French artillery, shock doctrine and the evolution of tactics, to name only a few, offer insights to the gamer new to this period (extremely well written and fun to read).
Things I liked best about the rules were how well written they were, how easy they were to play and the multiple examples available (and the main page below offers further support and errata for free). Because I do not have figures for this period, I cut out some paper blocks to represent French and Austrian forces and played out a few turns. I found them very easy to learn; the rules rewarded good tactics without being cumbersome. Unlike the American Civil War fought at the about the same time, these wars pitted countries with completely different tactical doctrines and weaponry. Can you overcome the disadvantages of poor command and control as the Austrian commander? Can you accept the daunting task of the Danes and stem the assault from two major European powers? These are challenges that make these wars interesting – 1859 and 1864 are excellent rules to game these periods!
http://www.grandtacticalrules.com
The Foreign Correspondent (issue 73, Jan 07)
1859 Grand Tactical rules for the Second Italian War of Independence (with a supplement for 1864 The Second Schleswig War)
Michael Graham Ward
The 1859 (and 1864) rules set is another example of a sumptuous rules booklet, beautifully illustrated and more like a book than a rules set. The rules cater for 6mm and 15mm models which is a little sad, as many collectors today prefer the larger figures. The booklet is clearly organized with good explanations of the key points and sketches to illustrate the rules in action. There is a very useful quick play card foldout with a miscellaneous “handy rules box’ for those important, but hidden rules you can never seem to find. There are seven scenarios for 1859 and seven for 1864 with detailed ORBATS, historical background and chronology with beautiful full colour illustrations, although in the photographs the figures are dwarfed by the magnificent terrain – possibly the reason why there is nothing in the booklet on uniforms. Also the huge number of fields shown in the scenarios maps require a vast number of hedges, and in one game over a thousand trees were used.
There is a also a ‘Designers Excursus’ where he explains in depth the weapons and tactics of the mid nineteenth century. In “Designers Notes’ the wargamer can get some very useful hints and tips on how to best manage one of the various armies. At the end of the book there is a splendidly detailed bibliography.
The rule mechanisms seem to work well with formations including ‘disarrayed’ similar to ‘unformed’ having overrun the enemy position for instance. The activation of units takes place at brigade level and the gamer can arrange his commanders to get a higher chance of orders being carried out. Artillery roll two dice to fire, one for hits and one for ‘suppression’, the affected unit cannot move, but receives less damage next turn. The French can charge ‘furiously’ which lowers Austrian morale, and there are half and quarter scale variants when units are scaled down, but this tends to complicate brigade organisation.
A couple of dubious points (according to taste) are that many different sets of markers can become unsightly or confusing, and the 1864 Austrian and Danish infantry must always charge in column. But these are minor quibbles in an otherwise excellent rule set.
Miniature Wargames (March 2009)
1859 Grand Tactical Rules for the Second Italian War of Independence and 1864 – the Second Schleswig War
Iain Dickie
This set follows the previously published 1870 set for the Franco-Prussian war. The booklet is spiral bound and has full colour pretty much throughout and some charming pencil drawings. There are two, large, quick reference sheets. I recommend you get these laminated or they will rapidly deteriorate with play. Although no design scale is quoted, figures of 6, 15, and 10mm are included. The 1870 book is frequently mentioned highlight similarities or differences. D10 is used throughout and the player generally has to roll below a given number for a beneficial result. Intriguingly, there are two levels of the game: At the Grand Tactical level single bases represent a battalion, two squadrons or a battery. In the half scale variant, an infantry base represents a half battalion, most other aspects of the rules remain unchanged.
Each base is allocated a combat value and some a fire value in addition. A base is removed after all, usually two, fire points have been lost. (But, cavalry don’t have any fire points…). Troops are additionally allocated a numeric morale rating up to 10.
Order chits are placed faced down by units then activated by die roll – a neat idea. Chits and die rolls are dispensed with when the enemy is within 3” to reflect unit officer’s initiative. The number of chits and their transferability are limited by historical factors. Brigadier and higher-ranking commanders have command radii which limits their influence. Such commanders are also numerically graded, this being the target score to activate the order.
The basic movement rate of infantry in line is 8 inches, with a 50% bonus for marching in column. This does not change for different figures scales. Re-enacting experience shows this principle to be a fallacy. Both line and column formation march at the same rate, the column is quicker when changing direction because the other end of the wheel doesn’t have to move so far. Dressing the line in practice means the laggards are chased up. From the same source we discover that the larger the unit, the longer it takes to change formation.
Shooting: the fire points are added for troops firing at a particular range and cross referenced with a die roll to get the damage inflicted. The range bands may seem odd but they give a better reflection of the dramatic way casualties rise as the range shortens.
Charges are complicated: First the attacker assesses his morale, then the victim assesses his and may or may not be able to change formation. Support fire happens at this stage. Then the victim fires and the attacker has to check morale to see if it charges home and the victim checks to see if he stands. Historically, charges involving infantry rarely closed to a fight. If that doesn’t happen on the tabletop you then proceed to the melee. This is simpler: add up the combat points of stands in base contact with the enemy, add tactical modifiers to this total. Compare with the die roll on casualty table. Highest loses as loser check morale.
The original morale rating is modified according to casualties and circumstances. This is compared with a single die roll; less than the modified morale rating is a pass, equal or more is not good. Although simple to operate, this makes the units heavily reliant on the die roll.
There is a six page backgrounder to the 2nd Italian War of Independence, seven scenarios, and seven pages of Orbats. 15 pages on the evolution of weapons and tactics and eight pages of designer’s notes. The 1864 Second Schleswig war is covered in eight pages of modifications to the main 1859 set followed by 6 pages of historical background and seven scenarios and three pages of Orbats.
1859 Summary:
Primary scale: 6-15mm
Infantry base size: 1.25” wide, 0.5” in depth, the number of figures per stand varies with figure scale.
Command and Control: D10 to implement order.
Movement: simultaneous. Infantry columns move 12.
Shooting resolution: Fire points plus d10 make casualties.
Melee resolution: Combat points plus d10 make casualties.
Casualty removal: whole base (battalion) only.
Morale: Modified d10
Battlegames issue (12 March-April 2008)
Stuart Asquith
I understand that Bruce Weigle of the USA is currently working on a ruleset for 1866. Judging by his already published rules1870 Grand Tactical Rules for the Franco-Prussian War (2001) and 1859 Grand Tactical Rules for the Second Italian War of Independence (2006) the latter also including complete rules for the Second Schleswig War 1864, these new rules will be well worth the wait. Actually it is worth pointing out that Mr Weigle’s publications offer far more than just rules, providing as they do a wealth of background information, scenarios, orders of battle, etc. Not Cheap, but certainly excellent value for the money.
