In between counting and photographing vintage Minifigs, I fancied a quick and easy bit of gaming with my 6mm Risorgimento 1859 armies. I have to thank Bob Cordery for his most timely pointing out that the latest 'Dominion of..' rulesets to be release included Dominion of Otto von Bismarck, which cover the period from the Crimean to Franco-Prussian wars. at around £5 from Wargames Vault, they looked worth a try.
As you may be aware, these are very simple rules, designed for solo play and using only about 6 units per side, so games can be played in pretty quick time - and from my experience with the Pike and Shot version, they have some interesting and subtle mechanisms. In this case, Infantry are defined as 'Line' (mainly relying on firepower) or 'Column' (mainly fighting in assault columns), and this seems a fair reflection of the period. Artillery can be kept in the 'reserve' area and used for bombardment in support of attacks by other units, which can be very effective.
The rules include scenarios and army lists for 24 historical battles, one of which is Palestro 1859, which suits my current 'Piedmont vs Austria' setup (really must get some French next!), and with the forces comprising five or six units each side, very easy to find armies for. So I gave it a go, and here is the intial deployment - Peidmontese nearest the camera.
Historically, the Piedmontese had counter-attacked the invading Austrians and re-taken the village of Palestro on the River Sesia, and the Austrians then attempted to push the Piedmontese out of their defensive positions. In the suggested scenario, Piedmont has three 'Line' Infantry units in defensive positions ( denoted by the walls ) as their front line, with the right-hand unit also being Elite status - these were the French 3rd Zouave regiment on the day, but I used Piedmontese Grenadiers (must get some French next!). That unit was concealed (hence trees) and could not be bombarded by artillery until they had revealed themselves by engaging in combat. In reserve (back line) they had two 'Column' infantry units, which were deemed 'unreliable' to simulate the uncertainty of reinforcements arriving. 'Unreliable' units have to roll a die before their first combat - they will either rout and be eliminated, or become 'regular' and fight as normal. You might have noticed that I deployed 'Column' units in a sort of T-shape formation representing the attack column with skirmishers out front, and 'Line' units in simple blocks.
The Austrian force had three 'Column' infantry units on the front line and ready to attack, plus two more 'Column' units and one Artillery unit in Reserve - the latter being able to fire in support of attacks by the front-line units. So, they had the advantage of one extra infantry unit and supporting srtillery, but were facing 'dug in' defenders, one unit of whom had Elite status. And so, to battle..
The basic turn mechanism is for the attacker to go first and specify one sector of the table (Left, Centre or Right ) to mount an attack, with combat taking place between the opposing front-line units in that sector ( note that since this is a solo game, it's easier to keep the same sectors as 'Left' or 'Right' for both sides - in this case, as per the photos ). Once that attack is resolved, the Defender takes their turn to attack in their specified sector. The choice of sector is decided by the active player rolling a die - they may be able to choose their attack sector, or have the choice forced upon them, depending how the die roll goes. So there's an element of uncertainty in that decision, the Commanders are not in complete control of their forces and fighting may break out in unintended places - which seems quite a reasonable, 'fog of war' effect.
Turn One opened with an Austrian attack in the Left Scctor (having rolled a high enough score to choose), where on of their 'Column' Infantry faced an entrenched Piedmontese 'Line'. The Austrians could also have their Artillery fire on the enemy unit first - it did so, but missed. In the subsequent combat, 'Line' units fire first (all combat rolls are one D6), but have less chance of scoring a hit, then surviving 'Column' units can charge home, with a better chance - rather subtle. In this case the Piedmontese shooting was too good, scoring a hit and eliminating the attacking Austrians. An eliminated unit must be replaced from Reserve - so one of the two reserved Austrian 'Column' units stepped up. In the Piedmontese turn, the Die decided on a 'Centre' attack; there were no Piedmontese artillery, so no bombardment. In the combat the tables were turned, with the Peidmontese scoring a 'miss' and the Austrians rolling high - the Piedmontese unit was Eliminated, and had to be replaced by one of the two 'Unreliable Infantry 'Column' units from Reserve. Each side lost one unit in Turn One, but perhaps Austria did better, knocking out a dug-in unit which was only replaced by 'Unreliable' reserves.
