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Save doc-181500557_500955753 For Later NAPOLEONS
CAMPAIGNS
IN MINIATURE
AWargamers’ Guide to the Napoleonic Wars 1796~1815
eiPublished in response to popular demand as a
result of Bruce Quarrie’s first book on
Napoleonic wargaming (Airfix Magazine Guide
4), this ttle is planned as the first in a brand new
series on refighting the campaigns of the great
captains of history.
Described by David Chandler in his Foreword
as achieving ‘the difficult integration of theory
and practice, of the actual event and the
table-top simulation’, it begins by outlining the
basic principles of wargaming and numerous
hints on choosing, assembling and painting your
‘own army of model soldiers. A concise account
‘of Napoleon's actual campaigns, well
illustrated by “3D” battle maps. is followed by
sections on recruitment, wages and trainit
including population resources and national
revenue; the organisation of the main armies of
the period, including not only France, Britain,
Austria, Prussia and Russia but also those of
Spain, Portugal, Italy, the Confederation of the
Rhine, Poland and Scandinavia, with notes on
their fighting capabilities; lines of
communication and supply, including the
amounts of food and forage required for the
maintenance of an army in the field, and their
cost; leadership, with brief biographies of many
of the major army commanders; grand strategy
and battlefield tactics; the weapons of the
period and their effectiveness; medical
services, prisoners of war, attrition and
desertion; siege warfare; and much more.
Finally, there is a chapter on setting up an
actual campaign, with playing suggestions for
movement rates, maps, time scales and the role
of the umpire; and a completely revised,
expanded and updated set of the basic playing
rules which have won widespread international
acceptance from the author's previous book.
Designed principally to make wargaming
more interesting and realistic by relating the
table-top encounter to its overall economic,
political, social and strategic context, this is a
book which no serious Napoleonic wargamer
can afford to be without.
Patrick Stephens Limited
Bar Hill, Cambridge, CB3 8ELLEON'S
CAMPAIGNS
IN MINIATURENAPOLEON'S
CAMPAIGNS
eee
Bruce Quarrie
Foreword by David G.Chandler
Patrick Stephens, CambridgeText © Bruce Quarrie 1977
Maps © Vincent Driver 1977
Dedication
For Bob, Bruce, Chris and Jeff
Alll rights reserved
No part of this publication may be reproduced,
stored in a retrieval system or transmitted,
in any form or by any means, electronic,
mechanical, photocopying, recording or otherwise,
without prior permission in writing
from Patrick Stephens Limited
First published — 1977
British Library Cataloguing in Publication Data
Quarrie, Bruce
‘Napoleon's campaigns in miniature.
1. War games 2. Europe — History
1. Title
7931.9 U310
ISBN 0 85059 283 6
Text photoset in 10 on 11 pt Times Roman
by Blackfriars Press Limited, Leicester.
Printed in Great Britain on 80 gsm.
Dalmore Semi-Smooth Wove and bound by
‘The Garden City Press Limited, Letchworth,
for the publishers, Patrick Stephens Limited,
Bar Hill, Cambridge, CB3 8EL, England.Contents
Foreword by David G. Chandler MA (Oxon), FRHistS, FRGS,
Department of War Studies and International Affairs, RMA Sandhurst 7
Introduction
Chapter 1 — Essential ingredients of the Napoleonic wargame
Scales . . . frontages . . . simultaneous movement . . . orders 1B
Chapter 2 — Choosing, painting and mounting figures
Options . . . research . . . plastic or metal? . . . priming and
undercoating . . . mass production . . . horses . . . choice of paint . .
brushes . . . bases 19
Chapter 3 — Chronology of the Napoleonic Wars
Italy 1796-7 . . . Egypt 1798-9 . . . Italy 1799-1800. . . Ulm and
Austerlitz 1805 . . . Prussia 1806 . . . Poland 1807 . . . Spain and.
Portugal 1807-9 . . . Austria 1809 . . . Spain and Portugal 1810-12. . .