1866
BATTLEGAMES, Issue 23, Sept-Oct 2010
1866 (and all that)
Mike Siggins
Our first game of Bruce Weigle’s 1866, also using [printed] counters, was quite an epic. We replayed Nachod, where typically the Austrians are counterattacking the Prussians in Bohemia. The Prussians hold a crest and wood thinly, and have reserves coming up. The Austrians have initial strength advantage and reserves, but not much command talent, yet must take the plateau quickly. The game had a welcome, chaotic feel, very strong narrative and with some really memorable events: cavalry charges, massed artillery lines, a Pickett’s Charge (or two), Jäger brawling in the woods, at least five brigade assaults, a mêlée that was fought to a standstill, units halting at the most annoying times, a cavalry force circumnavigating the enemy rear and charging twice without ever once fighting, columns of reinforcements jamming the approach roads, and a series of command choices – go left or right, attack immediately or delay.
It was, if nothing else, bloody, and the Austrian storm columns suffered badly. Both sides felt under pressure, as we revealed in the post mortem, and it would be good to play it again to see how differently it panned out. The rules must be pretty good to generate the excellent period feel, and to control a fast moving style of game. They also do a very credible job of simulating the Dreyse’s effect and Austrian doctrine, but I was surprised at how old style they are – not Old School. While there are large movement distances, there are lots of modifiers, morale checks, die rolls and quite a few tables. I think you would typically be looking at three to four hours upwards for a battle.
Nevertheless, as you can tell, I liked them well enough and will return to these and the earlier titles – 1859 and 1870. Of course Mr Weigle’s rulebooks are famously more than just the rules. There is history, plenty of scenarios, tips on making his beautiful terrain, and a very good bibliography. This is, as they say, quite a package and an absolute delight overall.
1866
Vae Victis (July/Aug 2010)
Apart from the rules 1870 and 1859 – see issues 41 and 75 of Vae Victis – we know Bruce Weigle for the 2 excellent articles he wrote for us about how to make wargame terrains suitable for 6mm scale – see special issues 7 and 12 of Vae Victis. Now he is back with new rules which enable you to refight the main battles of the Austro-Prussian war. This war ended near Sadowa in July 1866 when the House of Hohenzollern crushed that of Habsburg-Lorraine.
The rules are primarily designed for 6mm figures, yet one can use 10mm and even 15mm ones. The width of a stand remains identical whatever the scale: about 3cm. Only its depth and the number of figures change depending on the size of the figures used. Such a stand represents one infantry battalion, two cavalry squadrons or one six-gun battery. On the gaming table, 25cm equals one kilometer. Also, one game turn equals a half hour.
All these scales are well suited for “strategic” gaming sessions with many corps involved on each side. Yet you may also play in half-scale (so that each side plays with the equivalent of one single corps), or even quarter-scale (that is, with a division per side). Gaming mechanics allow for good playability, which is essential so that you will not only move masses of figures but also make the battles you refight reach a satisfying conclusion.
Each stand is characterized by its morale value (from 6 to 10), its Fire Points (for long-range combat) and Combat Points (for close-range or melee). Unsurprisingly the Prussian infantry, being armed with breech-loading Dreyse needle guns, proves better than its Austrian counterpart which are still using muzzle-loading rifles: to show this, Prussians are given three Fire Points while Austrians get only one.
One can control troops by means of tools such as command range, order chits, and tests using 1d10 based on each general’s competence. Movement rate, though fixed, will vary depending on the unit type, its formation, and terrain type. The number of hits scored during the shooting phase is obtained by cross-indexing the Fire Point values and the result of a D10 roll on a table. A target loses one Combat Point for each scored hit and it is eliminated when its number of Combat Points becomes equal to zero. The same table is used for melee but one has to take the Combat Points into account along with specific modifiers which apply to close-range combat. Morale is checked with a d10 roll.
As for other works by Bruce Weigle, two thirds of the book is devoted to very detailed and complete historical notes, scenarios, orders of battle, designer’s notes, and a remarkable annotated bibliography almost ten pages long.
The fourteen historical scenarios feature many protagonists. Indeed the 1866 campaign has often been reduced to a conflict involving Prussia to Austria only, whereas the latter can rely upon all the southern and middle German states which feared Bismarck’s expansionist views: Bavarians, Saxons, Hanoverians, Württembergers, Badeners and more tried hard to contain the Prussian steamroller.
As for the Prussians, they can rely upon the help of the northern German states, the Hanseatic towns and the newly born Italian state, which leads to opening another front along the southern border of the Austrian Empire.
1866 is both a guide and historical gaming rules as were 1870 and 1859; it is sold at quite a reasonable price given its overall quality: if ever you are interested by this campaign then do not hesitate to get the book, even though you are used to playing historical wargames at a more tactical scale or with larger figures
1866, rules for refighting the Austro-Prussian war; Published – in English – by Medieval Miscellanea (http://www.grandtacticalrules.com). Price: 28€
1866
Deep Fried Happy Mice (2010)
AUTHOR: Bruce Weigle
PUBLISHER: Mediaeval Miscellanea, LLC
PUBLICATION DATE: 2010
WEB SITE/SUPPORT FORUM: The author maintains a web page at www.grandtacticalrules.com which provides errata, updates and additional resources.
PRICE (with date): $35.00 (in 2010)
REVIEWED BY: Mark “Extra Crispy” Severin
PERIOD COVERED: The Austro-Prussian War of 1866
THE BOOK: Like the 1870 and 1859 rules which preceded it, 1866 is a top-notch product. The book is 124 pages long. It is coil bound with color covers and extensive color throughout. The rules themselves cover the first 35 pages. The rest of the book is made up of extensive scenarios (the maps alone are invaluable), army lists, historical notes, etc.
The author conveniently includes a page which summarizes the new rules and rules changes, so players of 1870 will be able to get up to speed very quickly with the new rules.
SCOPE: 1866 is a set of grand tactical rules specifically tailored to the Austro-Prussian War. Based on the author’s 1870rules it is a system easily tailored to many European conflicts of the 19th and early 20th centuries.
ARMY SIZE: 1866 is designed for fighting the larger battles. Accordingly, it will require fairly large armies. A typical Prussian corps, for example, will require 27 stands of infantry, 8 stands of cavalry, 4-6 batteries and numerous command stands. Stands usually have 4 or 8 figures in 15 mm.
BASE UNIT:
1866 offers three scales of play:
- In the grand tactical game the base unit is the infantry brigade or cavalry regiment. An infantry battalion is made up of a single stand.
- In the “half scale” variant, each battalion is made up of two (or three) stands. This allows for the playing of smaller actions with the same rules.
- In the “quarter scale” variant, each stand represents a single company. Ground scale is reduced to 1” = 50m.
