Bavaria Campaign 1809 Solitaire mode (II) Turns 7-10

We continue with the campaign of Bavaria 1809, which will be resolved in the last turns. A positive experience (more positive than expected) and hoping to repeat it in the future in another Napoleonic campaign.
The dice rolls were not digital, trying to preserve the old wargaming spirit a bit. Now I need a decent dice tower, and stop collecting dices on the ground…

TURN 7

04/21/1809 – Clear weather

Event Card: Initiative: The initiative for the turn passes this time to the Austrians.
No reinforcements.

Davout with 5PO awaits the arrival of reinforcements to attack the forces surrounding Regensburg, Masséna (3 PO) regroups his army corps before heading north. Lefevbre (5 PO) with his body of Bavarians is also heading north. Vandamme (3 PO) will continue north towards Eichstedt. Napoleon (7 PO) goes with Oudinot\’s body towards Neudstadt. Lefevbre (5PO) is concentrated in Neudstadt. 
 
Three decoys (\»d\»,\»b\» and \»e\») head north and attack Lefevbre\’s body, which turns out to be Rosenberg\’s IV ArmeeKorps, a rumour without effect and an aggressive action decoy, so the Austrian general attitude now will be to directly attack the French units. In Abensberg the fight will take place between Rosenberg\’s IV Corps, Hiller\’s VI and Lefebvre\’s VII. The French player chooses a Skirmish option and the Austrian player does battle. 
 
The result is the defeat of the French player and losing 5 FP.
 

As stated in the home-made rules, if one of the sides rolls a \»1\» it becomes an own loss to be discounted.

Five casualties (freely distributed) and two fatigue points for losing the battle are discounted, this was a last minute addition based on the Napoléon 1806 rulebook by Shakos.

 

TURN 8

04/22/1809 – Clear weather

 

Event card: “Estafette” so another event card is chosen, which turns out to be “Conseil Aulique” which only allows the Austrian player to move only 2 bodies or decoys on the turn.
 
Masséna (7 PO) makes a forced march to try to join Lefevbre\’s body. Napoleon (8 PO) with Oudinot\’s corps also heads towards Abensberg with another forced march. Vandamme (6PO) in turn makes a forced march to join the Emperor. Davout (8PO) heads towards Regensburg, to attract the units that surround the city. The outposts of the Friant Division (II Corps) contact 3 decoys which happen to be the Austrian III Korps in Hemau, the V Korps, 10 km behind and a decoy with “Aggressive Action” that is retired. 
 
In the South, Napoleon with part of Oudinot\’s corps, part of Lefebre\’s corps, Nansouty heavy cavalry and Wollwarth\’s cavalry, face the Austrian IV and VI Corps at the Battle of Abensberg. The battle of Abensberg ends with a minimal Austrian victory that causes the French to withdraw provisionally and the Bavarian divisions of Deroi and the Royal Prince with the heavy cavalry of D\’Espagne reject the II Austrian reserve Korps in Sigenburg.


TURN 9

04/23/1809 – Clear weather

Event card: “Au son du canon” so that a unit with a valid connection to the combat zone can join the action, as long as it is not fighting itself.

 

Davout (6PO) accumulates his troops near Hemau to attract the units that surround the city. Napoleon (7 PO) concentrates his troops in Neudstadt, hoping to finish concentrating the corps of Oudinot and Vandamme with their artillery reserves. Vandamme (5PO) brings his units closer to Neudstadt to accumulate them with Napoleon\’s. Lefebvre (6PO) does the same with his Bavarian corps and Masséna (3PO) arrives from the south as well. With the event card we add to the Rouyer Division that has a direct connection and is not fighting in any combat. 
 
The 2nd battle of Abensberg ends with a clear Austrian victory that makes the French withdraw to the other side of the Danube and in the battle of Hemau Davout they defeat the Austrian III and V corps. 

 

 

TURN 10

04/24/1809 – Clear weather
Event card: \»Munich\» has been occupied by an enemy corps, which provides the Austrian team with victory points. 
 
The \»G\» decoy which was the closest one is moved to Munich.

Napoleon (7PO) decides to knock down the bridge after the troops have passed and head towards Kösching, near Ingoldstadt, followed by Vandamme (3PO) and Lefevbre (4PO). Masséna (4PO) must retrace his steps over Munich and try to regain the city. Davout (3PO) concentrates his forces in Hemau to try to conquer Regensburg, hoping that Napoleon will support him. 
 
The decoy in Munich turns out to be \»Aggressive Action\» so the French take over Munich again. 
 
Hiller\’s VI Korps (5PO) heads north, followed by Rosenberg\’s IV Korps (3PO). The rest waiting, being able to continue along the southern bank of the Danube towards Ingoldstadt or accompany Hiller and Rosenberg north.