Russia 1812. . . Germany and Spain 1813 . . . abdication 1814. . . the
Hundred Days 1815 26
Chapter 4 — Recruiting and paying for an army
Economy . . . taxation. . . subsidies . . . population . . . resources . . .
the British army ... bounties... militia. . . officers. . . scaling down
. . . equipment costs . . . foreign exchange rates campaign =
requisites . . . cost of small-arms . . . price of horses . . . training. . .
rates of pay . . . cost of artillery pieces 87
Chapter 5 — Organisation
Infantry, cree and artillery. . . France. . . Austria... Russia. .
Prussia. . . Britain . Portugal . . . the Confederation of the
Rhine . . . Poland . . Naples . . . Scandinavia 65
Chapter 6 — Lines of communication and supply
Contractors . . . roads... vehicles . . . magazines . . . food
requirements . . . weights . .. prices . . . clothing . . . prices
ammunition . . . weights . . . prices . . . gunpowder . . . caissons . . .
draught animals . . . fodder 94
Chapter 7 — Medical services and prisoners of war
Diseases. .. wounds... . amputation . . Baron Larrey. . the ‘lying
ambulance’ . . . organisation . . . hospitals . . . administration . . . in
wargames .. . dead and wounded . . . convalescence . . . prisoners .
guards . . . exchanges 102Chapter 8 — Attrition and desertion
‘Strategical consumption’ . . . numbers of desertions . . . reasons... . in
wargames . . . stragglers
Chapter 9 — Generals and generalship
Leadership qualiti . biographies . . . Austria . . . Britain. . .
France ... Prussia... Russia . . . commanders in wargames
ratings
Chapter 10 — Weapons and firepower
Muskets . . . drill. . . range . . . accuracy . . . bayonets . . . artillery
types... drill... rates of fire. . . the playing rules . . . determining
casualties roundshot . . . canister. . . shell. . . shrapnel. . . tactics
Chapter 11 — Strategy and tactics
Aims influences . . . manoeuvre sur les derriéres . . . bataillon
carré . . . strategy of the central position . . . planning . . . intelligence
. . dispersion and concentration . . . infantry . . . line and column. . .
cavalry types and usage .. . infantry squares . . . the ‘ideal’ battle
Chapter 12 — Sieges
Types of siege . “Fortification . . . Siege tactics . . . trenches . .
mining . . . artillery . . . sallies . . . street fighting . . . in wargames . . .
blockades . . . assaults . . . formal sieges . . . casualties
Chapter 13 — Setting up a campaign
The campaign diary . . . suitable maps. . . movement rates . . . weather
. roads... cavalry screen. . . role of the umpire . . . messag
from map to table. . . foraging. . . purchase of supplies . . . elevation of
troop status
Appendix 1 — Playing rules
Scales . . . unit frontages . . . orders . . . visibility . . . rain, mist, wind
and smoke . . . dead ground . . . national characteristics tables . . .
movement . . . changes of formation . . . control . . . small-arms and
artillery fire... ranges . .. deductions . . . special artillery rules .
casualty charts . morale. . . definitions . . . mélées. . . additions and
deductions . . . buildings
Appendix 2 — Weather
Appendix 3 — Calendars
Appendix 4 — Field engineering
Select bibliography
au
114
140
147
157
163
168
188
189
190
191Foreword by David G. Chandler
More books have probably been written on Napoleon and his times than on
any other historical subject, and it comes as no surprise to discover that this
dramatic period of European warfare has become the established favourite of
many wargamers. Since 1945 this ever-burgeoning hobby has grown increas-
ingly sophisticated, and to anyone nurtured in the practically prehistoric times
when the only published guide was Little Wars by H. G. Wells, the develop-
ment of the pastime — in both material and conceptual terms — has indeed
been astounding. Kriegspiel is rapidly coming of age as a popular hobby.