GAME SCALES:
- Ground Scale: 1” = 100m
- Time Scale: 1 turn = 30 minutes
- Figure/Base Ratio: 1 infantry figure = 60-65 men (in 6 mm) or 200-300 men (15 mm)
- Recommended Figure Size: 15 mm but 6 mm may also be used. Larger figures might require adjustments as bases tend do be shallow.
- Table Size: Not stated
- Game Length: Not stated but I estimate most games should be playable in 4 to 8 hours.
BASING SIZES:
The author recognizes that base sizes are often artificial depending on unit size, tactical situation, etc. However the following basing is offered, though as long as both sides are based consistently, anything reasonably close may be used with no adjustments to the rules:
- Infantry (single rank): 1.25” x .75”
- Infantry (double rank): 1.25” x .75”
- Cavalry: 1.25” x .75”
- Artillery: 1” x 1.5”
- Command: 1.5” x 1”
Scales remain the same for any figure scale, one simply varies the number of figures on the stand.
TURN SEQUENCE:
- The Command and Control Phase: During the Command and Control phase players issue orders to their units. An order is either move, charge or regroup. Each unit given an order is marked with an order chit. Each army is limited in the number of orders it may issue each turn.
- The Order Activation Phase: Players alternate attempting to activate each unit with an order chit. If a unit fails to activate the unit may not move, but may attempt to activate the order next turn. If it fails on the second turn, the order chit is removed and a new order must be issued.
- Movement Phase: Both players simultaneously move those units eligible to do so. Opportunity fire is resolved during this phase.
- Fire Phase: During the fire phase artillery fire is resolved first, then small arms fire. Finally charges are declared.
- Melee Phase: All melee combat and pursuits are resolved in this phase.
GAME MECHANICS:
The Orders System: One of the key mechanism of 1866 is the use of orders. A unit generally requires an order to move. There are three kinds of orders that may be issued: move, charge and reform. During the Command and Control phase order chits are placed next to units upside down. A single order may be given to a single stand or an entire brigade. Most orders are given at the brigade level.
Each player is limited in terms of how many order he may issue in a turn. Basically players get one command per infantry brigade. A command may be used to issue one order chit. Thus issuing an order chit to a single stand uses a lot of a commander’s resources, considering he could move an entire brigade wit the same command!
A unit must roll to activate an order. The chance of success depends on the rating of the unit’s commander, and whether the unit is within the commander’s command radius. Higher level headquarters may be used to influence the activation, or even to allow for second attempts. An average French brigade commander will activate 70% of the time, his Austrian counter part only 60%.
There are three orders that may be given: move, charge or reform. Units do not require an order to fire, change facing or formation, and in certain circumstances counter-charge. When an order is issued a chit is put next to the unit to which the order applies. If activated the chit is turned up and the unit may move. After two failures to activate the chit is removed and a new order will have to be issued.
Move orders allow for regular movement, A Charge order is required to engage the enemy in melee and a reform order allows a unit to recover from disorganization, disarray or rout.
Movement: As one would expect, each unit must be in a specific formation. These formations include reinforced line (the most common for infantry), extended line, square, march column, etc. Units engaging in grand tactical movement move at 150% of normal speed. To use this mode of movement a unit must at least 15” behind the front line troops.
There are various kinds of terrain that restrict movement. A major consideration is that units moving through woods become disarrayed. Such units are less effective and require a reform order to recover. (This is one of the differences between 1866 and 1870).
The most unusual aspect to the movement in 1866 is that it occurs simultaneously! Both players reveal their orders and then begin moving.
Morale Rating: Every unit in 1866 has a morale value from 1 (worst) to 10 (best). An average unit has a morale of 7. Units are required to test morale if they suffer losses, lose a melee, have a commander killed, etc. Units take a morale test to recover from suppression or to rally. In addition, units will take a morale test when charging or being charged.
To perform a morale test, the unit’s morale rating is modified according to circumstances – losses, tactical situation, formation, etc. A die is rolled. If it is less than the modified morale rating, the unit passes. Otherwise, the Morale Results Table is consulted. The more a unit fails by the worse the result.
In addition to unit morale higher formations have break points as well. As divisions lose complete stands, they must check morale as well. A die is rolled – if the result is even the division fails, if odd it passes. Division quality is represented by the level at which units check. Prussian divisions check after the loss of the fourth stand, Austrians after the third, while Italians don’t check until the 6th lost stand! Units that fail the first check may no longer attack, those that fail a second time after further stand losses must immediately withdraw.
Artillery Fire: Artillery fire has an important advantage in 1866: it fires first. All artillery fire is resolved before any small arms fire takes place. Fire resolution is simple and speedy. Add up the Fire Points firing at a given target and roll two dice – one for hits/casualties and one for suppression. The Artillery Hits Table gives the number needed to cause a casualty (a single attack can only cause 0 or 1 casualties) and the Suppression table the score needed to suppress the target. Modifiers on the charts account for enfilades, terrain, canister, etc.
Fire Combat: Each stand in 1866 has a Fire Point Value (generally 1 point per stand, 2 for light infantry). Fire is a simple table. Add up all the Fire Points, roll a D10, factor in your modifiers and cross reference the Musketry Table. The resulting number is the number of Combat Points eliminated from the target. (Combat points are essentially strength points but are independent of Fire Points and vice versa). Modifiers on the charts account for enfilades, terrain, canister, etc. If the fire causes at least one casualty the attacker rolls to see if the target is suppressed.
In addition, fire may result in a Repulse. In this case the target loses one combat point, and must retreat (3” for infantry and artillery, 10” for cavalry).
Charges and Melee: The charge and melee process is fairly straight forward. To charge a unit must have a charge order. The attacker then checks morale and charges if successful. (The only consequence of failing this check is that no charge takes place). The charging unit is then moved to the point at which the defender chooses to fire at it. The defender checks morale then fires. Assuming the attacker has not been stopped or suppressed, a melee ensues.
Melee is also resolved using the Musketry Table. However, it is the Combat Values (not the Fire Point Values) that are used. Modifiers on the Musketry Table are ignored – a separate list of Melee Modifiers is used instead. The side with more losses loses the melee. If a tie ensues, a second round is fought. In the second round un-engaged stands within one inch may be committed to the melee. If there is still no result, each side rolls a die and the high roll is the winner.
Following a melee both sides are disorganized. Post-melee morale checks are made, possible pursuit casualties removed, etc.
Stosstaktik: The Austrian military doctrine of the day had a profound impact on how the war played out. Accordingly, Austrian commanders have certain tactical limitations to reflect this. In essence, the Austrian army is designed and trained to use shock tactics as their primary fighting method. As a result they are more likely to charge, and ignore certain adverse effects when checking to charge. In many cases they must charge. Conversely, they may not advance and fire in the same turn.