END

 

CONCLUSIONS:

– The solo campaign has been a more positive experience than I expected. Several mechanisms have worked quite well, though with some small mistakes. To repeat in the future…

– Better implement the function of supply units, and to limit the distances between units and their respective supply wagon.

– The action of the decoys with some adjustments, quite positive, a great idea based on an idea of  the blog of General Nuisance.

 
– Improve the passage of decoys to regular units.
 
– The player has to be careful with the direction of the units to be able to concentrate them if it is necessary. Moving a unit very far from the rest (Masséna\’s corps in Munich), conditions its evolution and how it happened to me, makes it impossible to use it in time.
 
– A best option, the campaign could have been played on for a few more turns, hoping to conquer Regensburg on the French side or finish off Napoleon\’s army on the Austrian side.
 
– The resolution of the battles was quite positive, system based on \»Les Marechaux\», by Vae Victis, with some small adjustments, as in heavy cavalry.

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Bavaria Campaign 1809 Solitaire mode (I) Turns 1-6

For all those of you who have ever looked at this blog, it will seem that we have a fixation on this Napoleonic campaign from 1809. Fixation is not the concrete word, perhaps the desire to carry out a few-turns campaign but with a system that would be easy to implement, based on some wargame rules that have attracted us most attention in the past, as we wrote in the last article.
In the end, we have been able to successfully develop this campaign, which has also served us to test this compendium of home-made rules for the campaign and correct some errors that have been made. The support we have chosen has been digital, with the Cyberboard application, already a bit old but it allows you to easily implement a simple board game like ours. The units are represented by flags, which was a mistake, because they didn\’t allow us to see behind them and therefore we had to have limited ourselves to the classic square counter pieces. The rest of the already known ingredients, event cards, markers for the weather, turns and victory points.
The map deserves a separate comment, since we have taken advantage of the Hexdraw software, to draw hexagon maps, but renouncing the typical hexagons to make it a point-to-point map, although of course with the hexagonal support. It is not an exact geographical map, logically, but the result seems more satisfactory than with other grid methods (square, offset squares, etc.) that we have previously tried in the past. 
 
So this has been the solo Bavarian campaign 1809…

 

TURN 1

04/15/1809 – Clear weather

There are no event cards this first turn.

 

 

 

 

 

 

France: Lefebvre, commander of the Bavarian VII Corps, gets only 1PO  [Lefebvre has 6 of value, he can roll 6 1d6, and the numbers >=3 are Orders Points or PO] with which he moves the Deroi division from Rottenburg to 10 km from Landshut to support the Wrede division. Probably the rest of the corps will follow the next day, abandoning the possibility of defending Regensburg, to avoid the possibility of being surrounded. 

Austrian decoys have been deployed south of Landshut and north of Regensdburg, in a randomizing way (6 entry points to enter the map according a roll dice). 

Red decoys and blue Bavarian troops.

The Austrian entry points in a zoomed area

TURN 2

04/16/1809 – Clear weather

Event card: \»Mort au combat\»: As no combat occurs, it cannot be applied.
 
Reinforcements: None of the 3 reinforcements available, Davout, Napoleon or Vandamme roll the required score of 1 or 2 to advance the initial arrival turn.

 

Lefebvre gets 3PO this time, with which he moves the artillery reserve and impedimenta towards Freising to contact the rest of the corps. The Prince Royal remains in Moosburg and Deroi\’s division crosses the Isar and leaves Wrede\’s division to hold out at Landshut to contain the Austrian advance and allow the Bavarian retreat to the west.  
 
For their part, the Austrian decoys are already approaching the town of Vilsbiberg 20 kilometres from Landshut.

TURN 3

04/17/1809 – Clear weather

 
Event card: “Pont détruit”: Enables the player to destroy one of the bridges.
Reinforcements: Davout and Vandamme arrive with their army corps, as well as Oudinot who advances their arrival by 1 turn. Napoleon will arrive the next day having failed to obtain the required score.

 

Lefebvre gets 2PO this time, and withdraws the Deroi division crossing the Isar into Freising and takes advantage of the decoy\’s lack of Austrian presence to remove Wrede from Landshut. Davout gets 6 PO of his worth of 8 points and will attempt a defensive line between Regensburg and Donauwörth. Vandamme having obtained 3 POs, with the allies of Wurtemberg, will try to support him by moving from Donauwörth. Just as Oudinot that tries to support Lefebvre\’s Bavarian units

The decoy \»J\» has turned out to be a false rumor, so it has been removed from the board. The Austrians have managed to reach Regensburg, despite being somewhat late.

The global situation in the map in turn 3.