As a writer who has devoted some little time to researching into and writing
about the Napoleonic Wars, I have never underestimated the value of war-
gaming as an aid to serious study as well as a means of relaxation. | was
initiated into modern wargaming by Brigadier Peter Young at a meeting in
Southampton in 1962, where I first met Don Featherstone and Charles Grant
whose names will need no introduction to wargamers. Like every player, |
have had my less fortunate moments on the table-top battlefield, and the
memory of losing two of my four French artillery batteries to successive
dice-throws, in the very first round of a refight of the battle of Vimiero against
Brigadier Young, still gives me cause for deep reflection on my bad days. This
cataclysmic event gave rise at the time, I recall, to the expression of some
noble but doubly infuriating sentiments on the intrinsic justice of the Anglo-
Portuguese cause in 1808 by the Brigadier (a past-master at War-Gamesman-
ship — a subject that still awaits a serious book), whilst for my own part I
remember some less-worthy dark mutterings about making certain to bring
my own dice to future confrontations — a wholly unnecessary precaution and
groundless insinuation, of course, but then General Junot always was rather
an impulsive character, and as a result never received his Marshal's baton
from the Emperor. But from such experiences I learnt two golden rules of
successful wargaming: always keep a reserve, and never underestimate your
opponents — particularly former Brigadiers of Commandos.
Of equal value to my serious studies have been visits to a fair number of the
actual battlefields. Every Napoleonic wargamer worth his salt should make a
pilgrimage to Waterloo, and there are now at least two societies and organisa-
tions (the Military Historical Society and Captain Gordon Battlefield Tours)
that run regular visits to the Peninsula and other campaign areas, some of
which I have been privileged to be invited to lead. The study of military
history does not need to be restricted to reading alone — nor wargaming to8 Napoleon's Campaigns in Miniature
table-top re-enactments. Each is complementary to the other to a marked
degree — and both can benefit greatly from a study of the historic ground on
the spot
This book by Bruce Quarrie strikes me as being particularly notable on two
counts. First, it sets out to provide the Napoleonic wargamer with the
minimum of relevant historical information (interspersed with suggestions for
deeper reading by those so inclined) which is set out alongside some very
interesting and thought-provoking ideas for game rules — and in the process it
achieves the difficult integration of theory and practice, of the actual event
and the table-top simulation to a considerable degree. Secondly, the author
suggests ways in which the wargamer may extend his activities to take in the
waging of whole campaigns as well as battles, involving strategy and logistics
as well as tactics. It is therefore a pleasure to contribute this brief Foreword
to a book that should give entertainment, instruction and food for thought to
many devotees of Napoleonic war games.Introduction
To paraphrase the introduction to another new book on the Napoleonic
period written by a friend of mine*, ‘much has already been written about this
subject, and it is the intention of this book merely to rehash and regurgitate
that which has adequately been covered in previous publications’, For this 1
make no apologies since it forms the raison d’étre of the book's existence.
Much has already been written about Napoleon, the Napoleonic Wars, tac-
tics, weapons and uniforms. In fact, as far as the average wargamer is con-
cerned, too much. Where do you start? Thus, the object of the present title
has been to précis, for the benefit of all Napoleonic wargamers, the relevant
information in a usable form.
The idea is not new. Donald Featherstone started the ‘trend’ with his
“wargames through the ages’ and ‘battle notes for wargamers’ series, and this
has been taken a stage further in the other series for World War 2 enthisiasts,
Tank Battles in Miniature, which Don and I have compiled between us. The
basic idea is that the average wargamer is more interested in buying and
painting figures and in playing wargames than in delving too deeply into the
historical background of his period, especially since many of the books avail-
able are not only expensive but also rather heavy going. Thus the cheaper
uniform books sell well, because even the most impecunious wargamer needs
some sort of reference from which to paint his figures; but the detailed histori-
cal analyses remain on the bookshop shelves. This is not altogether true, of
course. A large number of wargamers do develop a deep and lasting interest in
their period and, if they can’t afford to buy all the books they would like,
besiege their local library with demands for selected titles. Unfortunately,
there are rather a lot of them and, until you've read a particular volume, you
don’t know whether it’s going to be helpful or not. Many books masquerade
under impressive-sounding titles which, when examined, prove to be very
misleading. Now I won’t say I’ve read them all, but the research for this book
has involved either reading or referring to around 80 titles at the last count, as
well as copious notes made from original documents in the reading room of
the National Army Museum, and correspondence with other students of the
period. Fortunately, being an editor with a firm of publishers, my whole job
consists of reading!
