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Tuesday, 28 September 2010

My Seven Years War Rules



My Featherstone-inspired Horse and Musket rules, now optimised for Austro-Prussian SYW battles, have continued to evolve. Rather than present them as a mega-long post, I have uploaded them to a file sharing site (as 'Horse and Musket Rules') so that you can download them as a PDF and see what you think. One major recent change is to move away from figure or base removal and just record casualties a la Black Powder. This keeps all your miniatures where they should be - on the table.

Anyway, I invite you to take the plunge, download the rules and see what you think. Need I add that comments are welcome? Surely not!

Download PDF

Airborne Armour - Now in Paperback!


Just a note to say that my book on the 6th Airborne Armoured Reconnaissance Regiment in WW2 is now available in paperback. The initial printing of 1000 in hardback has run out, but thanks to the miracle of digital publishing the paperback edition can be printed pretty much to order, so the book will remain available in brand new condition for a good while yet.

You'll find the cover is the same. A couple of minor printing errors have been corrected but be advised that there is no new content. However, the good news is that the RRP is a little less than the hardcover edition.

My thanks to Helion for keeping the book in print. Happy reading!

Monday, 13 September 2010

Lobositz: It's A Town Of Two Halves


Not knowing exactly who would be able to turn up, I booked myself a table at Colours 2010 under the name of the North Bristol Wargames Collective. A daft name, but nobody seemed to mind. I did know what battle I was putting on: The Battle of Lobositz (1756), the first battle of the Seven Years War, between the Prussians under Frederick the Great and the Austrians.


I won't provide a potted history of the battle: good accounts are available at www.kronoskaf.com (follow the links) and The Wargames Room (NZ site - follow the links to Volley and Bayonet then 18th Century Battles). The map above is the Prussian General Staff map made in the 19th century. I was looking for a real battle to have a go at and Lobositz ticked all the boxes: an interesting encounter, relatively small armies, terrain do-able, etc.

When recreating an historical battle I like to keep things as historical as possible, so deployment would be as per the original battle and some scenario rules were enacted to keep things moving along historical lines (all based on using Black Powder of course). For example, the Lobosch hill was classed as rough ground, there were some special rules to limit charges and firing during the 3 moves at the start of the game when swirling fog was deemed to be present, and the Austrian left wing was limited to staying behind the Morellenbach for the first 3 moves. Frederick had to leave the battle after 5 moves in line with his behaviour on the day: the game was expected to last around 9 moves.

The historical forces were around 30,000 on each side. I found I could just about manage to represent them, on a ratio of roughly 1 model battalion to 3 actual battalions. My orders of battle were as follows:

Prussians

C-in-C: Frederick II, King of Prussia (SR10)
2nd-in-Command: Feldmarschall James Keith (SR9)

Left Wing Infantry (1st line): Generallieutenant Prinz von Bevern (SR9)
1 infantry battalion
1 grenadier battalion
1 jager detachment
1 medium gun battery

Left Wing Infantry (2nd line): Generallieutenant von Kleist (SR9)
2 infantry battalions
1 grenadier battalion

Right Wing Infantry: Generallieutenant Ferdinand (SR9)
2 infantry battalions
1 grenadier battalion
2 medium gun batteries

Cavalry: Feldmarschall Gessler (SR9)
2 cuirassier regiments
1 dragoon regiment

Cavalry: Generallieutenant Schwerin (SR9)
1 dragoon regiment
1 hussar regiment

Artillery on the Homolka Berg (under von Kleist)
1 heavy gun battery
1 medium gun battery

Austrians

C-in-C: Feldmarschall von Browne (SR9)

Left Wing Infantry: Generallieutenant Kollowrat (SR8)
3 infantry battalions
1 grenadier battalion
1 medium gun battery

Left Wing Cavalry: General Feldwachtmeister Lowenstein (SR8)
1 dragoon regiment

Centre and Right Wing Infantry: General Feldwachtmeister Lacy (SR8)
2 infantry battalions
1 grenadier battalion
2 medium gun batteries

Right Wing Cavalry: Feldmarschall Lieutenant Radicati (SR8)
(deployed in centre)
2 cuirassier regiments
1 dragoon regiment

Light Infantry Corps: General Feldwachtmeister Draskowitz (SR8)
2 grenz light infantry battalions

The Game

Four gamers turned up on the day: myself and my eldest son Sam (we would be the Prussians), along with Paul James and Andy Potts (both Austrian to the core). We had all run through a practice game on the previous Wednesday, which ironed out a few wrinkles and gave us all some food for thought on tactics. In particular we all resolved to be more cautious on the day, rather than risking a broken brigade or two at the end of the first move!