TURN 4

04/18/1809 – Clear weather

 
Event card: \»Estafette\» so another event card is chosen, which turns out to be \»Reconnaisance\» which allows one to discover one of the closest enemy decoys. 
 
Reinforcements: Napoleon finally reaches Donauwörth, Masséna\’s VIII corps arrives at Augsburg and Nansouty cavalry at Pottmes.

 

 
 
 
 
 
 
 
 
 
 
 

Napoleon heads to Augsburg to join Oudinot\’s II Corps. Masséna obtains 5 POs with which he goes to Munich, to secure the capital and achieve his strategic objective [it was an error for next turns, to send all the units to Munich]. Oudinot (5 PO) continues on its way to Ingolsdtadt. Vandamme heads towards Ingoldstadt from the north bank of the Danube, but he doesn\’t get any POs, so he remains in the same place. Davout (3 PO) remains en route to Hemau. Wrede\’s division of VII Corps crosses the Danube and arrives in Freising to join the rest of Lefebvre\’s units. 
 
The decoys continue their evolution but at a slower rate than required. Thanks to the event card we discovered the closest decoy, the \»M\», which also turns out to be a rumour without effect.
 

TURN 5

04/19/1809 – Clear weather

Event card: \»Berthier faute!\» as Napoleon is already on the board, the order to head towards Ingolstadt is ignored. 
 
Reinforcements: No reinforcements, since Rouyer has not been able to arrive a turn earlier.
  
Davout with 4PO progressively approaches Regensburg. Vandamme with 6PO can head further towards Ingoldstadt with all of his units. Masséna (4 PO) tries to reach Munich before the Austrians. Napoleon uses his 7 POs to reach Oudinot\’s body and head towards Neudstadt, preceded by Nansouty. Lefevre places his units on the route from Freising to Neudstadt, in case their movement has to be north or south, depending on the moment. The decoys continue their advance from Regensburg to confront Davout and from the South to try to conquer Ingoldstadt.

TURN 6

04/20/1809 – Rainy weather

Event Card: “Blesure” An enemy general loses his tactical bonus in a battle.

Reinforcements: Rouyer finally arrives in Augsburg. The entire French army is on the board.

Davout with 7PO retreats his advance towards Neumarkt, trying to concentrate all his army corps. Oudinot with 4 POs tries to reach Ingoldstadt, together with Napoleon. Masséna with 5 PO tries to secure Munich. Lefevbre moves its reserves north towards Neudstadt. Vandamme (3 PO) will continue north towards Eichstedt. 
 
The Austrians for their part are grouped around Regensburg and the rest of the army continues its slow march north.

To be continued in Part 2…

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Bavaria 1809 Napoleonic Campaign -solo mode- with Cyberboard

I finally decided to carry out the 1809 Bavaria Napoleonic campaign in solo mode, with the help of Cyberboard software, a simple but reliable software that doesn\’t require much time to invest in.Why Bavaria 1809 campaign? Was the first serious attempt for the Austrian empire to try to crush Napoleon after the defeat of 1805, and saw a series of interesting battles like Aspern-Essling, Eckmühl or finally, Wagram, and the first defeat of the Corsican as French emperor in Aspern. The armies were similar in numbers and had various phases: first an Austrian offensive, and Napoleon through the defensive to offensive.
 
Over the years, I\’ve tried it maps with Berthier software (square based grid), with hexagon boards, with offset squares, but there was always an impediment or another to complete their final design, or maybe it was my lack of consistency. I chose finally a Point-to-Point map (drew with Hexdraw software), because Napoleonic armies marched basically on roads and I think that PtP reflects much better those historic movements. Finally, instead of the classic square counters, flags as units, perhaps it reflects more the atmosphere with those old beautifully drawn Napoleonic maps.


SYNOPSIS:
 
This is a simple mini-campaign that can be played as a quick board game or by solving battles or skirmishes with miniature figures on wargames. The game attempts to simulate the first part of the 1809 campaign between the Austrian and French armies that took place on Bavarian lands, with a player manoeuvring French troops and Austrian actions being automated. The game begins with the Austrian invasion at various points from the east and a single French army corps, the VII, roughly at the centre of the board. 
 
 
THE MAP:
The map of the Point-to-Point campaign is the playing field, showing the area between the populations of Ulm and Passau, about 250 kilometres from West to East, and from Nuremberg to Munich, about 145 kilometres from North to South. The distance between nodes is about 10 kilometres. The main accidents, mountains, rivers and their various tributaries are defined. There are two strong cities that are Ulm and Regensburg. The latter is one of the key objectives of the campaign: the old Regina Castra, established on a site that, as Goethe put it, \»was destined to attract a city.\» It became the capital of the Dukes of Bavaria in 530 d. C. The Imperial Diet met there from 1663 until its dissolution in 1806.


