Friday 1 December 2023

Valeur et Fortitude: The Battle of Friedland


All right peeps, you can all put your hands down - I know its actually 'Valour & Fortitude'! Its just that my Franglais version seems more Napoleonic somehow. And yes, I know, that nice Mr Jervis Johnson is working on an ACW and SYW version too, so we shouldn't 'oppress' these rules by limiting their potential to a patriarchal linear historical construct dominated by a single individual....(Jeez, so glad I've retired!)


Anyhoo, The Battle of Friedland has long captured my imagination, and was the subject of one of my earliest 'Unfeasibly Large Mega Games' way back in the day in full 28mm glory...(Unfortunately before digital photography was a thing!)


So when my mate Caesar (below) came up with an ingenious scenario for the Wollongong Wargamers to continue our protracted flirting with these rules, I jumped at the chance to get involved!


Caesar's scenario stipulates:

The French start with one command, Lannes, anchored between Heinrichsdorf and Posthenen (both small urban areas). The Russians start with two commands, Gortschakoff and Bagration, who have just crossed the Alle river and are arrayed along the western bank. Their mission is to destroy Lannes before Mortier and Ney can arrive as reserves along the roads from Konigsberg and Eylau respectively. 

When reserves arrive, the French will have three commands and the tables are turned, as the Russians attempt a fighting withdrawal with their backs to the river. 

The Alle is impassable except for several bridges near Friedland. Other rivers/streams are bad going.

Above, Lannes' Corps is set up between Heinrichsdorf on the left and Posthenen on his right, looking across the plain to the outskirts of Friedland and the sinuous bends of the River Alle. Sortlack wood on the far right.


Above, the Russian masses press forward their temporary advantage.


Lannes has no choice, after garrisoning both villages to secure his flanks, but to deploy his few remaining troops in line and to plug the gap with light cavalry. Not the Directing Staff solution, but what choice does he have?


The Russians creep closer, frustrated by the limitations of terrain rather than anything else!


Lannes, worried by the masses of Russian Heavy Cavalry looming on his right flank, sent in the 'Infernal Brigade' of Hussars to get their retaliation in first!


This brought the lone French Corps a little more time...
 

Until  Ney's Corps finally turned up - Dieu Merci! (The dark masses on the left, above)


Equilibrium restored, the French line stabilised, but having played four turns we left it too late to start the long push back to the River Alle...effectively a draw.


So what did we make of the rules? Well for most of us this was only the second game of Valour & Fortitude, so probably too early for a definitive judgement. My particular interest is to see if they will be suitable for staging really huge mega-games over a couple of days - Waterloo with the full orbat the 110 anniversary in 2025, say: Epic Waterloo 210 Project


So far I'm impressed with V&F, and I daresay most of the players were too. Certainly the command friction is as effective but much faster in Black Powder. Essentially you get to activate a Brigade for free, thereafter there's a single die roll per brigade. You need either 'anything buts' if all is well, or a -1 modifier if any of the formation's units have routed. Simples! Hit rolls for both shooting and melee don't have saving rolls, so that's a huge time saving right there. But does the game play still feel Napoleonic? 


Well, initially I was surprised to discover that there was no chance for infantry to form square as a response to be charged by cavalry, similar to the 'Must Form Square' rule in Black Powder. Presumably with this level of gaming that's too granular a question to worry about, and, actually, as it turns out the combat is not all that unequal. More broadly, for a huge game, I like that units can rout much more easily than in Black Powder or Lasalle, and that larger formations may not be too far behind. It forces the player to think as a General rather than as a Colonel. So, for me, more games soon please! 

For an another player's perspective, please see Kaptain Kobold's batrep here:

15 comments:

  1. I'm doing a fair bit of arm-stretching in those photos. Perils of a 6' wide table :)

    ReplyDelete
    Replies
    1. No bingo wings yet though!

      Delete
    2. My skinny, yet toned, arms are the envy of the crossdressing community :-D

      Delete
  2. V&F origins were in Jervis wanting to produce fast and streamlined rules for big convention games, so a good design start for a mega game. The new edition of the rules is much tighter than the original.

    ReplyDelete
    Replies
    1. Yes, version 2.3 certainly felt like a much matured set from previous iterations. Ideal for conventions!

      Delete
    2. Yes Norm, what Caesar said! I'm hoping to play a few more games very soon, and will then be in a position to advocate for using these rules in my Waterloo 210 project...

      Delete
  3. Great looking game! I was wondering about using V&F in a bath-tubbed approach for an Eylau game where Corps behaved like Brigades in V&F. It seems you all did this with no trouble in your Friedland refight. I have played a few games of V&F and it really seems perfect for a big game with lots of troops on the table. In fact it seems like the game plays better with more troops.

    ReplyDelete
    Replies
    1. Eylau, do it! Murat's cavalry charge would be truly glorious with the streamlined rules of V&F. Spot on, lots of troops, so you're less worried about individual units and thinking big picture like a general.

      Delete
    2. Still painting Russians (is that task ever done?) but that is the plan. I'd like to put it on as a convention game. Any pointers?

      Delete
    3. As you know with conventions the look of the thing is half the battle (pun intended). I have the winter landscape terrain cloth from Cigar Box battle mats. It actually looks more wintery than blanket white! Obviously clear and consistent labelling of terrain features and nearby road destinations, and possibly ordinal points all helps situate informed participants and viewers. But yes, these rules seem a good way to manage a big game and still have headspace for engaging with the public...

      Delete
  4. Great report, lovely terrain and minis, and well fought as the beleaguered Lannes! Yes, I think these rules show potential for big games...

    ReplyDelete
    Replies
    1. Thanks so much Caesar and well done for a great scenario that deftly captures the essence of the battle. We'll have to do it again once we are more expert with these rules...

      Delete
    2. I realised afterwards that I'd been playing the rivers wrong; I'd been simply halving the unit's entire movement if I crossed one, instead of doing it just for the component of the move that was in the river. It might have meant a swifter advance on that flank, and would certainly have allowed me to do a couple of charges I otherwise didn't :)

      Delete
  5. Top layout n great figs good effort!

    ReplyDelete