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Turn One: Piedmont centre weakened? |
Turn Two started well for Austria; again getting choice of attack sector, they chose the Centre. Their artillery missed again, but the 'Unreliable' defending Piedmon unit rolled low on its reaction test, and promptly routed! It was replaced by the second, and last, also 'Unreliable' unit from reserve. Piedmontese pride was restored on their turn; the die roll forced them to attack on the Left, but their 'Line' unit there rolled high and defeated the opposing Austrian 'Column' unit. It was replaced by another 'Column', leaving only the Artillery in Austrian reserve. Losses still even at two units each, but that Piedmont centre looked quite worrying, and reserves were denuded..
Turn 2 : Front lines holding, but Reserves almost gone |
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Turn 3 : Piedmont Left gone - is it all up for them? |
Would Turn Four spell the end for the Piedmontese? The Austrian die roll denoted fighting breaking out on the Right, where all had been quiet until then - and here lurked the Elite Piedmont Grenadiers. As noted above, these were concealed and could not be bombarded by artillery, so the Austrian Column had to fight unsupported - and were promptly shot down by the Grenadiers' musketry. This was a double blow, as it forced the Austrian artillery to come out of reserve to fill the front line gap, leaving it unable to bombard in support of other sectors AND facing an Elite enemy! On Piedmont's turn the worst promtly happened for Austria - the die roll decided on the Right sector again, and the artillery were sent packing by the Piedmont Grenadiers! That Elite unit had really proved its worth.
Now the opposing sides are each allowed one attempt to 'Rally' and bring back one routed unit, and at this point ( luckily I remembered the rule!) both sides took advantage of that - and both sides rolled high and succeeded. The Austrians were able to rally their Artillery (hmm, perhaps an Infantry would have been better?) and put it back in place on the Right, and Piedmont rallied one Line Infantry, and filled the gap on the Left. With three units each left, the Piedmontese had held things together, at least, and their Grenadiers looked well placed for potential further success.
Turn 4 : successful Rallies fill the gaps |
Turn Five opened with the Austrian die roll indicating combat in the Centre, where Column faced Column, so combat rolls would be simultaneous - but first the 'Unreliable' Piedmont unit must test, and failure could spell disaster. The die was rolled - success, the Piedmont unit held its ground! Better yet for them, in the ensuing combat the Austrians were defeated, leaving their Centre wide open, no reserves available. The Dice Gods were merciless then - the Piedmont roll indicated 'Centre' again, and this allowed the unopposed Piedmontese centre unit to attack the flank of the Austrians on the left..
Turn 5 - Piedmontese flank attack |
In a flanking attack, the attacker gains an advantage on its die roll and the defender cannot fight back - and the Piedmontese attackers rolled high. The last Austrian Infantry unit was sent routing, and with only their Artillery unit left to oppose three enemy units, Austria was soundly defeated!
How it ended - only Artillery remain for Austria! |
So that was that; I rather enjoyed the game. For such a simple syatem, there are some interesting and subtle features which felt 'right', and for fans of quick games, it probably would have taken only about half an hour, had I not been taking plentiful notes and photographs. Apart from just 'a quick game', the obvious use for this would be for a 'mini-campaign' where map moves could generate multiple battles which could each be resolved very simply and quickly. I also think that it would be interesting to 'tweak' and add to the rules; I think it might be worth making 'bigger' games, perhaps increasing the number of sectors on the board and/or maybe the number of units per sector, and perhaps bringing in more terrain effects and thus enabling more 'meaningful' terrain to be placed? My only hesitation about the basic system is that the commander's choices can feel quite limited ( the downside of the die roll for sector choice), and there isn't really a concept of 'manouevre' - would it be good to be able to move units between sectors, to bolster weak points or reinforce successes? I'm sure others have been thinking along some or all of these lines.