ARMY LISTS/SCENARIOS:
Like 1870, and 1859, 1866 contains extensive historical notes, army lists, background essays and scenarios. The rule book is worth the price for this information alone. For 1866 these include:
- Historical Background
- Chronology
- Fourteen Scenarios each with detailed maps and OOBs
- Orders of Battle for all the major armies involved
- An extensive article on the changes in warfare happening at the time.
Also included is an extensive bibliography, index, guide to building terrain boards and a listing of useful web sites devoted to the period.
REVIEWER’S COMMENTS:
In general the rules are easy to follow. In many sections there are good examples with clear line drawings. However there are no examples for fire combat, morale test or suppression. Even if no diagram had been provided a simple text example would have been very welcome. That said, the book is a pleasure to read and is well illustrated with color throughout.
I must admit I was unclear on exactly how Artillery fire works. All guns with the same modifiers are fired using a single die roll. This means that three stands of heavy guns firing together may cause 0 or 1 hit. But three light stands, each with different modifiers for range etc. will have a chance of causing 3 hits. Granted the three heavies have a very good chance of a hit and the three lights very slim chances of any, but it still seems I must be missing something (if I am please correct me).
1866
The Foreign Correspondent (July 2010)
Wargames rules for 1866
This booklet is entitled ‘Grand tactical rules for the Austro-Prussian war’, but this belies its content. It is so much more than just a set a rules.
Firstly, what do you get, the size is ‘US letter’, slightly shorter, but wider than European A4, 127 pages of good quality glossy paper, printed in colour. It is spiral bound which means that it will stay open at a chosen page, no spines to break. There is also a heavy duty card insert with the play rules set out and incorporating a handy ruler.
The rules are written with figures of 6mm, 10mm and 15mm size in mind, but I would assume you could scale up the movement tables and ranges for larger sizes.
Do not be put off by the thought of 127 pages of rules, the actual mechanics of play only take up a small proportion of the content. Let me quote the designer’s, Bruce Weigle’s, own words, “…about 80% of the booklet is devoted to supporting material: historical notes, battle scenarios, orders of battle etc. …
Bruce has gathered together masses of information on the war of 1866 and his analysis of events is sound and well reasoned. He provides numerous quotes from contemporary sources, officers’ memoirs from Prussia and Austria, foreign military attachés and newspaper correspondents.
There are 14 battle scenarios, from the major battle of Koniggratz to the small Prussian/Bavarian action at Helmstadt. Each is illustrated with a useful map, orders of battle and a brief description. In the chapter on Orders of battle they are set out in tabular form and colour coded for clarity.
Bruce includes an extensive bibliography, not just a book list, but each title is given a short review on its availability and usefulness. His recommendation that Gordon Craig’s, The Battle of Koniggratz, is the best starting point for the study of the Bohemian campaign echoes my own views.
There are also several pages of chronology for the military events of the year 1866.
There is a section on figure sources, although this will quickly become out of date as companies come and go.
A further section covers making up the game board, and very impressive it looks in the photographs.
This booklet then could almost be described as a good military history of the war of 1866, with a bit of a bias towards wargamers!
My only slight criticism is that some of the otherwise excellent colour illustrations are printed so small that details are difficult to make out, presumably to fit the width of the text columns.
The booklet is available in the UK from Caliver Books for £26, which for what you get, is not unreasonable. For availability elsewhere check the publisher’s website www.grandtacticalrules.com.
There are two other ‘rule sets’ in the series, ‘1859’ which covers the Solferino campaign and also the 1864 war in Denmark, and ‘1870’ which includes the Imperial campaign of 1870 and the republican phase in 1870-71.
Highly recommended!
REW
1866
Wargames Illustrated Aug 2011
1866: Grand Tactical Rules for the Austro-Prussian War
Reviewed by: Andy Sykes
Author: Bruce Weigle
1866 is the third of Bruce Weigle’s Grand Tactical rule sets designed specifically for large-scale battles in mid-19th century Europe, the preceding sets being 1870 and 1859. The rules enable you to field several Divisions or several Corps per side. The rules are primarily designed to be used with 6, 10 and 15mm figures, based in stands, one of which represents a battalion of infantry, a half regiment of cavalry or an artillery battery. This scales out at about 1:60-65 men in 6mm or 1:200-300 in 15mm, each turn represents 30 minutes and 1” equals 100m. The intention is that medium to large scale battles can be played quickly with a reasonably historical result.
The set is spiral bound, 132 pages of high quality paper and illustrated throughout in colour and black and white, also included is a 4 page, card quick reference sheet.
The actual rules only account for 35 pages; Phases of play are:
- Command and Control
- Order Activation
- Movement
- Fire and Melee.
Orders are indicated with chits, other phases being simultaneous with Morale handled during each phase as required. Fire and Melee are handled through amassed points, cross-referenced with a D10 roll for result.
The rules are well laid out and quickly mastered and implemented, the thorough play testing this series has received is evident throughout the design mechanics and presentation.
The rest of the book consists of detailed historical background, tactical notes, orders of battle, and 14 detailed historical battle scenarios. Also included is an excellent annotated bibliography, which should make researching this period a lot easier. Not that you will need to; this book covers just about everything you need to know to war-game the period except for uniform details.
Bruce has a passion for this era of history and this result shows it, very few rule sets approach this level of knowledge and production and I highly recommend it to anyone with an interest in the subject.
1870
VAE VICTIS
(Jean-Philippe Imbach, Sept-Oct 2001; translation courtesy JB)
After thus ‘beating the drum’ for one of my favourite historical periods, it’s time to talk about these new rules rightly dedicated to the war of 1870. Like all productions from across the Atlantic the presentation is irreproachable, very ‘professional’ and superbly illustrated with drawings, diagrams and photos of magnificent gaming tables (in 6mm). An A3 card play-sheet accompanies the 100-page or so rulebook.
One element, with a frontage of about 3cm equates to a battalion, a battery or two cavalry squadrons. The number of figures to each element depends on their scale: from three 15mm infantrymen to about fifteen (in two ranks) for 6mm. Twenty-five centimeters on the table equals one actual kilometer and a game turn corresponds to half an hour. In fact the scale of the game is clearly ‘strategic’ and perfectly appropriate for this period. Note however that another scale of play is offered for smaller engagements, where the number of figures per unit is doubled, though paradoxically without changing ranges accordingly(!)