THE COMPONENTS
 
The map is marked with geographic locations and accidents, all located on points also called nodes. French and Austrian counters usually represent divisions grouped in army corps. Austrian decoys are deployed entering Bavarian territory, at different points. We also have a series of event cards that condition the development of the campaign on either side. Decoys and regular units are represented by flags and Corps commanders move with artillery reserve in all cases. About 10 D6 dices to play, more or less. 
 
 

The player screen on Cyberboard: as usual, Game Turns, reinforcements (only French) the weather and Victory points (Moral factor don\’t count on the final version), and a pile of event cards.


People who had played \»Les Marechaux\» series from Vae Victis, will know this OOB format of Davout\’s 3rd French Corps. Both OOB, Austrian and French, are in the same way, Divisions are formed by force points (PF), each representing 1,000 infantry, 500 horsemen or 1 artillery battery. Every Division, Commander in Chief, artillery reserve and supply wagons are represented by a flag on the board, with their National flag and commander.  

 


 
THE GAME:

The Austrians always move first, until Napoleon\’s presence on the board, a moment from which the French will always move first. Each turn represents one day, for a total of 10 campaign turns. On the French side, only the Seventh Bavarian-French Corps of Marshal Lefevbre can place its units within a triangle delimited by the populations of Landshut (II18), Regensburg (HH9) and Donauworth (O14).
Austrian forces (decoys) enter the board at various points: with a 1D6 pull, the entry point is checked, and with a second 1D6 pull the forward points to the starting point, in the following order, from south to north:
1. Burghausen (RR25); 2 Braunau (U23); 3. Schärding (AAA19); 4. Passau (AAA16); 5. Rötz (NN3); 6. Naaburg (II0).
 

Turn 3. The red Austrian decoys try to conquer Regensburg (north of blue Bavarian units). As in reality, Bavarian light blue forces try to wait French allies and defend the Isar river bridges. The decoys movements are regulated by a 1D6 (initially \»6\» was a \»0\», but it was bad for the fluency of the game, and finally \»6\» and \»1\» are translated to a minimum of \»2\» points)
 

 


Turn 4. The Austrian decoy \»J\» with Wrede Bavarian division. Finally, no troops representing this decoy, so it\’s retired from the board (really, the screen).

 
 
 
THE RULES:

Rulebook of Bavaria 1809 campaign, based on Nic Birt\’s Agincourt Campaign, published in Lone Warrior #143, and a Napoleonic campaign test from General Nuisance\’s website. The player controls French troops and Allies, with automated movements for Austrian troops (regular troops and decoys). The mechanics of the battles, based on Altar of Freedom Campaigns from Greg Wagman and the Marshals series from Vae Victis magazine. As you see a \»mix\» of rulebooks, with 9 pages of homemade rules, in Spanish. If you are interested, please e-mail to am50424@gmail.com.

 
 
 
 
 
 
 
 
 
  
 
 
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 Over the years, I\’ve tried with Berthier software, with hexagon boards, but there was always an impediment or another to complete their design, or maybe it was a lack of consistency. Over the years, I\’ve tried with Berthier software, with hexagon boards, but there was always an impediment or another to complete their design, or maybe it was a lack of consistency.

Game "Moreau 1800". La Campagne d\'Allemagne, from Vae Victis.

A couple of years ago I bought a copy of the game \»Moreau 1800\», from Les Maréchaux series by the French Vae Victis, to play it for PBEM with a referee, myself. We started the campaign during 2019, but as usually happens on most occasions, the campaign did not end and only a few turns were played, but I decided to publish it as an example of the game.
We follow generally the rules of the game, except in the case of the Moral and Event rules that were set aside. The scenario we played, the first, The crossing of the Rhine, that describes the beginning of Moreau\’s campaign as he attempts to gather together his dispersed troops. The Victory conditions, for Austrian player only, control de cities of Kehl, Offenburg, Friburg, Donauschingen, Blumberg, Neukirch and Stokach, being +1 VP per zone.

The scenario is a point-to-point map, a classic from Vae Victis campaigns, and the units are division level grouped in armies or army corps. One player commands the French army, with Saint-Cyr in the center, Sainte-Suzanne in the left-wing, Lecourbe in the right-wing and Moreau in the reserve. The other player commands the Austrian army, with Nauendorf in the center, Sztaray in the right-wing and Reuss in the left-wing.

THE COMPONENTS

The point-to-point map of the campaign. The game has two maps, the other on the reverse side for number 4 to 6 scenarios.
The game counters.

