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Grand Battery: Guide and Rules for Napoleonic Wargames
 
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Grand Battery: Guide and Rules for Napoleonic Wargames [Illustrated] [Hardcover]

Jonathan Sutherland , Diane Canwell
2.0 out of 5 stars  See all reviews (5 customer reviews)
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Product details

  • Hardcover: 192 pages
  • Publisher: Pen & Sword Military (18 Mar 2010)
  • Language English
  • ISBN-10: 1844159418
  • ISBN-13: 978-1844159413
  • Product Dimensions: 24.9 x 17.8 x 2.3 cm
  • Average Customer Review: 2.0 out of 5 stars  See all reviews (5 customer reviews)
  • Amazon Bestsellers Rank: 667,532 in Books (See Top 100 in Books)

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Product Description

Product Description

How would you have fared as one Napoleon's marshals, or in command of a division of redoutable British redcoats under Wellington? Grand Battery offers you the chance to find out. This book includes all the rules you need to play miniature wargames set in the Napoleonic Wars, plus plenty of useful background information you need to get started. There is a concise historical overview of the events and battles of the period, as well as sections on the weapons and tactics of the various armies. The buyer's guide gives an up-to-date survey of the wealth of ranges of miniatures available and advice on which are compatible with which. Organizational tables give a breakdown of typical formations for all the major combatants and most of the minor ones (any one for a Wurttemburg infantry division?), allowing you to structure your collection and also to organize hypothetical games quickly with 'off the peg' orders of battle. Three historical scenarios are also included, each with their own specific orders of battle, maps, objectives and victory conditions. The rules themselves, which utilize an innovative card-driven turn sequence to simulate the unpredictable ebb and flow of battle, are designed for playability, while still giving 'realistic' results and rewarding sound tactics. Though designed primarily for division level games with 25 or 15mm figures, the command and control sysyem takes account of corps or even the largest army level games and they are easily adaptable to any figure scale. Get ready to march to the sound of the guns!

About the Author

About the authors: Husband and wife team Jon Sutherland and Diane Canwell are professioanl writers with many works of military history to their credit. Jon is also a lifelong avid wargamer with a penchant for spectacular large games. The two of them are now also running residential wargaming holidays. Diane's 'continuing tales of a wargames widow' are a regular feature in Battlegames Magazine. They live in Norfolk with thousands of model soldiers and model terrain made from things Diane still had a proper use for.

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Customer Reviews

Most Helpful Customer Reviews
4 of 4 people found the following review helpful
use your good sense 17 Jan 2012
By a flynn
Format:Hardcover
I haven't wargamed for years, and am no expert.
However 2 things struck me when a looked over this book for a friend and also read the other reviews for it:
First, the authors' knowledge of the actual history of the Napoleonic armies and campaigns is low-level. I deduce from their writing at least 200 books on many different subjects in 15 years, including several at the same time, that they aren't experts in anything but just hack writers and copyists.
Second, there is a contast between reviewers who are actually up-to-date hands-on wargamers, and know the authors, and one person who writes glowing reviews for books all by the same publisher, and explains away every defect ("Methinks he doth protest too much").
I have been onto this issue for some time now and get an online message every time a Jon Sutherland/Diane Canwell book comes out. Recently the rate of arrival of these messages has stepped up to about one a week (!), and the subjects have included "bicarbonate of soda", "Mediterranean Cuisine", "the Vichy Air Force", GCSE Leisure, fantasy football, musical theatre, and engineering. Obviously something isn't right here.
There is little chance any of this stuff can be researched, properly edited, or (with the practical subjects) tried out. Don't be misled by online promotions as some of us originally were.
There is just one word for these "authors", and it isn't "authentic"!
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10 of 11 people found the following review helpful
Format:Hardcover
Grand Battery: A Guide and Rules for Napoleonic Wargaming.
Jon Sutherland Diane Canwell.
Pen and Sword. (March 2011) Hbk 224pgs

I am a bit disappointed with this book even though it looks great. It is nicely designed and laid out and there are lots of colour photos of tabletop wargames (almost one per page). However the photos are sort of eye candy. They are not referred to anywhere in the text, nor do any carry captions explaining what troops they might be or what they are doing etc. So they are not there to illustrate any particular wargame mechanic of the rules nor as a painting guide to building your own armies.
I was hoping that the book, as a guide to the hobby of Napoleonic Wargaming, might combine an account of the characteristics of the warfare of the time with a description of how a good set of tried and tested rules for tabletop gamming of the period can be designed by a historian and experienced wargamer of the period to replicate the flavour of this combat. In such a guide you might also expect information about the uniforms of the period and a painting guide for the figures that one would need to put an army of little fellas onto the tabletop. Unfortunately Grand Battery is not that book! So what is it? A curate's egg- good in parts...

