Wednesday, 1 November 2017

General de Brigade Command and Control

In response to queries about how I have adapted Sam Mustafa's command and control system from his Grande Armee rules I provide some basic detail here. I am loathe to publish the full reworking for fear of breaching copywright laws and also out of respect for Sam's hard work.

Turns are broken down into 4 phases for command and control purposes with each phase being one complete GdeB turn. (I work on the basis that 4 GdeB turns or phases = 1 hour). At the start of the 4 phases the CinC rolls 2D6 and to this he adds 1 for each brigade C/O, 2 for each divisional C/O and 3 for each Corps C/O. If an Exceptional CinC then add 1/3 and if poor deduct 1/3. The result is the number of pips (I use counters) he is allocated for that 4 phase turn. Each of his subordinate commanders (not brigade C/O's) rolls in a similar fashion to ascertain the max number of pips each is able to hold for that turn.

The CinC then allocates pips to his immediate next in line commander. e.g. Army CinC to Corps, Corps to Div and so on. He deducts one pip for each 20cm band distance away to his sub C/O. e.g. if a Corps C/O is 50cm away then 2 pips are deducted from the CinC's pot. The Corps C/O undergoes the same process to allocate pips to his Div C/O. Any pips still held by the CinC or the Corps C/O can only be used for morale rerolls until the end of the 4 phase turn when the above process is repeated. Any surplus pips cannot be held over until the next turn.

Div C/O is different in that he can allocate up to 2 pips to his Brigade C/O's each phase depending on how far away they are from him in 12 cm bands. So up to 12cms 2 pips, 12 - 24cm 1 pip, 24 - 36cm 1 pip at the cost of an additional pip, over 36 cm no pips.

The Brigade C/O then rolls 2D6 plus one dice for each pip he has been allocated and consults a chart to establish if he will act as ordered. An exceptional Brigade C/O can add or subract 2 to the die result and a poor C/O will subtract one. Any 2 dice can be use from those rolled.

Results will be retire, hold, active, attack depending on whether in charge reach or not.

Any detached units get their own 2 die roll but cannot be allocated any pips and they suffer a penalty from being out of command range.

I hope that this has provided a flavour of the Command and Control system I use which is not quite the same as Sam's. For further ideas I urge you to buy Sam's excellent rules which even if not used in their entirety, provide lots of good ideas to be used in your games. His command and control system provides for that added 'friction' in a game without getting bogged down and makes you think how you are going to allocate your limited pips. His free fast play version can be downloaded from here http://www.deepfriedhappymice.com/html/gw_ga_fastplay.html

Tuesday, 31 October 2017

Battle of Corunna 1809

Battle of Corunna 
16 Jan 1809
6mm

Sir John Moore's tomb in San Carlos Gardens, Corunna.
Visited 24th October 2017
Working through the Peninsular war it was time to have a go at Corunna. Using slightly modified General de Brigade rules and Baccus figures on a figure ratio of 1:20. The rules modifications are still a work in progress chief of which is a command and control system imported from Sam Mustafa's Grande Armee rules which have been altered slightly. I have removed skirmishers in their entirety which will not please purists, but in this scale I have found them too fiddly and slow the game down. The game was played solo with die roles and the combat and control system providing the surprises!
British commanded by General Sir John Moore.
French by Marshal Soult.

Continued -

Saturday, 12 September 2015

Battle of Quatre Bras using General de Brigade Rules

This was a first attempt at this battle using the Deluxe Edition General de Brigade rules.

Foy's 9th Division were tasked with capturing Germoincourt before attacking Quatre Bras. Bachelu's 5th Division took the right flank attacking towards Quatre Bras from the north supported by the 2nd Cavalry Division. The Guard Light Cavalry anchored the left flank. Most of Perponchers 2nd Netherlands Division were positioned in Bossu Wood and across to the village of Quatre Bras.

Bachelu's division swept aside the 27th Dutch Jaeger as they swung towards the north of Quatre Bras. Foy's division however struggled to capture Germoincourt due to the stubborn resistance of the 5th Dutch Militia. They only fell back after suffering severe losses and delaying Foy's advance.

Merlen's Netherlands light cavalry brigade arrived followed by Picton's 5th Division who were immediately moved towards the allied left flank blocking Bachelu's march. Pack and Kempt's brigades lead supported by the 5th Hanoverian Brigade.

Meanwhile Jerome's 6th Division arrived on the French side and moved to attack Bossu Wood. They were followed by the heavy cavalry of the 11th Cavalry Division which moved to support Bachelu.


Tuesday, 16 June 2015

Rebasing 6mm Napoleonics

With the rebasing of all 6mm Naps to change to General De Brigade rules well under way (approaching half way mark) this has slowed down the painting of new figs considerably. Questionable whether last year's record can be broken!

Friday, 19 December 2014

Waterloo Complete

With the introduction of the new Baccus Grenadiers a Cheval they have now been painted up completing all the figures required for next year's refight.
Only one problem! I have now decided I would rather fight this using General De Brigade rules which means rebasing the entire forces involved and painting up approx 2000 new figures. There is no possibility of completing this before the 200th anniversary of the battle so I will continue to use them as they are and my reworked version of Grande Armee rules. Eventually though this will be refought as I wished I should have done in the first place!

Monday, 20 October 2014

Prussians Completed

Prussians for Waterloo completed today. Only 3 bases of French Guard Cav left as soon as Baccus releases the resculpts. Will start on the Waterloo board in the new year

Saturday, 21 December 2013

French Army near completion

Just now awaiting Baccus to update their range of Guard Cavalry and Guard artillery and I can finish the French army for Waterloo. In the meantime made a start on the Prussian army which must be completed next year prior to refighting the battle on the 200th anniversary in 2015.

Hopefully will find time to complete the 10mm AWI for the Battle of Lexington and Concord next year. And also find time to fight the battle of Solum now that all the figs are painted and ready.

Sunday, 9 June 2013

Allied Army completed for Waterloo

At long last the allied army for Waterloo is now complete. Onwards now with the French which are a little over halfway.

Also completed Italian armoured cars which has finalised the figures required for the Battle of Solum in 1940 North Africa.

Saturday, 20 October 2012

6mm ACW Full On

With a hiatus during the summer months due to retirement adjustments only minimal painting and that was 6mm Naps. Now full on 6mm ACW painting for F&F with interruptions for painting scenery.

Thursday, 22 March 2012

Rebasing Ancients complete

A delay on the 6mm Naps as I finished rebasing the Carthaginians and Republican Romans on DBX bases ready for Hail Caesar. Finished that is apart from Numidian infantry which I will complete in due course.

Also a diversion started this month with a start on 6mm Early Imperial Roman and Ancient British to be based loosely on DBX sized bases for Hail Caesar. Project will be to complete both armies for the Ancient British scenario in the rule book. Applying shield transfers to the Romans is fiddly but does look good.