+ Armies of 1812 Volume I: The French Army, including regiments in French service, and the
Confederation of the Rhine, by Otto von Pivka (Patrick Stephens Ltd, 1977).10 Napoleon's Campaigns in Miniature
When you buy this book, then, what are you getting for your money?
Answer: a guide to the recruitment, training, organisation, weapons, tactics
and strategies of Napoleonic armies and their leaders; together with back-
ground information on Europe at the turn of the 19th Century; a chronology of
the Napoleonic Wars from the time Napoleon assumed command of the
Army of Italy in 1796 until his final defeat at Waterloo in 1815; sections on
related topics such as medical care, prisoners of war and sieges, with extracts
from contemporary accounts wherever possible to give you the ‘feel’ of the
period; some ideas for rules for Napoleonic wargame campaigning; and a
completely revised and expanded set of basic playing rules. The chronology
includes ‘aerial view’ maps of some ot the major Napoleonic battles, together
with commentaries and Orders of Battle so that you can transfer them straight
on to the wargames table; and there are also a number of-figure drawings
illustrating different Napoleonic troop types, as well as tactical diagrams.
The playing rules will be relatively familiar to anyone who has already
purchased my previous book on this period, Airfix Magazine Guide 4:
Napoleonic Wargaming (Patrick Stephens Ltd, 1974) but, in response to the
many letters I have received from all over the world, they have been revised
to take care of anomalies and inconsistencies, particularly in the sections
devoted to mélées and skirmishers, and they include a greatly expanded sec-
tion of national characteristics tables.
The second major aim of this book has been to try to stimulate an interest in
Napoleonic campaigning as opposed to simply fighting ‘one-off battles.
Battles are fought for a reason, but the straightforward game — unless it is a
recreation of a historical battle with the forces correctly scaled down in an
effort to see what might have happened ‘if — is unsatisfactory because it is
not related to anything which has gone before or which will come after. In a
campaign you have to try to manoeuvre your forces into a position favourable
to yourself, which means that games at unequal odds often occur, just as in
history. It also means that, if you see victory slipping away from you, you
must endeavour to break off the action and retire your forces off the table in
good order so that they can fight again another day, perhaps under more
favourable circumstances. This adds tremendous spice to any battle and
encourages a correct use of Napoleonic strategy and tactics.
Of course, there is some paperwork involved if you're doing it properly. A
campaign starts with each player being assigned a country to rule. He may or
may not have subsidiary players looking after various details, but the one
essential is an umpire to co-ordinate the movements of the various players.
This is not as dull as it sounds. The umpire is the only one who knows the
overall picture, and he can have tremendous fun ‘playing god’ by misinter-
preting orders, spreading misleading propaganda, allowing messengers to be
captured and generally creating a realistic ‘fog of war’. But it is imperative
that the umpire lays down a set formula so that each player is forced to
present his orders in a simple form, or the task of co-ordination can become a
chore. The easiest way of ensuring this is to tell the players that, unless their
orders are presented in the correct form, they will be susceptible to alteration
without notice!
Once each player has been assigned a country, he then has to begin raising
an army. For this, he has a national budget, a certain proportion of which can
be expended on the military, and it is then up to him to decide how to allocateIntroduction u
it. However, the forces acquired should be in historical proportion, and the
umpire must have power of veto over someone who tries to construct a
historically inaccurate army — unless, that is, you decide on an entirely
fictitious scenario, in which case ‘anything goes’. Once the armies are
recruited, trained and equipped, manoeuvring can begin. You don’t need a
reason for declaring war in this period, unlike some others: it’s simply every-
body against France. For this reason, I suggest that command of the French
army be given to the most experienced wargamer in your group, otherwise he
doesn’t really stand a chance in the long run.