For a quick and simple game, that has set quite a few thoughts running, as well as simply being enjoyable. I hope my description has been of interest to you, too!
Now I need to get back to sorting through the 'Minifigs haul' - more pictures to come soon, Probably before that happens, though, I am lucky enought to be promised a bit of 'Face to Face' gaming this coming week, with Black Powder's Pike and Shotte variant and Edgehill 1642 as the scenario, which promises to be interesting and fun, and will be fully reported in a future post, if possible. Until then, keep well everyone and (if in the UK) enjoy your holiday weekend!
An entertaining battle report in which you described the workings of the Dominion of.. system clearly. I think the system is best suited to battles where either the forces operated in three groups - such as the three 'battles' of medieval armies, or the wings of Horse and centre of Foot in many English Civil War battles - or an attack upon a defensive position, as in your battle. But not all battles can be shoehorned into three zones so easily. In the case of Waterloo, for example, one would surely need more zones: Chateau Hougoumont; the Allied left, attacked by D'Erlon's I Corps; the Allied centre/right which saw the massed cavalry charges and the final attack by the Guard; and the area around Plancenoit once the Prussians arrive. I suppose the latter could be fought as a separate, simultaneous Dominion battle, with Napoleon having to remove troops from the Mont St Jean battle Reserve area to reinforce that of the Plancenoit battle.
ReplyDeleteLike you, I would like some opportunity to manoeuvre, to move into other sectors and to have more than one unit in a sector to prevent such a significant area of the battlefield being denuded of troops in one fell swoop by the rather drastic combat system.
I know Bob is going to experiment with more sectors, as described on his blog, but wonder whether all the tweaking would simply result effectively in a return to the original Portable Wargame, albeit with slightly different shooting and combat resolution systems?
Thanks very much Arthur, glad you enjoyed that! I agree, the game is well suited to battles/periods with well-defined 'wings'; I suppose one might rationalise it for later periods by assuming each sector is a Division or a Corps? I would like to get some element of manoeuvre into the game, and i think perhaps allowing mulitple units per sector and/or the ability to move between sectors might facilitate this. I take your point about ended up back where we started with another Portable Wargame! I did rather like the combat system, I think that's the best feature for me. Multiple units in a sector might make it a bit less drastic! I'll be interested to see what Bob comes up with..
DeleteGreat battle report! I'm enjoying using these rules as well. They really come into their own when used as part of A campaign.
ReplyDeleteThanks very much, Mark! I agree, these are crying out to be used in a fast-play campaign.
DeleteI tend to agree with Arthur. The system looks suitable for the archetypal '3 Battles' of Med/Early Modern periods or attacks on prepared positions/battles with impassable flanks.
ReplyDeleteLooking at the pics I have to ask where did you get the trees? Just what I'm looking for, for my Italian battlefields.
Thanks Chris, indeed Arthur makes a good point.
DeleteThe trees are from Heroics and Ros, very simple metal castings and about 75p each, I think. I just gave them a coat of green paint, and brown for the trunks, and bingo! They were attached to the board with Blu-Tak, tbh - must put them on some sort of base..
David,
ReplyDeleteI have to admit despite being intrigued when I first saw them on eBay, after reading a bit about them, they don't do much for me - each to their own. I will say your set up is more aesthetically pleasing than most games I've seen using them!
Neil
Thanks Neil, indeed 'each to their own'. I think they 'scratch an itch' if a quick and (brutally) simple game is required, but I was quite impressed by the subtlety of the combat system and the way it handles 'Line' and 'Column' infantry doctrines.
DeleteI think they would work well for a quick-play campaign; I could not resist acquiring the 'Frederick the Great' variant as well, and am thinking 'how about Soldier King for the campaign?' - of course!
DB, this is a good battle report from your game, well-written with helpful commentary throughout. Very minimalist approach to forces with these rules and the table looks like a Medieval battle. Have you considered replaying the battle using NT 19C and comparing the two?