10.00am on Sunday and we're ready to go. We had a nice big table near the window with plenty of room to store all our stuff and keep the table clear of clutter. That's Sam, by the way. You'll have to smoke that roll-up outside, boy. I just hope it's ordinary tobacco.




A closer view of the set-up. Austrian left in the foreground behind the Morellenbach stream. Lobositz right background, Lobosch hill centre background. Polyester swirling fog in place. Sam adjusts the position of Schwerin on the Homolka Berg: the King of Prussia can be seen nearby on the same hill. We deployed the cavalry forward of the infantry on both sides, ready for the opening cavalry encounter as per the real battle.



Prussian deployment. In the foreground, Bevern's brigade faces the Grenz light infantry on the Lobosch.Ferdinand is deployed to Bevern's right, with von Kleist's line backing them up. Village in background (blue houses) is Wchinitz.



The Prussian cavalry peers through the mist, ready for the off. Initial cavalry moves were fairly cautious. Frederick is seen behind on the Homolka berg.



As the light infantry on the Austrian right were pushed back, one of Lacy's battalions fell back a short way to occupy Lobositz. Gun position on the right of picture would prove to be the Prussian's nemesis.



General view as the game got under way. Bevern makes good progress, but in the background two of Gessler's cavalry regiments have been forced back.



The Austrian players in action.



Prussian infantry continues to make steady progress in the centre and left. Frederick decided to personally lead a dragoon charge on move two to restore the cavalry situation in the centre, but miserable dice throws saw the unit and its King thrown back behind Wchinitz (bottom left). At least the Monarch survived!



Oh dear: those Prussian infantry are going to get a pounding from the Austrian guns.



The fog is about to clear. Bevern has taken the Lobosch Hill. A second Austrian battalion is moved back into Lobositz: the unit that moved back previously now occupies the rear block of the town.



Heavy pointing action in evidence around move 5. In front of Lobositz the Liccaner Grenz battalion make a 3 move stand against a battalion of Prussian infantry, badly holding up the Prussian attack. Damn them! The Austrian left wing is beginning to move across the bridge to support their centre.



After 3 moves of hand to hand the Liccaner regiment breaks. Andy is torn between pride and sadness as the grenzers return to their box. A touching moment indeed.



A couple of moves later. Having blasted away 3 Prussian infantry battalions, the blasted Austrian guns have been blasted in turn by Prussian artillery and have broken. A lack of understanding of the rules (and a lack of common sense) cost the Prussians dear: the Austrian guns should have been bombarded before the infantry went in, which would have saved a lot of casualties. On the plus side, close range infantry fire has broken the Austrian battalion in Lobositz. A nice little hole opens temporarily in the Austrian front.



Final move (move 8). The Austrian left wing infantry replaces the cavalry which move round in turn to plug the gap by Lobositz. Austrian grenadiers sally forth from Sullowitz in the foreground. Schwerin's Prussian cavalry are still active as well and manouevre towards Lobositz (centre left of picture). But time is up. By this time (16.30) we were about the only ones still actually playing on our floor.



Lobositz at the end of the game. The town was formed of two blocks (hence the title of this report), and one each is held by the Prussians and Austrians. The town is burning as a result of the Prussian bombardment (a scenario specific rule which aided the eviction of the Austrians). Though there was still some life left in the game, a Prussian victory seemed unlikely, so the day was awarded to the Austrians. History had been reversed.

All in all, a truly excellent day's gaming. The scenario worked well and both sides hopes were maintained until the end. Colours itself was as good as ever: a great selection of games and traders in a cracking venue.

Some very good friends of the NBWC were putting on a Spanish Civil War game on the floor above: see the Blitzkrieg Commander forum under 'Shows and Conventions' for a link to a report of their game.

Here's hoping we can think of something equally good for next year!

Monday, 16 August 2010

Frederick Prepares For Battle


Suddenly it's that time again: Colours 2010 is just 3 weeks away. In the last few years this has become my main show of the year: it's not too far away, it's a good size, it's well organised and it has perhaps the best location for a wargames show outside Kelham Hall. The grandstand at Newbury Racecourse provides an open and modern venue, with great views across the course from the floor to ceiling windows.