Each commander writes out the movement orders for each unit under his
control for a week’s manoeuvring, and should include their position at the
end of each day’s march, the positions of all cavalry patrols, each unit's
supply situation and strength (which will vary with attrition and battle casual-
ties on the one hand, and the arrival of reinforcements on the other). The
umpire co-ordinates all these factors and informs players when their scouts
have spotted enemy movement, whereupon the two forces will draw together,
each trying to manoeuvre the other on to ground favourable to himself. When
they meet, the terrain depicted on the campaign map is scaled on to the
wargames table, the troops positioned, and battle begins in the usual way.
The big difference, however, between this and a normal ‘punch-up’ is that one
player may be much weaker than the other, but have reinforcements on the
way which may, for example, suddenly appear on the enemy's flank or rear.
So you can readily see the importance of adequate reconnaissance and the
maintenance of your lines of supply; it wouldn't be funny, for example, if a
roving enemy cavalry brigade captured your supply train — would it?
Eventually one player or the other decides the day is lost and begins to
withdraw — if he can. This is when his opponent should aim to deliver the
coup de grace and turn a withdrawal into a rout. And here again the fact that
you are campaigning makes for a more realistic battle. If you're anything like
me, the average game you see or participate in begins with a rush to position
the artillery, followed by massed cavalry mélées all over the board while the
infantry sit around in square and wait for the outcome. Eventually one side or
the other wins the cavalry encounter, which means that the battle is over to all
intents and purposes because his opponent's infantry cannot manoeuvre
against his cavalry. This is totally unrealistic. All right, most Napoleonic
battles involved a cavalry mélée at some point, and on occasion it was deci-
sive. But the main battle was normally between the infantry units, the heavy
cavalry being preserved to deliver the coup de grace and the light for pursuit
once the enemy was on the run. If you are campaigning, you'll find that you'll
have to adopt this course or pretty soon you won't have any cavalry left at all,
and then you'll be right up the creek
Sooner or later, somebody’s field army will be defeated, and the enemy will
occupy his capital. At that point the losing player drops out of the campaign
and will have to pay compensation to his enemy, or perhaps even provide a
contingent to fight against his former allies. And so it goes on, as long as you
like. You could start in 1796 and try to fight the whole of the Napoleonic
Wars; or you could settle for one particular period — 1805-7 is a particu-
larly interesting one.
And all the time you're fighting, you've got to keep your troops in supply,
look after your sick and wounded, establish prisoner of war camps, protect12 Napoleon's Campaigns in Miniature
your arsenals from enemy capture, garrison your depéts and, in fact, take
care of all the major aspects of a real horse-and-musket campaign — in minia-
ture.
If you haven't got any regular opponents, it is possible to fight a solo
campaign, but it is not really satisfactory because you always know what the
other side is going to do! The best idea is to join a club or society and get a
group campaign going. There are now dozens of wargames clubs in most large
towns and, if you don’t know the address of your local one, MAP Ltd of PO
Box 35, Bridge Street, Hemel Hempstead, Herts, publish a directory of milit-
ary modelling and wargaming societies which is available from them for a
small charge.
And now, let's begin.
Bruce Quarrie
Cambridge, June 1977
Acknowledgements
Toa large extent, any book like this is a team effort, and a number of people
have contributed greatly to making it as detailed as it is. Apart from my
obvious and grateful indebtedness to the authors of the published works listed
in the bibliography, special mention must be made of the following: David
Chandler, for reading the finished manuscript and providing such a generous
foreword: Mike Cox, for his detailed help on orders of battle; Bryan Fosten
and Otto von Pivka for many helpful suggestions and information; Vince
Driver for his superb maps and diagrams; Frank and John Hinchliffe, Peter
Gilder and Norman Swales for much incidental help as well as their permis-
sion to reproduce several of the latter's drawings from the Hinchliffe Hand-
book; numerous wargamers, particularly Steve Benfield, Steve Tulk, David
Lanchester and P. J. Roxborough; the staff of the reading room at the
National Army Museum; Major R. G- Bartelot of the Royal Artillery Institu-
Bob Swan, for the tactical diagrams; and last, but as usual no? least,
and Verity.Chapter 1
Essential ingredients of the
Napoleonic wargame
When I wrote my Airfix Magazine Guide on Napoleonic Wargaming, I hon-
estly thought that I had covered the basic knowledge required. The letters I
have subsequently received considerably disillusioned me, and it has taken
almost two years to work out why. The answer is that, when one is an
enthusiast for a subject, be it wargaming, football, poker or golf, some aspects
of the hobby are so automatic that one simply does not think of them. I'll try
to cover all these this time.