The rules scarcely take up twenty pages, including examples: they are well-presented and clear. The mechanisms are of the very traditional sort, easy to learn and aimed at mass confrontations. So it’s goodbye to tactical minutiae. Nevertheless, I would have been happier if movement hadn’t been simultaneous. Of course this way gives a little more realism, but to the detriment of the speed and the clarity of the game. In effect the player is always tempted to move ‘in reaction’ to his opponent rather than ‘simultaneously’. In fact the rules do contain a few glitches that the unscrupulous player will be able to exploit. Manifestly the author is leaning on the side of re-fights, and ‘between gentlemen’ at that. Actually the only aspect missing is rules for fatigue (but they could easily be added).
The rest of the booklet, i.e. over 80% of the pages, will delight lovers of this period. The historical notes – on the on the equipment, the tactics, etc. – are particularly well done and fascinating, and avoid the usual pitfalls (like Prussian battalions at full strength throughout the campaign): manifestly the booklet is the fruit of a real effort of in historical research. What’s more the fifteen [Sic] scenarios suggested on over thirty pages are very well done, with particularly interesting ‘what if’s’.
Half the scenarios cover the classic frontier battles – Wissembourg, Froeschwiller and Spicheren- the bloody actions around Metz – including Mars-la-Tour, Rezonville and Gravelotte- St. Privat- and the surprise of Beaumont just before the disaster of Sedan (which we are fortunately spared). Six other scenarios concentrate on the frenetic efforts of the Gouvernement de Defense Nationale to liberate the besieged Paris. You can, for example, lead the Army of the Loire at Coulmiers, Loigny-Pourpry or Beaugency.
Add to this a dozen pages of OOB’s (perfect for running a campaign) and an annotated bibliography. What’s more 1870 benefits from its own web-site (www.grandtacticalrules.com) where you will find errata, questions and so on. To conclude, this booklet is recommended equally to beginners (for it’s historical notes) and to veterans (for its scenarios). You will also find here a simple (but improvable) rule system for refighting the great battles of the time.
1870, rules for refighting the battles of the Franco-German War of 1870. Published in English by Mediaeval Miscellanea. Approximate price: 180F.
1870
Miniature Wargames Magazine (no. 224)
‘1870’ Franco Prussian Rules
My first thought on these rules were along the lines of “oh yes, another set of Fire and Fury style rules”. But, although they are designed for division and corps level games, they are remarkably different.
The rules are well-made and fairly well laid out in a spring-backed book, with the now almost compulsory stylish front cover and lots of pictures throughout, along with examples of firing, charges and morale to help when the going gets tough and the brain hurts! The rules include thirteen [Sic] scenarios and lots of information on the weapons used and order of battle for the armies. To start, the stand ratio (six figures for 6/l0mm and three for 15mm for infantry) represents between 200 to 300 men, so each battalion is present as the smallest sized gaming unit, by a stand, three stands to a regiment, etc. This single battalion can operate independently, if so desired, so you still have some control over individual units, but the crux of the rules seem to revolve around command and control and how good (or bad) is your commander.
They work down from the corps command to the lowest brigade with a limited number of order chits, depending on whether you are French or Prussian, and how many divisions are in that command. The divisional officers have an additional job of ‘yelling’ at the brigade commander if he, for whatever reason, does not carry out his instructions. This is by adding both command values together – if you pass all well and good. This is a system that I like, and gives another level to the game, also a reason to have your officers close (but not too close) – to the battlefront!
The firing is fairly straightforward, with each battalion having three or four points of fire, so you can mass several battalions together with even an opportunity to fire during a move. But, as each turn represents 30 minutes, this is understandable. Chassepot and Dreyse Needle rifles are included, as they have to be, along with the Bavarian Werder rifle and the Mitrailleuse machine gun. The Prussians cannot fire at long range with their rifles, although the Werder and Chassepot can. With artillery, the difference is just as noticeable as training range and accuracy tell, and the Prussians have all three, so you can suppress and cause casualties before they get in range with those Chassepots.
My only criticism so far, is on the number of morale tests to be taken, which seems rather a lot. But, on the whole, a very good set of rules and a must for anybody who loves the period.
Reviewed by Barrie Brown
1870
WARGAMES FORUM
http://www.wargames.co.uk/ProductReviews/Review/Misc/1870.htm
I have often asked which figure scale I prefer for wargaming. The answer is not a simple one though. As a mortgage holding father of three I don’t have cash rolling out beenof my sock drawer, so 25mm (or 28mm as is now the vogue) are not really an option for me except for skirmish actions. And so my current armies are in 15mm. As I also like to play larger scale actions I have been tempted recently by various 6mm ranges for both there relative cheapness, and the possibility of fighting reasonable size battles on my less than reasonably sized dining table.
However it is not just cost that attracts me to smaller scale figures, but also the opportunities they present for more accurately reflecting the tactics of the more modern period. It seems to me very difficult for wargamers to even approximate the tactics of a large Napoleonic action with 25mm figures. When you get to the American Civil War I feel that the maximum scale that is practical is 15mm, otherwise both armies deploy in rifle range of each other.
Years ago I owned both armies for 1st Bull Run, in 5mm blocks produced by Mini-Figs. And I was able to fight the whole battle, including strategic movement on a 10×6 table. It looked great, and the whole feel of the game compared with the relative skirmishes of 25mm was a revelation. The difficulty though was finding rules that gave the feel of the battle you were trying to fight.
I was very interested then to receive a copy of 1870 for review. These are described as Grand Tactical Rules for the Franco Prussian War, and they are designed specifically for use with 6mm figures, (but work well with 15mm as I found in testing). The rules encourage you to think big, large scale sweeping movements, mass charges, defense in depth. Consequently deployment becomes an important consideration. The games fought under 1870 move quickly, and the rules are so simple that the action did not get bogged down in debates about literary interpretation.
The author describes the rationale behind the rules as “…simplicity, large scale, and speed, a rule set which could be quickly read and understood, and which enabled the players to move rapidly through multiple turns without getting bogged down in extraneous detail.” And I believe that he has succeeded, using 1870 puts you in the place of the Army or Corps commander. Instead of concentrating on the fine detail of the deployment of skirmishers, or angles of fire, you leave that to the competence of unit commanders. Instead you need to ensure that lines of command and communication are maintained, and that your reserve formations are in the right place.
The rules include useful Quick Reference Sheets and are clearly presented and easy to follow. They include illustrations of formations available to the various armies, and how to represent them on the tabletop. Throughout period photographs and illustrations are used to supplement the text. While well drawn diagrams translate potential problem points within the rules.
However with 1870 you are not only buying a set of rules, your are purchasing a complete introduction to the period. Included is a detailed historical background, weapons details, excellent Orders of Battle and fourteen fully detailed historical game scenarios. If this were not enough, the volume also includes an extensive and annotated bibliography, and tips on creating 6mm terrain. All that is missing is uniform details and standards for the combatants, although some of this information can be obtained by studying the wealth of illustrations included.