This year I'm doing another demo game, but on this occasion it's SYW using the Black Powder rules. I'm attempting the Battle of Lobositz (the opening battle of the war), which I've decided is just possible despite my limited resources. More details about the wargames refight will be posted when I write up the game on this blog after the show.

I have to say straight away that my demo games are unlikely to win any prizes. They tend to be basic and use mostly those resources I already have. No months of constructing purpose-built terrain and assembling armies of hundreds of figures. I salute those who produce the jaw-dropping set-ups we all admire - but where do you get the time? And where do you get the sheer enthusiasm to see those projects through? I'm afraid I am sadly lacking in both.

Anyway, even I couldn't do Lobositz without representing Frederick himself. I decided to go for the Tradition figure of the King of Prussia, along with another mounted general from the range to keep him company. Some will know these as Stadden figures, after their original sculptor. They are painted to my usual basic, 'toy soldier' standard. Although advertised as 30mm, you can see they are well over that size and tower over my RSM hussar figures. But placed on their own command base they blend in well enough, and give due prominence to Frederick. After all, he was something of a towering personality! Cue tumbleweed.

The hussars were one of the few extra units I had time to paint especially for the game. They represent Hussar Regiment no.7, the 'Yellow Hussars'. The church was also bought for the game. This is another JR Miniatures building (like the others I use for this period), from their 15mm Prussia range. In contrast to Frederick, this building turned out be a little under scale, with doors more suited to 10mm figures. But once mixed in with the other buildings, it will form a nice addition to the town of Lobositz (or Lobosice, as it is called these days, being in the Czech Republic). Somehow, once the game is set-up and battle commences, one doesn't notice that Frederick would have to literally crawl through the doors on his stomach to get into the church!

I hope that some of those reading this blog will be able to attend the show (11th - 12th September). I will be there on the Sunday only, first floor. Come and say hello.

Friday, 25 June 2010

Black Powder House Rules


One of my New Year's resolutions was to cut out the house rules as much as possible. The main catalyst was joining the Portbury Knights wargaming club. This is the first club I've formally joined and attended regularly, and it soon became apparent that everything was much easier if you just played it out of the book. Everyone knew where you were coming from. And I soon found that those treasured house rules didn't really make that much difference to outcomes anyway. So my house rules for Black Powder are nothing to get excited about. Remember I only play SYW so all the house rules relate to this period.

Distances
As I will generally be playing on smaller tables than those featured in the rules, I quickly decided to reduce all disances by one third. This is easily done as all the distances in the book divide logically. This includes all firing, movement, command, initiative and proximity distances, except for the following:

Artillery ranges stayed the same, including the 6" short range. Artillery in the original game has artillery range set rather short in relation to infantry fire. I wanted to redress the balance a bit. I also added 'heavy artillery' with a range of 60", to represent those Brummers and 24 pounders.

Sizes of 'shoot through' gaps are retained. I'm still using 28mm figures so gaps reduced by a third seemed a little narrow.

Commander movement is 30". All my commanders are mounted in this period and two thirds of 48" is 32". 30" is just a nice rounded figure and easy to remember.

Formations
Attack column and mixed formation are not used, as they didn't feature in the SYW as far as I know. Square can only be used when units are forced to retire and the rules state that forming square is an alternative move (p.97).

Broken Brigades
An amendment here as I will generally be using smaller brigades (2 to 4 units) and I wanted them to be a bit less fragile. Therefore, a brigade cannot be broken unless at least one unit from the brigade has been destroyed or has left the table. All other rules remain the same.

Buildings
Where a town or village is formed of 2 or 3 'blocks', units able to retire from one block to the next will not ignore a retire result from a break test. This is just a minor tweak to give attackers a reasonable chance of establishing a foothold in larger built up areas.

Unit sizes
My units as modelled for previous rule sets were smaller than those in the rulebook, and I had no wish to expand them, leading to a great deal more expense and painting. I like my 20 figure infantry units. Reduced unit sizes as compared to the rulebook also fitted in with the reduced move and firing distances. So my unit sizes are:
Infantry: small=8-12 figures, standard=16-20 figures, large=24-32 figures.
Cavalry: small=4-6 figures, standard=8-10 figures, large=12-16 figures.

Stats
Most of my unit stats are fairly standard, and I use as few 'special rules' as I can. Most line and grenadier infantry get 'first fire'. Grenadiers and cuirassiers get 'elite 4+'. Grenadiers usually get 'superbly drilled'. Grenz and Jagers get 'skirmish'. My heavy cavalry (i.e.cuirassiers) don't get the 'heavy cavalry' rule as I feel this makes them much more effective than is historically correct.
I prefer to make my grenadiers and cuirassiers a bit more stubborn by giving them a stamina of 4, and keeping a standard moral save of 4+. That way they take casualties at the normal rate but are just a bit tougher than normal troops.