THE CAMPAIGN

TURN 1

Referee map. The flags are the presence of units or decoys. The initial campaign map was in Cyberboard module, but the play was not in Cyberboard, only by pictures, and it was a big mistake, cause it was a great amount of time for me (the referee) to change the flags by units and vice-versa.
Map for Austrian player and movements.
Map for French player and movements.

At this point, it should be noted that each player had two maps: one with the positions of all the units that were used to mark the displacements, and another with the presence of enemy units only two nodes distance, with flags, a circumstance that was not well interpreted by the French player, for example, who sent me the movements with the map of flags, and not with that of units, and it was impossible to know if he wanted to move all units or only specific ones.

An explanation of movements to the referee… (theoretically)   

TURN 2

The referee map for second turn.

TURN 3

The referee map for third turn and a battle in Freiburg area.
The Freiburg area zoomed.
To the left, the numbers, with an MS Excel sheet, and the units involved to the right. Finally, the French player wins by his numerical superiority.

TURN 4

The map for French player in the fourth turn.

This was the last turn we played, one of the players had problems to answer the turns in a reasonable period of time and we decided to finish, two turns before the end of the campaign.

\»THE DEUTSCHE TRIBUNE\»

I also decided to make a fictitious summary sheet of the campaign, in the old way, to follow the campaign or to give information to the players.

CONCLUSIONS

Have the same support for players and referees, whether computer or paper.

– Only one map for the players.

Usually players move the pieces only to try to push the enemy units in front of them, without thinking of a broader operational objective. 

– Next campaign in solitaire mode… (only a joke)  

 

Juego. Batalla de Mianegas o de Bañolas (23-06-1813)

Como acompañamiento a nuestros artículos que tratan sobre la batalla de Bañolas o Mianegas (23-06-1813) en nuestro blog madre de \»El Rincón de Byron\»,  (http://byroncillo.blogspot.com/2019/08/banolas-y-la-batalla-de-mianegas-1813-i.html), nos hemos decidido a realizar un tablero hexagonal de juego para intentar reproducir la batalla de una manera simple. El mapa está dividido en hexágonos que representan 200 m de lado a lado, con sus unidades correspondientes y que se puede jugar con el reglamento de \»Napoleon at Waterloo\» de Jim Dunnigan. El orden de batalla lo teneis definido más abajo, por si quereis reproducir la batalla con otro reglamento cualquiera o aprovecha el mapa para cualquier otro enfrentamiento real o hipotético, durante la Guerra de Secesión, las Guerras Carlistas o la Guerra Civil Española.

As an accompaniment to our articles dealing with the battle of Bañolas or Mianegas (06-23-1813) in our mother blog of \»El Rincón de Byron\», (http://byroncillo.blogspot.com/2019/08/banolas-y-la-batalla-de-mianegas-1813-i.html), we have decided to make a  game board hex based to try to reproduce the battle in a simple way. The map is divided into hexagons that represent 200 m from side to side, with their corresponding units and that can be played with the rules of \»Napoleon at Waterloo\» game, by Jim Dunnigan. The battle order it\’s defined below, in case you want to reproduce the battle with any other rules or take advantage of the map for any other real or hypothetical confrontation, during the War of the Spanish Succession, the Carlist Wars or the Spanish Civil War.
Tablero de juego.

TABLERO DE JUEGO / GAMEBOARD:    Gameboard

Unidades españolas y francesas

UNIDADES / COUNTERS:  Counters

ORDEN DE BATALLA / ORDER OF BATTLE

Unidades españolas / Spanish Units
Regimiento de Cazadores de Baza
1 batallón
Regimiento de Fernando VII
1 batallón
Regimiento de Leales Manresanos
1 batallón
Cazadores de Ausona
1 compañía
Húsares de San Narciso
114 jinetes
Total aprox.
2300 bayonetas
114 sables
Unidades francesas / French Units
Regimiento 3e Légère (Bañolas*)
98 hombres
Regimiento 3/23e Ligne
369 hombres
Regimiento 1/60e Ligne
582 hombres
Regimiento 2/60e Ligne
763 hombres
Regimiento Chasseurs de Lampourdan
151 hombres
Regimiento 1/1 de Würzbourg 309 hombres
Regimiento 2/2/29e Chasseur à cheval 94 sables
Regimiento Chasseurs de Lampourdan 37 sables
Artillería Cía 60e Ligne – Bañolas 93 hombres
Total aprox.
2.266 bayonetas
131 sables
93 artilleros
3 cañones

(*) De guarnición en Bañolas [F.M.G.]

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Reglamento Pas de Manoeuvre!

Portada provisional del reglamento

Finalmente nos hemos puesto manos a la obra y sobretodo al teclado y también finalmente sacamos una versión \»beta\» del reglamento de nuestro modulo táctico de Pas de Manoeuvre! para dos jugadores.