All in all an excellent volume that I have no hesitation in recommending. 1870 is available from the UK distributors, Caliver Books price £17.99
— JOS
1870
MWAN Sept/Oct 2001
1870 – GRAND TACTICAL RULES FOR THE FRANCO-PRUSSIAN WAR – by Bruce Weigle
Is an 8 ½ ” X 11” glossy 104 page effort with color ($25 with postage $4.95 for US and $8.75 overseas). This is a beautiful effort by someone who has really studied the period! Bruce reports “1870 was originally conceived to accommodate very large armies, and thus was designed with 6mm figures in mind.” He also states it adapts nicely to 15mm with “no changes in basing or scale needed.” The basic unit, in this attempt to recreate corps sized battles, is the infantry battalion/two cavalry squadrons with a single base representing each in 6mm and 15mm. D10 are used; each turn = 30 minutes; 1 figure = 60-65 men in 6mm or 200-300 in 15mm; and 1” = 100 meters with 10” = 1 kilometer. You can play the regular corps-sized rules or use what is called a “double-scale” version for smaller battles which doubles the number of stands per unit.
Units (battalions, cavalry stands, artillery) are assigned combat points (infantry/artillery = 3 for example) and when that number reaches zero [the base is eliminated]. Units are also ranked as to morale (Garde Nationale = 5 to Prussian/Imperial Troops/Zouaves/Turcos/Chasseurs d’Afrique = 10). There are command stands for brigade (1 figure), division (2), and Corps (3) which render orders and rally troops; each has a command radius (4-8-12”) and orders are given at the brigade level. The sequence of play is as follows: command & control phase, order activation, movement, fire, and melee with morale being checked throughout each phase. Cardboard order chits are utilized to denote unit action and these actions are influenced by order activation (brigade, division and corps command stands are rated on a scale as to the “professional competence of the commanders and staffs involved”). Movement is 8”/foot in line and 15+” for cavalry.
Bruce offers much historical information and background throughout the rules set as well as illustrations and examples of the rules mechanics. In addition, there is a very nicely done designer’s notes section (10 pages with great information!) and 14 scenarios with full page maps. Information presented in each scenario includes historical situation, mission, notes, alternate scenarios, and orders of battle. Maps are well done. The orders of battle is 13 pages long and very helpful in putting together armies for the period. Bruce includes an excellent bibliography with personal comments on each book (get the rules if for no other reason than this!). There is also a four page foldout stock paper section with the rules for reference during games. I am highly impressed with the effort and quality of this rules set – Bruce has done an excellent job in writing and presentation – his enthusiasm and knowledge of the period is evident though the set! You know how we like to have reference materials handy that cover a period quite completely? Well, this would be a perfect example of such a work! If you have any interest in the FPW and are looking for something that will give you a lot of information to get going, hey, this is it!
Highly recommended and congratulations, Bruce!
— Hal Thinglum
1870
The Courier
1870 – GRAND TACTICAL RULES FOR THE FRANCO-PRUSSIAN WAR by Bruce Weigle.
This well illustrated and researched 105 page rule book is probably the best I’ve seen on the Franco-Prussian War. For most periods that statement would have to be qualified for level of play, i.e. skirmish, company level, battalion, operation, etc. However, the defining combats of the FPW all involved corps and divisions, so the Grand Tactical approach is almost a must for the era. My appreciation is at this point entirely from textual criticism. I have to admit to a lack of play test, but perhaps that can be remedied since there seems to be only a ¼” difference in the “battalion” base frontage between 1870 and my brief WAR IN THE AGE OF NAPOLEON THE LITTLE, also an attempt at grand tactical rules. These rules were designed for 6mm, but can presumably be played with smaller numbers of more visable [sic] figures on each base. Bruce’s 6mm games on spectacular terrain can usually be witnessed (and participated in) at HMGS EAST conventions.
First, a caution for those who downgrade the quality of rules by the degree to which they exceed one post card in length. At least 80% of the booklet consists of orders of battle, historical notes, bibliographies with reviews, quotations from participants, etc. Even the rules sections are interspersed with historical examples and how they relate to the rule mechanics. In effect, a history course on the war in question. The mechanics are fairly simple, mainly involving rolling of D10, low being a good thing. There is also a web site http://www.grandtacticalrules.com with errata, ordering information, and an e-mail POC for questions. One of the three “errata” notes suggested to me the degree and quality of the research effort:
“In the Orders of Battle (page 93), a couple of 6-pdr batteries were left out of the Saxon XII Corps artillery “regiment”. The correct listing should be: 4 x 6-pdr, 2 x 4-pdr, and 1 x 4-pdr HA batteries (the other HA battery is shown with the cavalry division, where it usually was assigned).”
1870 is also the first of the major published rules to notice that the Bavarians used a trap door conversion of the Austrian Podewils and Werder (Werdl?) with brass cartridge, and to reflect the difference in the rules.
I believe the price is around $25 for a slick ring binder 108 page volume. It is not only a rule book, but an excellent one volume reference on the Franco-Prussian War.
— Pat Condray
1870Wargames Journal
Whilst I was preparing this scenario, the climax of the Imperial Phase of the FPW, I received a copy of some FPW rules, 1870 from Bruce Weigle, based in the USA. This very fine set of rules that have helped me to complete a lot of gaps in this study. They are designed for Grand Tactical engagements and hence are ideal for battles this size and make a good alternative to rules such as Volley and Bayonet.
They are available from Caliver Books, priced £18.50 plus postage (15% in UK). They are worth a close look, not just for the rules, but for the wealth of details that would help plug the holes in any student’s study of the period. In addition to these rules a set entitled 1859 is also now available. These cover the 2nd Italian War of Independence. It includes the Battle of Solferino and I will be linking a review of the rules and a battle report and scenario for both of these in a future issue of WJ.