Generally, I use a staff rating of 9 for the Prussians and 8 for the Austrians. And that's about it. I have found no need for any fundamental changes to how the rules work, such as altering the move sequence to 'I move, you fire, you move, I fire' as some have suggested. I just haven't found that the rules as written cause me any real problems.

Next Battle
I'm considering an adaption of the Gross Jagersdorf scenario available for download from the Edinburgh Wargamers site (on their Die Kriegskunst page). This offers a nice historical game on a 6' x 4' table, with forces I can more or less match. So stay tuned!


Tuesday, 25 May 2010

Dawn at Witzenhausen


If you have the Black Powder rule book you'll be familiar with the ACW scenario 'Daybreak at Hangman's Creek'. I decided to have a go at this with my SYW forces, renaming it as befits the different period. Witzenhausen is the German town twinned with the town where I work. I just liked the name.

This is not a particularly big game so I had no trouble getting together about the same number of units per side as in the original scenario. However, a 12' x 6' table is rather too much to ask in my family home. I was able to squeeze an 8' x 6' table into the dining room by removing most of the furniture, and this would have to do. My infantry units would be mostly 20 figures rather than 36 which would make things easier. I also omitted the gun foundry and the outer arm of the river. The 2 photos below show the terrain I ended up with. Initial on-table troops are deployed and the Prussian commanders placed on their baseline ready for arrival throws.


The scenario was mostly as per the book. The Prussians would arrive on their baseline following successful command rolls for each brigade: any late arrivals could be put down to the problems of a night approach march. All the Austrian commanders started in the town, the camp was occupied by 1 Austrian brigade, and the other 2 were off table. 2 small light infantry units acted as the advance picket who could deploy anywhere on table as long as they were no closer than 12" to the Prussian baseline. One regiment from the Austrian cavalry were also allowed to start on table, guarding the bridge. As shown below, I substituted a cavalry brigade for one of the infantry brigades on each side, and arranged things so that the cavalry brigades would not start opposite each other. This would scupper the obvious option of a mutual charge, and hopefully make each commander think a bit more deeply about how to employ his cavalry.

Loss of the town or camp would count as a lost brigade for the Austrians.

Forces were:

Prussia (staff rating 9)

1st Brigade (centre)
2 line infantry battalions
2 grenadier battalions
1 jager detachment
2 guns

2nd Brigade (left)
3 line infantry battaliopns
1 grenadier battalion
2 guns

3rd Brigade (right)
2 cuirassier regiments
2 dragoon regiments

Austria (staff rating 8)

Picket (marauders)
2 small light infantry battalions

1st Brigade (camp)
3 line infantry battalions
1 gun

2nd Brigade (town)
2 line infantry battalions
2 grenadier battalions
1 gun

3rd Brigade (bridge)
2 cuirassier regiments
2 dragoon regiments

The Game

Hungarian and Bavarian battalions occupy the camp at the start of the game. Their absent commander may be imagined sleeping off a heavy night in an inn at the nearby town

Austrian commanders concentrated in the town.

Prussian deployment. All brigades managed to arrive on the 1st turn. Prussian forces are concentrated onto the right side of their baseline, to avoid the constriction of the river bend to their left. Austrian Grenz occupy the field and wood in front of them.

The Prussians manage a rapid advance in the first turn.

On the Prussian right the cavalry loop around the wood. They have a tempting expanse of open ground ahead.

The Grenzers do a good job of delaying the left flank Prussian brigade, but on the extreme right of the picture 2 battalions from the centre Prussian brigade are nearly at the town. Austrian cavalry enter the board at the top of the picture.

After a slow start, the Austrians start to arrive in force. Their cavalry come galloping over the bridge and find themselves in the midst of the Prussian advance. The Prussian infantry on the left just missed out on blocking the bridge ahead of them.

The action is now in full swing, concentrated around Witzenhausen and the camp. Austrian infantry have occupied one half of the town whilst a Prussian battalion has the other half. The Prussian guns have deployed to bombard the camp, but their own cavalry have foolishly blocked their line of fire.

The Prussian cavalry has reached the town but doesn't seem to know what to do next. The Austrian cuirassiers form themselves into line and go after some of the Prussian guns (they have just destroyed two).