No está 100% completo ya que faltan por ejemplo los modificadores en función de la cobertura del defensor y sobretodo un testeo un poco consistente del sistema de juego que esperamos desarrollar las próximas semanas si nuestro blog madre, \»El Rincón de Byron\» y nuestra vida \»real\» nos lo permiten.

Os invitamos a que le echéis una ojeada, nada nuevo sobre la capa del sol, no deja de ser un conjunto de ideas de otros reglamentos que ya conoceréis en su mayoría (o no), y que previo mezclado en la coctelera, esperamos haber dado con unas soluciones lo más coherente posibles.

Para que tengáis una idea sería una especie de \»El Triunfo de Napoleón” con más complicación en la resolución de su combate y con más variedad de unidades. Boven Simmons, su autor, huía de esa idea ya que entendía que era complicar el juego considerablemente, pero pienso que por intentar darle una vuelta de tuerca más no se pierde nada en intentarlo. Para acabar, recordar la provisionalidad del reglamento, inacabado en algunos aspectos, por lo que cualquier comentario y/u observación del mismo será bienvenido, en esta página o en el correo electrónico de nuestro blog \»El Rincón de Byron\».

NOTAS VARIAS

La génesis de este reglamento, o mejor dicho, este compendio de reglamentos, comenzó en el año 2015 y su origen se encuentra en dos juegos ya famosos: el primero, “El Triunfo de Napoleón” y originalmente “Bonaparte en Marengo” de Simmons Games, que marcaron entonces un hito en los juegos de tablero napoleónicos, al recuperar la estética del antiguo kriegspiel prusiano, simplificando la mecánica de combate entre las unidades y sobretodo renunciando al habitual mapa de hexágonos. Posteriormente han aparecido otras iniciativas similares, como los conocidos “Pub Battles”, “Travel Battles” o el menos conocido “Fleeting Glory”. El segundo, en cambio, era un juego de ordenador, “Battles of Napoleon”, de Strategic Simulations, Inc. (SSI), que salió al mercado allá por el lejano 1989, pero que considero uno de los mejores juegos de ordenador que se han pensado para la época napoleónica, y que se desarrollaba en un rejilla de cuadrados, similar a la nuestra.
Es un compendio de reglamentos como hemos dicho, porque es muy complicado querer ser revolucionario u original en un campo, el wargame napoleónico, que debe ser el período histórico del que más reglamentos se han escrito desde los inicios de la afición del wargame. En este compendio hemos tenido en cuenta docenas de reglamentos, que relacionamos en las Referencias al final de este reglamento, unos mejores que otros, pero que casi siempre tenían algún aspecto que poder incorporar, por ejemplo, como el sistema de reagrupación de las tropas en huida (“el Rally de los ingleses”) del reglamento de “Micronapoleonics”. Resumiendo, hemos tenido bastante en cuenta por supuesto la serie de “Eagles of the Empire” de Avalanche Press, similar en sus escala de juego y mecánica, así como un sencillo reglamento “Easy Napoleonic Rules” de Don Lowry, de recomendada lectura para cualquier aficionado.
La premisa inicial era tener las unidades en forma de bloques, todos iguales, y similares a los de Simmons Games – al contrario que el antiguo kriegspiel- para de esta manera favorecer la niebla de guerra. En nuestro mapa renunciamos también a los hexágonos, ya que a pesar de sus ventajas en el tema de las distancias, no lo vemos apropiado para formaciones lineales de la época napoleónica, haciéndonos eco de opiniones como las de Robert Cordery. Optamos por recuperar las áreas en forma de cuadrado, que dada la escala del juego, semeja más el juego basado en áreas de “El Triunfo de Napoleón”, y por qué no, también señalando una zona de reserva y otra de primera línea en las lindes. El utilizar un cuadrado (o rectángulo) condiciona la medición de distancias y el alcance de la artillería, pero tratamos de salvar este inconveniente con el conocido recurso de poder contar una diagonal solamente en cada desplazamiento o disparo de artillería. El otro punto pendiente es el uso de la orientación en diagonal de las piezas, pero dada la escala del juego el tamaño de la cuadrícula no nos habilita a ello, aunque sí que podemos emplearlo con las unidades de artillería.