ReplyDeleteThanks Jon, I was pleased with how the game and the report went. That's a good idea to play the same battle using Neil Thomas' rules, I will have to give that a go. The author of these certainly has a knack for simple but surprisingly sophisticated mechanisms, just like 'NT' himself!
DeleteVery interesting, with 5-6 units per side, plenty of scenarios, army lists and fast play nature, they look like they could stand direct comparison with One Hour Wargames from Neil Thomas, certainly from a gaming ethos if nothing else.
ReplyDeleteThanks Norm, I think the spirit of this system has quite a lot in common with Neil Thomas' output. There are scenarios for 24 battles in the booklet, and these could no doubt inspire 'army lists' for the various nations for fictional battles. I have enjoyed using these rules - next up, the 7YW version!
DeleteYou have taken these rules to another level with your scenery and figures. I popped the rules aside as a tad sterile but I will need to think again…
ReplyDeleteAlan Tradgardland
That's very kind of you, Alan! I did want to introduce a bit of 'terrain' even if mostly decorative - using walls to denote troops in prepared defensive positions, and trees in front of the 'concealed' unit seemed appropriate. For figures, I just used the existing units I had - there's no worries about basing or grid size.
DeleteInteresting report David. Like you, I would probably tinker with the rules to add zones and include something that gives a nod to manoeuvring troops. I can see their advantages even though they don't seem like they would scratch my itch. It's a matter of what works for you and feels good.
ReplyDeletethanks Richarnd, glad you were interested. I am considering some tweaks to allow for manoeuvre, that seems like a must-have. I did like the combat system, simple but clever! At my current point of having only small forces, these are a good way to get them on the table, at least, and a quick campaign might be fun!
DeleteA very nice game and an informative report David. I've been (slowly) working through the DofNB battles and find them a lot of fun.
ReplyDeleteThanks MJT, these are obviously right up your street! Glad you liked the report.
DeleteYou’ve taken the who,e look of the game to a higher level thanks to your use of larger units and proper terrain features. It now looks like what most wargamers would regard as being a ‘proper’ wargame and should make the whole concept much more attractive to people who haven’t used the rules so far.
ReplyDeleteI loved your battle report as well, which read very well indeed. It made it fell as if this was a real battle rather than a wargame. Double plus good!
All the best,
Bob
Many thanks Bob, high praise indeed! I did think the terrain items improved the look of things, at least, and some of them were appropriate for marking defences etc. The buildings were purely for decorative effect! I thought the use of multi-base units was also a good way of indicating formation etc, given that 'Line' and Column' are important features.
DeleteI do enjoy writing battle reports, I suspect Charles Grant's books have been a big influence!
Despite minimal “extras” (i.e. more terrain, buildings, roads, trees etc on the battlefield - none of which are required under the Dominion rules anyway) your narrative battle report feels quite realistic and the whole thing looks convincing. Well done 👏👏
ReplyDeleteYour armies look good. At first I assumed the figures were probably Irregular Miniatures but, on reading your blog further, I see they are a mix of Baccus minis and Commission Figurines lovely MDF chaps. They mix together quite well.
Cheers,
Geoff
Thanks Geoff, glad you liked my report!
DeleteYou have correctly identified the figures, I think they work fine together. French army next...
This Dominion of.. version allows artillery in reserve to support a sector each turn? May have to get that version too.
ReplyDeleteThanks, 'Spearhead'. Yes, artillery can be used to bombard the target sector and 'soften up' the enemy there before the main combat, which seems about right.
DeleteI'm glad you enjoyed the game and with just a relatively few units aside David, perfect for quick actions where time and set up might be limited. I've found that after trying these sort of rules, I can achieve the same effect with Rebels & Patriots or Black Powder II, as the familiarity with the rules allows for easy scenario creation and game play.
ReplyDeleteThanks Steve, I think the main advantage of these rules is just to get a really quick game set up and played, and in a small space if that's all that's available. I have been introduced to 'Black Powder' ( had a great day playing 'Pike & Shotte' yesterday, see my next post, I hope) and have acquired a copy of 'R&P' which I look forward to trying in an 'AWI' context..
Delete