Wednesday, May 28, 2025

French & Indian War at March To Victory

  

March To Victory was a month ago; I ran a 54mm-scale game of Fistful of Lead: Bigger Battles. In fact, I ran it three times! I decided to run a slightly smaller game than I usually do. . . easier and faster to set up and more amenable to finishing a complete game in a reasonable amount of time. The table was 5 feet x 6 feet and there were 6 units per side; the French Colonials and their Native allies on one side and the British and their colonial subjects on the other. The scenario came directly from the Big Battles rule book: "Scenario 4 - Hold for Reinforcements." The hill (high ground) was the objective for both forces. The Defender begins in possession of the hill with half their forces and are permitted to place their "hasty" fortifications where they want. The Attackers enter the table on their first turn on the edge closest to the fortifications. The remainder of the Defender's forces come onto the further edge on their first turn. Whoever holds the hill at the end of the game (nightfall) wins.

I did make one major change to the Big Battles rules. Extensive reading around the F&IW era has led me to the conclusion that though bayonet charges happened, melee as a result was very rare. Sometimes attackers could not be convinced to charge, and more often the targets of charges fled rather than face "cold steel." In my opinion, melee should be a rare event in this period. So, I added a test for charging into contact based on the Charge Table from my other go-to rules for the F&IW, Muskets and Mohawks written by Two Hour Wargames. We had 7 charges test over the 3 games and none of them ended in melee; in one the attacker failed to charge and in the others the defender fled before contact. Felt about right to me!

I changed my approach to unit traits, too. I used the Line Regular troops as the performance "baseline" and then added positive or negative traits to other units in comparison. I further added a Unit Leader trait to each unit rather than giving a straight-up morale/rally boost to try to give different units more "personality." For instance, Regulars have no traits of their own, but their Unit Leader trait is "Steady," giving them a shooting bonus as long as their leader is alive. Grenadiers, Highlanders, Light Infantry and Natives have additional/unique positive traits and Provincials and Militias have negative traits by comparison.

If you are interested inseeing these rule amendments, Wiley Games has a free PDF download here. Make sure you receive the PDF marked "Cluck Amok version 3/20/25." Give Wiley Games a shout if not and they will update the link.

Following is a brief description of each game with some photos. Enjoy!

Game One had the British defending. The hasty defenses were placed on the hill and manned by "green" Provincials. The British commander could have placed more troops behind the cover but chose not to, and being green (and rolling a 2 on the Charge Test!) were chased out of the defenses by a successful French charge. The British were never able to recover; French win.















 

Game Two had the British defending again. The same commander from the last game decided to place the defenses at the crossroad, manned by Light Infantry, and to try to hold the hill with his Regulars. The French Regulars assaulting the hill delivered more destructive volleys than their British counterparts and again, though the defenses were never taken, the hill was. French win.



















We flipped the script for Game Three with some repeat players. The French defended, placed the defenses on the hill and packed it with Regulars. The British marched right into the teeth of the French Regulars behind the works and were mauled before they could mount a real assault on the hill. French win, as the defenders this time.











 

Everyone seemed to have fun. In fact we had some players come back for a second or third try! It was great to have the toys out again.

See ya!


Tuesday, April 15, 2025

"Yeah, I'm thinking I'm back!"

OK, so I'm not exactly John Wick, but after a two-and-a-half-year-long absence from this blog I thought my return required a little drama. No promises going forward; we'll just see how regularly I am motivated to post.

Since my last post referenced Phil Barker, the author of the DBX rules system, it seemed appropriate to focus this post on the most recently published addition to the DBX family: De Bellis Fantasiae

De Bellis Fantasiae (DBF) is the result of the continued development work of the authors of D3H2, which was itself the attempt, with Phil Barker's approval, to bring the Hordes of the Things 2.0 (HOTT) fantasy elements into line with the then-new DBA 3.0 revised mechanics. You may see my previous posts on D3H2 for a fuller explanation, but the big changes to HOTT included measurement in base-widths instead of "paces," the ability to apply "Fast" and "Solid" characteristics to HOTT's fantasy elements and an amended points system to determine element (unit) cost. DBF has furthered this evolution. After "publishing" D3H2, the authors continued to make "improvements" to the DBX system in regards to ease of play, plausibility of historical results and even presentation.

Presentation has been overhauled. Since the book is a Lulu print page-count is less of an issue, so full-color has been used throughout, type is bigger and diagrams have been placed alongside the relevant text. Extra words were used to help better explain rules in an attempt to reduce the "Barkerese" that some people have complained about over the years. FYI, I never had a problem with the writing style.

The element point system has been completely revamped, ranging from the expensive Aerial Hero at 17 points down to Skirmishers, Hordes and Light Mounted at 3 points. Making an element a General costs an additional 10 points. Mages (Magicians) are purchased at Levels from 1 to 5, and a new Magic system allows for some varied spells at escalating PIP costs.

The new point system lets you play small DBA-style games at around 75 to 100 points as well as larger "Big Battle-style" games with multiple commands/generals in the 200-300 point range.

Combat resolution is basically unchanged, but there are some new tactical factors and some "Special Rules" (traits related to training or specific weapon use) that change some interactions. Some of these are tied to specific fantasy army lists - 60 different lists from literature and mythology are included in the book - but all could be applied to other fantasy, or even historical armies as the user sees fit. Indeed, using DBA and/or DBMM army lists as reference these rules can be used to build and play with historical armies as well as fantasy. I consider DBF a great new "toolbox," and really like all the changes.

Oh, and there are new campaign rules, too. If you like the DBX system (I do!), you should check out DBF.