EVOLUCIÓN GRAFISMO UNIDADES

AÑO 2017
AÑO 2018
AÑO 2019
MATRIZ UNIDADES AUSTRIACAS
MATRIZ UNIDADES FRANCESAS
MATRIZ UNIDADES INGLESAS
En cuanto al sistema de combate a corta distancia (fusilería o cuerpo a cuerpo) le hemos dado muchas vueltas, demasiadas tal vez, para tener un ratio fiable entre el número de bajas y el tiempo de juego. Nos agradaba mucho el “System 7 Napoleonics”, que divide las dotaciones en módulos de 20 soldados (10 para artillería), y utiliza una serie de tablas para la resolución del combate y aunque hemos conservado algo de la estética de sus piezas y el diferenciar las unidades de fusilería británicas (y portuguesas) de las del resto de naciones, por razones históricas, no nos decidimos por su sistema, sobre todo por el tener que utilizar varias tablas para resolver el combate. Aún a riesgo de ralentizar el desarrollo del juego hemos querido recuperar la esencia de algunos juegos de Pc, en que las bajas se contaban individualmente, no en módulos, ya que en algunas situaciones y reglamentos, se puede acabar con un batallón completo en una afortunada tirada de dados, de una tacada, cuando el sistema de batallas napoleónico -por lo general- era un lento goteo de bajas a lo largo de varias horas, en especial con fuego de fusilería. Esto obliga a llevar la cuenta de bajas aparte, pero como también se ha hecho tradicionalmente en muchos juegos de mesa. Con una sencilla hoja de cálculo podemos llevar la cuenta, o incluso con papel y lápiz sería factible hacerlo.
Las condiciones de victoria son las de otro juego de PC, “Waterloo Napoleon\’s Last Battle”, que tenía una estética cercana al 3D, como el primitivo “Battalia” de Peter Turcan, y que ahora vemos en tantos juegos modernos, como las series del “Scourge of War” o la de “Total War”. Son varios factores, pero tiene la ventaja de que toma en cuenta la mayoría de acciones que se llevan a cabo en un juego de estas características.


Hemos intentado simplificar al máximo la mecánica del juego, aunque siempre habrá situaciones que se nos escapen y que serán resueltas, si podemos, en futuras modificaciones o por el deseo o la experiencia de los jugadores. Obviamente cada simplificación realizada nos aleja del rigor histórico, de los frentes y profundidades de las diferentes tropas, de sus formaciones o desplazamientos en el campo de batalla, pero alterando también el deseado ritmo del juego, por lo que como rezaba un ingenioso dicho de Tristan Pannerec, autor del juego de ordenador “Field of Strategy”, que venía a decir, más o menos, “si usted está interesado en saber el grueso correcto de la puerta de la Granja de Hougoumont, este claramente no es su juego” 

Bavaria 1809. Campaña napoleónica PBEM (II)

Con la inestimable ayuda de Juankar en el bando francés y AlfSilva con el bando austriaco y el que escribe como amo del calabozo, comenzamos una partida PBEM con la campaña de Baviera de 1809 como trasfondo histórico.
La \»novedad\» pretendía ser el utilizar como soporte una hoja de MS Excel, para llevar juntamente los mensajes, el mapa, el tiempo, y las reglas de la campaña, en vez de utilizar los habituales Vassal, Cyberboard, etc. Las unidades eran los cuerpos de ejército de cada bando desglosados en sus divisiones, comandante y vagones de suministros. El mapa estaba hecho con los propios símbolos de las grafías de Excel y superponiendo objetos gráficos como unidades. Como el aspecto visual no era lo suficientemente llamativo (de hecho quedaba muy \»cuadriculado\»), finalmente superpuse en la hoja correspondiente un jpeg de un mapa hexagonal confeccionado con Hexdraw para facilitar y regular mejor los movimientos de las unidades.

LA HOJA EXCEL

La hoja Excel tiene seis pestañas: la pestaña de Misivas, para establecer la comunicación entre el árbitro y el jugador y transmitirles los Puntos de movimiento de cada cuerpo de ejército o si el ejército contrario ha ocupado alguna localidad/objetivo o alguna de sus unidades se encuentra en el radio de detección de las propias. La pestaña del Mapa nos marca la ubicación de las unidades del jugador, una vez efectuados los movimientos por parte del jugador. La pestaña del Clima nos marca  
Misivas jugador/árbitro
Mapa con las posiciones de las unidades del jugador
Clima de cada uno de los cuadrantes
Posición de cada una de las poblaciones en el mapa.
OOB/OdB del ejército del jugador, en nuestro caso el austriaco
Reglamento de la campaña.

PROS

– El hecho de no tener referencias del contrario hacía que los movimientos fueran más cautos de lo acostumbrado, y con ello la rapidez en las unidades. Visto desde la perspectiva del árbitro no dejaba de ser llamativo.

– El poder llevar a cabo una interacción más o menos regular en el tiempo con los jugadores, aunque no impidiera que los turnos de campaña jugados se hayan desarrollado en unos 3-4 meses.

CONTRAS

– El hecho de no dibujar carreteras simplificaba el movimiento, pero al final se producía el lógico apelotonamiento de piezas en el frente, más propio de conflictos contemporáneos.