The first 121 pages of the book give an historical précis of the period organised as follows:

A chronological list of major events of the French revolutionary and Napoleonic wars from 1792-1815 (17 pages).
Brief descriptions of 40 battles that occurred between 1796-1815 (57 pages). Information on each battle is given (the date, numbers present, losses and names of commanders) then the action is described in a page or two of text. These descriptions are interesting but there are no maps to refer to, nor orders of battle; you could not use the information here to create wargame scenarios. They are useful historical overviews though. This is followed by Armies of the major protagonists which gives a brief chapter (21pages) describing interesting bits of historical information about the composition and organisation of the armies of Austria 2pgs, Britain 2pgs , France 8pgs, Prussia 3pgs, Russia 4pgs. The text does not relate this information to the task of forming a wargame army for gaming the period nor does it give any uniform information for any of the armies. (Though I notice the photos on these pages do show figures from the army under discussion, no indication that this is the case is given so the nubie may not realise this).
The last part of the historical section is on weapons and tactics (15 pages) of the age. This gives a very broad brush overview of Napoleonic combat with the occasional really odd general statement such as [because rates of fire were as low as 4 per minute] "Target practice was very important as every shot needed to count". (P107) which is contradicted on the next page by the more acceptable "Infantry were not trained to necessarily aim at their targets..." and on p156 assertion that "rifles gave a better rate of fire than the ordinary infantry" is just plain wrong; muzzle load rifles were more difficult to load than muskets and had slower rates of fire.

The first indication that this is a book for wargamers (apart from the photos) comes in the second half of the book starting on page 122 with a chapter Organising Troops in which 27 pages of organizational charts are given for a typical division in various armies at various times (eg Austrian guard; line and reserve divisions 1805, and 1809). These are generic divisions: no specific commanders are named, and one wonders how the commander abilities and the regimental names, numbers and qualities have been chosen. There is no indication of troop numbers: each division is organised into two or three brigades of regiments. The divisional commander and the brigade commanders are rated by ability (poltroon, cautious, able, gifted) in the lists, though the significance of these is only described in a later chapter. (The rule set, presented later in the book, indicates a further possibility of `charismatic', no example of this occurs in the army lists).
The regiment is the smallest unit considered in the lists and each is characterised by one of six training/experience categories (raw, novice, trained, experienced, veteran, elite). Again these are not explained until a later chapter where the rules only define five experience categories, so I assume raw and novice are both collected into `green'. In addition to these five categories for regiments there are five morale categories (cautious, confident, steady, arrogant, impetuous) so troops can be categorised by one of 25 combinations of characteristics! Again these terms are not explained until the rules in the next chapter.

Wargame rules. For most readers this will be the heart of the book. They occupy 39 pages and are summarised in the quick reference sheets ( 9 pages) collected as an appendix at the end of the book together with a useful sheet of regimental order markers.

The game is designed to work at corps level (2 or 3 divisions each organised into brigades of regiments) with a CinC, division commanders, and brigade commanders explicitly on the table and issuing orders. But it also functions with one division organised into several brigades of regiments.

The smallest unit is the infantry regiment represented by 5 bases, the cavalry regiment (3 bases) and the artillery battery (1 base). Suggestions are made for the size of base and number of figures per base for the different figure scales 6mm, 15mm, 28mmm. (No scale of men/figure is given and no ground or time scale specified). On the suggested basing for 15mm figs the infantry regiment occupies 200mm x 30mm, cavalry regiment 180mm x 40mm, Artillery battery 40mm x 50mm). All the armies use the same basing and it is stated that rebasing is not necessary to use the rules.