Close up of the action in the town. It was formed from 2 'blocks'. Technically there can be only 1 battalion in each block, but an Austrian battalion has moved up the road in column through the Austrian held block and is attacking the Prussians in the next block. Temporarily there are 2 Austrian battalions in one block.

Close quarter tussle between the town and river.

Final positions. We managed 5 turns, but neither side had had a brigade broken.
Let's call it a draw!

Conclusion
An interesting game despite the lack of result. Units were all over the place, with battalions and regiments of both sides on each other's flanks and rear. This resulted in an excellent tryout for the rules.

Monday, 1 March 2010

Black Powder




Dear, oh dear, oh dear. Which rules to choose? Not really a problem for my WW2 games. I have been playing WW2 for more than 30 years so I know a good set when it comes up - hence I have settled on Blitzkrieg Commander. But the Seven Years War is a project of only two and a half years duration, and I still seem to be finding my feet. I started with Standing Like A Wall, the downloadable rules by Ioannis Mavromichalis (of Leuthen Journal fame), but they barely got a look in before I discovered Minden Rose, an excellent set which I was fortunate enough to be introduced to by the author (Barry Lee). At the same time, I was dabbling with Donald Featherstone's horse and musket rules, which then got me started developing a set of my own derived from these, as a bit of a side project. Then along came Die Kriegskunst, which I bought but never played as I could see straight away they were a little too complex for my taste. And then before I knew it, Rank and File were being released. Minden Rose is hardly a complicated set (and I would recommend them to anyone), but R & F was even quicker and simpler to play whilst retaining all the period feel I felt I needed.

This was all good, then. I was happy to carry on with Rank and File as my standard set. The Featherstonian project was abandoned. But then I started to hear about a new rule book called Black Powder. Really quick and fun games, and based on the Warmaster system which I liked so much when adapted for WW2 in Blitzkrieg Commander. And the guy who wrote Black Powder was the guy who had originally developed Warmaster. Crikey! However, reading various pieces and discussions on the net, I quickly got the impression that the rules were designed for gaming on enormous tables with at least 3 players each side, and that the authors had some weird fantasy that they were Edwardian gentlemen. Plus the rules were apparently a sort of coffee table book that cost 30 quid. Well, I wasn't having any of that sort of nonsense. So I went off Black Powder and vowed to ignore these foolish people. But they wouldn't go away. BP was authored and backed by some prominent names in miniatures wargaming, people who knew a bit about production values and PR. In the modest world of horse and musket wargaming, Black Powder was quickly established as something of an event. And almost every comment I read from those who had played them was positive. So, with a resigned sigh, I went on Amazon. There, I was lucky enough to find that I could pick up the rules for a shade under £18, including p & p. Oh alright then. I sent off for a copy. That was a couple of weeks and two solo trial games ago.

So here are my personal impressions of Black Powder. Every other bugger on the net with an 18th or 19th century army is writing reviews of BP - so why not me?

The Package.
As everyone knows, the production values of this rule book are very high. It is indeed a very slick commercial product. I acknowledge this aspect of BP is very attractive to most purchasers, but just to be contrary I will make a few personal comments.

The photos are of a high quality, featuring beautifully painted figures, but mostly these figures feature in carefully posed dioramas rather than real games. I am not fundamentally a modeller or a creator of dioramas, I am a wargamer, so I find I am not particularly inspired by these photos. I would have preferred photos that gave me examples of different layouts and types of terrain, or that illustrated the rules.

The writing style I found actually quite appealing. Take this quote, for example, regarding judging visibility,
'A sense of generosity under heavy fire is an admirable quality and the mark of a gentleman.'
Or, when discussing hand to hand combat,
'It is merely demeaning to gain petty advantage from fractions of an inch and to imagine otherwise diminishes all concerned.'
Nice. However, my overall impression was that this publication takes the creation of an attractive product a bit too far. One hundred pages (in round figures) to describe what are fundamentally a simple set of rules is rather excessive, a page count fluffed up with large photos mostly not of actual games, side bars of period quotes and (notwithstanding the above) a rather long winded writing style. The main problem is not that this all increases cost (although it does), but that it makes the rules harder to get to grips with when first getting to know them, and makes the rules harder to look up when you are learning in your first few games. I am in favour of nicely produced rule sets, but one has to maintain a sense of what is appropriate. Perhaps a good alternative might have been a concise exposition of the rules in a discrete section with all the chat, explanation and rationalisations forming the rest of the book.