– La baja capacidad de movimiento de las unidades, cuyos Puntos de Movimiento se daban por tantos puntos como dados 1D6 de valía del comandante. (comandante de valía 4, Puntos mov. = 4D6) En el 5º turno de la campaña los cambié a 1D12 (comandante de valía 4, Puntos mov. = 4D12) , con lo cual la capacidad de movimiento de las unidades mejoró inmediatamente.

– Las unidades sueltas dependían para su movimiento del comandante más cercano, extremo que no siempre se llevó al día.

– El hecho de tener de soporte hojas de Excel, hacía que con mayor número de piezas en el tablero, la capacidad de refrescar la pantalla fuera cada vez más lenta.

CONCLUSIONES

+ Experiencia positiva, aunque laboriosa

+ Próximos mapas con caminos principales y secundarios.

+ Capacidad de movimiento constante desde el principio.

"Dice tray" casero.

La caja, nuestro \»dice tray\» una vez terminada.
Aprovechando los restos de un caja nido de las que se venden en las tiendas de animales, me dediqué el fin de semana pasado a hacer lo que los americanos llaman \»Dice tray\», una caja generalmente en forma cuadrada, rectangular o hexagonal para poder lanzar los dados sin que se nos vayan a la cocina del impulso. Estuve tentado también de montar una \»Tower dice\», una torre para lanzar los dados y que ocupan un espacio limitado, pero no me veía utilizándolo de una manera prolongada, aunque hay verdaderas obras de arte en Internet que se ha hecho la gente de una manera más o menos artesanal, incluso con piezas de Lego.
El montaje no tiene ningún secreto, una base y cuatro paredes encoladas o pegadas y un fieltro adhesivo verde en el fondo y en los laterales. En principio el montaje se iba a realizar con clavos, pero las paredes de los laterales no eran excesivamente anchas, 6 mm, por lo que opté por pegarlas con pegamento para madera.
La madera inicial.
Sargentos para sujetar bien las piezas con pegamento.
La caja ya montada, de unos 5 cm de alto
Barnizado con este barniz-tinte efecto palisandro.
La caja ya barnizada por sus caras exteriores.
Los perfiles de acabado iniciales, demasiado grandes.
El papel adhesivo de imitación terciopelo de color verde.
Finalmente el acabado con unas tiras de 2 mm, barnizadas con barniz Vallejo.
Aprovechamos el mismo papel adhesivo para unos topes.
El conjunto ya acabado.

Table board for Pas de Manoeuvre wargames…one more step beyond!

Reading time: 2 mins.

As «One step beyond» lyrics from «Madness» pop group said, I decided to go a step further and transform my tableboard (Tableboard for Pas de Manoeuvre wargames) for my Pas de la manoeuvre! rules and turn it into a sort of «kriegspiel» table with wooden MDF squares of 10x10x0,12cm (4″x4″x0,05″) of different heights, adding the terrain elevation factor.

To keep each square into position and avoid «jingling pieces» in motion by some random stroke I bought a bag of plastic crosspieces of 1mm wide attached to the board with Ceys glue.
Plastic crosspiece for ceramic floors and walls.
The final result: squares of 10cm (4″) , and the previous version of 6cm (2,36″) black squares

To gain time (as Napoleon warfare style) with the work of placement and marking of wooden blocks, I made a cardboard template, marking the center and half of each side, with a permanent blue pen.

To simulate the contours of the terrain, I bought MDF wooden boards of 0,03cm (0,01″), which kept giving different ways.

La imagen tiene un atributo ALT vacío; su nombre de archivo es P2130193.JPG
La imagen tiene un atributo ALT vacío; su nombre de archivo es P2130194.JPG
Cutting the pieces.

Tableboard for Pas de Manoeuvre wargames

Reading time: 2 mins.

With the remains of a box for a shower plate that someone left on the street near my home, I made a support for a dark green slate board, 120 cm x 70 cm (47,24 in x 27,56 in), to draw a square grid of 6×6 cm (2,36 in x 2,36 in). The previus design with MSExcel was for a square grid of 8×8 cm (3,14in x 3,14 in).

The wooden shower box plate.
A side view of the rudimentary box
The dark green slate is glued with wood glue to the surface of the box. Various books of some loss-house encyclopedia transform their cultural destination in constructive destination. 
Crosses of 2 cm (0,78 in).
The final size dimensions are 21 x 12 square grid, for a scale of 200 meters/square, a total of 4,2 km x 2,4 km, a relatively comfortable scale for a small Napoleonic battle.
The edges of the table finished with a molding
Big failure! The weight of the molding table and the little surface base surface makes the joint totally unstable, so you have to add a little weight in the base so that the table does not tilt dangerously.