Command and control is a modified version of the card system used in Le Feu Sacre (too fat lardies) but it is made more detailed (read fiddly) by increasing the number of orders which can be issued at each level, (5 at corps, division and brigade and 5 distinct regimental orders) and orders at lower levels depend on those from above while changes in orders require courier figures on the table to shuttle up and down the chain of command to request an order change and then get it. Commanders have a fixed number of initiative points and differing ranges of control each according to the ability rating of the commander (giving 5 distinct types). This is all designed to create battlefield `friction' and avoid `helicopter' decision making (i.e.seeing all the battlefield instantaneously and acting on the information). But increasing the level of detail in this way does not always mean a more accurate `simulation' but it does slow play and make tracking of all the possibilities more complex.

To avoid the Igo -Ugo gameplay each commander on the table (Corps, Division, Brigade level) has a card. They are collected from both sides and shuffled, orders are issued and then as each card is turned the commander on the card gets to move his command and engage in combat etc. This is also used for the initial deployment of units for both sides. After all the cards have been `played' then morale is checked and compulsory moves made the cards reshuffled and the next turn begins.

I guess the unique approach of the rules is the combat resolution mechanism, and I'm afraid I'm not a fan of it. Reading this book I'm reminded of the `old school' of wargame rules where every detail is modelled by all sorts of factors which must be included leading to long tedious calculations of each individual combat for a result that can be arrived at with a more snappy game mechanism. Grand Battery rules attempt to include a lot of detail of combat and at the same time make a fast resolution mechanism. They use "a series of tables, which may seem daunting to begin with" (they do!) which claim to "take the hard work out of calculating cause and effect of situations and actions". I am not convinced of the need to include all of the fine detail that these tables incorporate. I don't think it makes the results more `accurate' and does lead to some odd results. Consider a single infantry regiment attacking another single infantry regiment. The attacking infantry is identified by one of 25 possible combinations of training and morale categories. We determine the attackers resolve by shaking a ten sided die (D10) and consulting a 25 x 10 table of resolve outcomes of which there are 14 possible, ranging from `attacker charges home' through `attacker fires' at various ranges to `retires' or finally `attacker routs'. Low scores on the D10 favour the better outcome. We use the same D10 score (don't shake the die again) for the defender to consult a defenders resolve table to see how the defender will act. This table is more complex than the attacker table as it depends on the 25 morale/training categories of the defender infantry regiment and the D10 result and the current orders the defender is under (one of 5 possible). Again there are 14 distinct possible results. This procedure has defined the actions of the attacker and defender but not the outcomes of those actions. For example, a melee may have resulted. This will be resolved using two melee tables (one for attacker one for defender) and the best result from a number of D10 dice (more for greater troop experience). or a firefight (firefight table) and procedure or a moral test leading to 4 possible outcomes. Read more ›
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13 of 15 people found the following review helpful
Format:Hardcover
I posted a quick response about the book on the Amazon UK site stating that the reviewer had posted his review well before the book was published and so must be either a playtester or publisher and had failed to disclose the fact. When you read his other reviews they are in the main for books by the same publisher.

I have challenged my friend John Curry regarding his review, and with hindsight he accepts that he may have been too kind. I don't think that he has played a game with the rules, despite the wording of his review.

DO NOT BUY THE RULES! If you insist mine are advertised for sale on the Amazon UK site.

The authors - a husband and wife team - used to live in Norfolk near me. They have published quite a few books. The main issues with their books are the very poor references, and the fact that the Regimental History of The Norfolk Regiment has the incorrect name for the unit in the title. There are lots of errors. Diane has a series running in Battlegames.

They recently moved to a Mediterranean island - Crete? - to run a wargames holiday centre. If these cumbrous rules are what they use, then God help any visitor.

The rules are anachronistic and very much a child of the 1970's. Dire. Cumbrous and flat.

The USP is meant to be the card movement system. Oh really? Where have they been hiding? Haven't they heard of Piquet, The Rules with No Name or The Too Fat Lardies? Writing the name of units or formations on the back of a card then shuffling the deck and turning the cards over to reveal who moves next is neither new, radical or clever. Duh!

The photographs of wargame figures used in the book are neither labelled nor referenced in the appendix on wargame figures, and at least one is repeated within the body of the book. They therefore serve no useful purpose for the newcomer to the hobby, although some do make even my painting look brilliant.

The rules were also nearly a year late in comparison with the initial publication date.

I note that there is to be a scenario book. Not for me.

You will have more fun, and learn more by staying home and sticking hot pins in your eyes.

I could go on more - but you will have the message by now.
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