1871
Dadi & Piombo no. 65, Summer-Fall 2017
Sixteen years after the release of 1870, the well-received rules on the Franco-Prussian War, Bruce Weigle presents to with 1871. This is not a second edition, but a light version, born from the need to create a version more suitable to the new times, where the fast play and the ability to end a game in an evening is now a standard imperative. The rules can be played with miniatures of any scale and in four different formats: the “full” scale is best with several army corps, in “half” scale each player practically can control a single corps, in the “quarter” scale the fight is between two divisions and, finally, in the “two thirds” version, you can replay large battles of some importance, albeit with a reduced number of bases. The volume contains 12 detailed scenarios, historical notes and orders of battle. Downloadable soon will be the fast-play quick reference sheets for the earlier 1859 and 1866 rules. English language, 112 pages www.grandtacticalrules.com
1871
1871 Review Video – Wargames Illustrated Sept 2017
https://youtu.be/tN88p__xsjU
Synopsis:
This new rulebook from Bruce Weigle takes his popular 1870 rules and re-configures them for use during the 1871 period of the Franco-Prussian War. They are designed as fast play grand tactical rules for use with 6, 10 and 15mm miniatures. The rules begin by outlining basic information such as basing, die rolls and scale. The mechanics are shown using some clearly defined examples and are well explained. Each phase of the game is outlined, again with copious written and pictorial examples. These not only make the rules easier to understand but also provide players with a reference point during the course of a game. Options are given to scale your games at more than one level. There are also timelines and battle details for a number of battles, allowing you to pick a moment or a whole encounter to game. There are 12 historical scenarios outlined, complete with full force organisations and detailed maps. Each scenario sums up the main points of the battle, plus provides plenty of game information to get you started. A nice touch are the full Tables of Organisation included for the various French and Imperial German forces and the photos of the excellent gaming boards that are the trademark of any Weigle game. Though not exactly ‘cutting-edge design wise this set of rules is a good example of how to create a ‘gamer friendly’ resource. The examples and diagrams make the rulebook easy to access and suggests that the game mechanics can be rapidly assimilated. After a few games, it could probably be played simply using the provided quick reference sheet, with only occasional reference to the book. An interesting set of rules which expands upon the ‘Weigle Way’ that so many gamers enjoy.
1871
REVIEW: 1871 FRANCO-PRUSSIAN WAR TABLE-TOP RULES
By Bill Gray (www.wargamer.com) 26 Oct 17
http://www.wargamer.com/reviews/review-1871-franco-prussian-war-table-top-rules/
TAGS: Historical Wargaming, 8mm, Miniatures, Franco-Prussian War, Table-Top, Rules.
REVIEW: 1871 FRANCO-PRUSSIAN WAR TABLE-TOP RULES
Released: 01 Jul 2017
Developer: Bruce Weigle
Genre: Table-Top
Available from: Direct
One of the least noticed, yet most profound, eras of European military history occurred between Waterloo (1815) and the Guns of August 1914. Often called the “age of the hyphen wars” (Austro-Prussian War, Russo-Japanese War, etc), the conflicts that occurred saw the rise of technology as an overwhelming battlefield factor, while still retaining some of the most colorful and spiffy looking uniforms this side of a Napoleonic dress ball.
It might seem like a match made in tabletop miniature wargaming heaven, but it wasn’t. Many of the wars were short, the battles huge, and technology was so dominant that victory and defeat was often preordained. Fortunately, author Bruce Weigle’s passion for the period and the three sets of rules it spawned (1859 on the 2d Risorgimento, 1866 on the Seven Weeks War and 1870 on the Franco-Prussian War) kept the period alive. Nevertheless, battle size in both numbers and real estate saw gamers clamoring for a simpler, quick play version of the series, and the result was the July 2017 publication of 1871, Fast Play Grand Tactical Rules for the Franco-Prussian War.
Not changing superlative…
1871 is 118 pages long, and comes in a hard back cover which elevates the price to $38.00 US at places like Clash of Arms Games, somewhat pricy perhaps, but you can find it on sale elsewhere and well worth it regardless. By contrast the 1859 rules are 140 total pages, though spiral bound and soft cover. Like its predecessors, the book is full color glossy and inundated with useful charts, tables, diagrams and some period specific, public domain artwork of the slugfest itself.
The format of the book is also similar to previous efforts. The first section is called General Information and informs the player about such mundane things such as scale, dice and other equipment needed, combat formations and so on. The second portion of the book, Mechanics of Play, is where the formal instructions on how to play the game reside, and is subdivided into chapters keyed to the sequence of play. Thus there are lessons on Command and Control where order chits (generally one per brigade if German, one per division if Imperial French and one per gaggle if Republican) for charging, moving and reforming are declared, followed by an Order Activation Phase where the players dice to see if their wishes will be carried out. Next comes the Movement Phase which includes both charges and deferred movement for those units shot up while marching to the nearest Gasthaus. The Fire Phase for both artillery and small arms is next out of the proverbial box, followed by the Melee Phase where troops attempt to move their opponents off a piece of turf, while the latter tries to stop them. Morale is checked throughout the game while recovery and reconstitution is actually an integral portion of the Command and Control Phase.
The rest of the book should also seem familiar with chapters covering half, quarter and 2/3 scale variants for the game, orders of battle, a short bibliography, a chapter on how to make all those snazzy game boards Bruce (seriously, before Google Earth he was taking photos from helicopters) brings to conventions and an index. There is also a page and a half that summarizes all of the changes in the game (FOG3 take note) so that veterans of the system can start hurling airbursts as quickly as possible. Finally there are 12 new scenarios for the game, none duplicative of those in the previous rules, and covering both the end of the Imperial campaign and all the Republican war effort. They are Noisseville, Sedan (the BIG battle, as in kinda what this game was made for), Villers-Bretonneux, Villepion, Champigny-Villers (one of my favorites), Poupry (small), Vendome, Baupaume, Villesexel, Le Mans (the race was cancelled that year), the Lisaine (another favorite) and St Quenton.
Scale remains 30 minutes per turn, 100 yards per inch, but in a change from previous, infantry units are generally brigades vice regiments. This means that a single stand is now a battalion as opposed to a half battalion as in the past; while cavalry stands now represent a half regiment of two squadrons. Given the author’s love for playing in Braille with 6 mm figures (yes, I know some paint regimental numbers on the buttons, but I’m talking humans here) and the ability to host larger and larger battles, the visuals are still impressive.
…but improving it.
Despite its obvious roots, the book flatly states it plays in half the time as the series of original games. Having seen several playtests at several conventions, I’d have to say this is pretty much accurate. So how did this come about? Well for starters, if you are moving around half the number of stands as in the past, this will take a lot of time off each turn. Also, if your baseline unit is a brigade as opposed to a regiment, then that’s one set of calculations instead of two every time fire combat ensues. I’ve actually measured stuff like this before in a review for the old Historical Gamer Magazine, and this can be quite significant.
Yet there are other patterns of change I found in the book that are far guiltier in this regard. The first is that 1871 has simply dropped – in total – some modifiers and game functions that were either never used, never had a significant impact regardless or simply were inappropriate for players duking it out on the tabletop at this level of command. For example, Unit Break Points are gone. Also gone is the Morale Table as now units simply need to be within one inch of a leader stand to rally or reform. The Attack Column found in 1870 now doesn’t exist unless you are playing quarter scale. And the French artillery airburst benefit at certain ranges; nope, nyet, non, nein. It’s gone.
The game also seems to have a lot of consolidation as well. “Friendlies passed through” modifiers along with some other functions have now been subsumed in a revised rule called Partial Fire. Likewise, melee (or Point Blank Fire for all purists) results to include casualties, leader casualties, morale and retreat, all of this, is accomplished by a single die roll.