The Rules.
I would take comments that this is a book about wargaming which includes a set of rules with a pinch of salt. This is fundamentally a rule book: it lays out a set of rules by which to play wargames. Hence my comments above regarding excessive length. Having said this, it follows that the rules are the essential grounds on which the book must be judged - and I found them very attractive. In simplicity and ease of play, they don't have much advantage over Rank and File, but the command system provides a game which can be dramatic, surprising and a lot of fun, and the rules for morale up to brigade and army level create a game that will come to a proper conclusion in a reasonable time (i.e. an evening's play).

Setting aside my preference for a more concise style, the rules are well explained and generally easily understood. I have played 2 solo run-throughs with around a dozen units per side. The first was a bit of a trial to begin with, due to the sheer number of pages to be rifled through when you want to look up a procedure, but by the middle of the second game I was away. If you played these rules for the first time with someone who already knew them, you would be in the groove very quickly.

If I were to find fault I would say advice about period adaptions is lacking. In a book running to 180 pages, a set of brief sections outlining how the unit stats and special rules might be adapted to the various wars and campaigns forming the 200 years covered would have been appropriate: but it is absent. There is a section called 'The Age of the Musket', but this is a set of potted histories and of little use for actual games. Further to this point, wargamers of such conflicts as the War of the Spanish Succession, the War of the Austrian Succession, or the Seven Years War, are rather poorly served. The scenarios start with a game set in 1777, so the first three-quarters of the 18th century are largely ignored as far as scenarios are concerned: and the scenarios are the main source of period information. Napoleonic gamers are much better served, as are colonial era players. One quote from a side bar I found particularly telling,
'Players who are keen to reflect known range advantages within a specific historical context (Dreyse rifle versus Chassepot for example) are invited to make adjustments as they see fit.'
Dreyse vs. Chassepot is a basic tactical factor for anyone gaming the Franco-Prussian war. With 180 pages to play with, such issues deserve a bit of attention. One is left with the impression that the authors simply couldn't be bothered.

Another reservation concerns unit stats and the special rules that can be applied to give units a particular character. There are 24 of the latter. With a unit already having 4 basic stats to define its abilities (shooting, hand-to-hand, morale and stamina), I feel that that should have been enough. Adding the special rules creates a kind of Lord of the Rings feel, where each unit becomes the equivalent of a character in a skirmish game. Then you spend half your time trying to remember which special rules apply to which unit and then remembering what those special rules actually entail - with the high probability that you will forget all about some of the special rules until after the game. Suffice to say I reckon a lot of these special rules (or 'useful' rules as they are also described) are rather superfluous, and they are best used with considerable circumspection. Here again, I have read online comments describing how much some players enjoy tailoring their units to a particular battle or campaign by using the special rules. Fair enough. But in a simple game, for me they are just over-egging the pudding.

The rules did give me the impression that luck with the dice was even more important in BP than it is in other sets. I think in particular it's the all-important Break Tests, which use 2D6 and hence have a very wide set of possible outcomes. However, I'm no game designer and my experience of the rules is limited, so this is something I will keep an eye on rather a criticism. However, my final point is linked to this latter feeling about BP. I am intending to game the Battle of Lobositz (1756) in the near future, as I have found my relatively meagre forces can be stretched to give a reasonable representation of this battle. But something is telling me I would be better off using Rank and File than Black Powder for this refight. Maybe BP would provide too volatile and unpredictable a game for a re-run of a real battle, and a more traditional, predictable set would be better. I don't know. With luck I'll be able to try it both ways.

The Conclusion.
My personal take, then, is straightforward: an excellent set of rules in a rather over-produced rule book. I'm glad I bought them. If your preference is for the simple and fun game, these are the rules for you. But get on Amazon and check out the latest deals - paying Warlord Games or any of their agents the full £30 is just daft. With the fluff reduced, these rules should have sold for £20, and that is what you should try and pay.

P.S. - QR and Roster sheets.
You can download these for free from Warlord games. However, a wargamer going by the name 'The Last Hussar' has developed QR and Roster sheets in black and white so you can save on coloured ink over printing out full colour pages. More significantly, you can type your units into the Last Hussar's rosters, rather than having to print out a roster then hand write the details. Much easier and looks better. Despite being black and white these alternatives are still stylish. Recommended. See the link to the Last Hussar's Barracks, then look out for the post on Black Powder QR sheets and Rosters.