Finally, the game has moved towards simplicity by dropping a lot of extraneous detail and going generic. By this I mean things like ALL infantry stands are now rated at one Fire or Combat Point per stand, with die roll modifiers discriminating further. Likewise, Command Radius is now four inches for all commanders and does not vary.
Perhaps the best way to demonstrate what is being done here is to look at the artillery. In the previous series of rules artillery stands (batteries) were awarded Fire Points based on type, nationality and weight of shot. Taking the 1859 rules for example, Austrian artillery had four points per, but French had only three, and there were 12 Fire Point columns on the table. There were nine range bands from 0 to 32 inches, and some weapons could not fire past certain ranges. There were a total of 12 die roll modifiers, 14 if you count the modifiers for setting fire to a building, and 16 if you count the Double Hits add-on. Under the 1871 system, all batteries are rated the same number of Fire Points regardless, so they aren’t really used. Instead hits are calculated by the number of stands firing, not Fire Points. For that reason the number of columns on the chart now stands at four, simulating the fire of four batteries. There are now five range bands out to 32 inches, and the number of die roll modifiers has been reduced to seven.
Grogs will likely cringe, but it’s simple, fast, and accurate and it works.
Conclusion
Highly recommended. 1871 follows a continuing evolution in miniature wargaming towards systems that are more realistic and accurate precisely because of their elegant simplicity. Players no longer have to worry whether that one 9 lb battery is firing case, shell, shot or shrapnel, but instead can concentrate on their higher level of command, such as managing a division or corps. This latest rules set from Bruce Weigle accomplishes this not by a revolutionary, new way to do tabletop business, but rather tweaking a tried and true system to infuse simplicity while retaining its inherent strengths. By any measure, this attempt has not only been successful, but significantly so.
If there is one negative about 1871, it’s the little blurb where the author indicates his retirement after the publication of these rules. How sad. Yes, there are two more sets that deserve a similar makeover, but otherwise it’s more a calendar thing. By this I mean 1848, 1854, 1877, 1904, aka the Hungarian Revolution, the Crimean War, the Russo-Turkish War and the Russo-Japanese War. Heck, let’s toss in the 1912 Balkan Wars and August 1914 for a complete set. Hopefully FML Weigle will reconsider.
Meanwhile I’ll be scouring 1871 to see what I can requisition (because its research, not theft, ahem) for my own competing rules. And everyone knows what they say about imitation.
1871
Vae Victis no 136, Nov/Dec 2017
Sixteen years after the publication of 1870 (see VaeVictis 41), Bruce Weigle returns to this conflict with a second edition, entitled 1871. It is also a rule set specially designed to reconstruct the great battles of the Franco-Prussian War. In fact, the game scale is “strategic”, with an actual kilometer represented by 25 cm on the gaming table. The figure bases always have a frontage of a little over 3 cm and the number of figures available on each base depends mainly on the figures used: 6, 10 or 15 mm. A base represents an infantry battalion, two cavalry squadrons, or an artillery battery. But three other scales are offered. For “smaller” battles, a battalion can be represented by two or four bases. At the opposite end, for the largest confrontations, two bases now represent a regiment of infantry.
A unit is characterized by morale, from 5 for the poor Garde national to 9 for Imperial or Prussian Guard troops. Overall, the game mechanics have not been much changed compared to the previous version of the rules. The most surprising point is the persistence of simultaneous movement, which most other game systems have abandoned as a potential source of discord. But the game’s order markers mitigates the problem by being revealed simultaneously; the players must respect the direction indicated. The orders are activated with a d10 but activate automatically after two failures: even if you are unlucky with the dice, your troops will eventually obey you!
For shooting, a table allows up to four bases (of infantry or artillery) to combine their fire, using a d10 to obtain a hit. Another d10 roll determines what damage is done on a second table, by the morale of the target: no effect, halt, recoil (of varying distances), disorder, and, at worst, the loss of a base. For melees, each side normally counts one strength point per base, modified by a few tactical factors; to this is added the result of a d6 die roll. The victory is based on difference between the two totals. Note that an infantry or artillery bases counts as three combat points against a cavalry charge, unless the cavalry rolled a 9 or 10 on a d10 prior to the contact. In this case, the mounted troops surprised the infantry or the enemy artillery (taking advantage of supposed terrain features or smoke which mask their approach): the cavalry then benefits from a bonus of +2, while an opponent’s bases counts only one point of combat … making cavalry charges theoretically possible! Morale tests to rally or reconstitute units are resolved using a d10.
The rules themselves only occupy about twenty pages out of the hundred and ten of the booklet. In fact, the majority of the booklet is occupied by twelve historical scenarios (completely different from those published in 1870): two for the “imperial” period (including one on Sedan) and ten of the republican period (in particular, the battles of Bapaume, Le Mans and Lisaine, a few leagues from Belfort). Each scenario is accompanied by a thorough historical introduction and summary of the actual event. In fact, you will find throughout quality of the previous volume: the author has, without a doubt, an excellent knowledge of the conflict. Let us also recall that Bruce Weigle wrote an eight-page article in the Vae-Victis special edition no. 12, in which he describes in great detail his method for producing his magnificent tables in the 6 mm scale. 1871 is directly descended from 1870 and its content is of the same vein. That is, of excellent quality. The mechanisms have been somewhat simplified and will not confuse the owners of the first edition. In any case, it is highly recommended if the war of 1870 is of interest to you, because the quality content is a good source of inspiration on the subject!
1871
The Foreign Correspondent 1871 Review (January 2018)
The latest title in the series of nineteenth century wargame rules from Bruce Weigle.
The earlier booklet from this author set out rules for the Franco-Prussian War in 1870, this version is not an update, but a new fast play version for fighting big battles. As before it is written especially for 6, 10, or 15mm figures and provides a more simple method of lay to speed up the game.
It is illustrated with C19 pictures and the excellent photographs of the superb table tops made by the author. These photographs and the clear maps which accompany the battle scenarios are much larger than previous booklets and make for a better understanding of the flow of the fighting.
As much of the background and history was covered in the 1870 booklets, it is not repeated here. A couple of the battles are dated to the Imperial period, but the majority are from the later period of the war against the Republic in 1870 and 1871. It includes a section on making the table tops, which, if you have seen any of Bruce’s games at shows, are a real treat for the eyes. Unlike the earlier booklets which fold out flat by means of a ring binding system, this volume is not, however it has a fast play pullout sheet, incorporating its own ruler. A worthwhile addition to your library.
1871
Oct 2017 YouTube Wargames magazine preview (includes mention of 1871 at 5:56)
https://www.youtube.com/watch?v=x-u_LKzdspA