Wargaming, whatever historical period is chosen, is basically the re-
enactment of certain aspects of the warfare of that period, using model sol-
diers, counters on a map or whatever symbolic representation most takes
your fancy. In the type of Napoleonic wargame I am describing here, you
need both maps and counters, for the movement of large numbers of soldiers
over large distances; and model soldiers, for the simulation of actual battles.
Both depend on one common factor: a scale.
A Napoleonic army could consist of half a million men, and a single battle
could take place over as much as a ten-mile front. It could also last two or
three days. The three primary requirements, because nobody can expect to
paint half a million model soldiers, or find an empty ten-mile battleground, is
thus to reduce these factors to manageable proportions. To fix them in your
mind before I explain what they mean, our man-to-figure scale is 33 to one;
our ground scale is one millimetre to one yard; and our time scale is 24
minutes to one hour.
Taking these in order, what the 33:1 man-to-figure scale means is that one
model wargames soldier represents 33 real men. Why? Well, first of all, since
it is obvious that you can’t expect (or even hope) to paint sufficient model
soldiers to build up a complete army on a one-to-one basis (a single infantry
battalion would require 700-plus models), the actual numbers have to be
scaled down to a figure with which you can cope. 33:1 is somewhat arbitrary.
Different historical periods require different reduction ratios, and some war-
gamers have differing ideas on what these should be. John Tunstill, former
editor of the now unfortunately extinct magazine Miniature Warfare, origi-
nally popularised this ratio, and it is one which turns out to suit the
Napoleonic period remarkably well. The average Napoleonic infantry battal-
ion comprised approximately 800 men; a cavalry squadron some 140-odd. The
infantry battalion itself consisted of an average of either four or six companies
of men. Using the 33:1 reduction ratio gives four to six model figures to a4 Napoleon's Campaigns in Miniature
company, 24 to a battalion, and four figures to a cavalry squadron. There are
some anomalies, but by and large this ratio, or scale, works so well that it has
found widespread acceptance. Some wargamers — for we are an individual
bunch, and rarely agree on anything, especially playing rules — prefer 20:1 or
50:1 (giving 16 or 40 figures to a battalion). But generally, if you stick to 33:1
the chances are that you'll be able to find a local opponent without too much
trouble, while if you choose one of the others you might have difficulties.
Now, assuming for the time being that you are accepting 33:1 as your basic
man-to-figure ratio, what precisely does it mean? First, it means that the
historical organisation and strength of any unit you wish to build up must be
scaled down by this factor. Sometimes it doesn’t work exactly, and you then
have the choice of ‘rounding’ up or down to get a whole number. The ten-
dency is to round up, but this is unrealistic because most combat units were
more often under than over strength. However, rounding up may be the only
solution in order to arrive at a manageable number of model soldiers, and it is
by no means a crime. In the later chapter on organisation I have included
guidelines on the wargames composition of units for all the major nationalities
involved in the Napoleonic Wars, and I hope these will be of assistance.
Secondly, the man-to-figure ratio means that, when a figure is shot at on the
wargames table, it is not immediately removed as ‘dead’. If each figure rep-
resents 33 real men, 33 have to be killed before the figure is taken away. Thus,
in the playing rules, all the casualty rates are in men, not figures; and each
player keeps a tally, on a sheet of paper, of the number of men (not figures)
killed in each unit under his command. Model figures are not removed from
play until 33 or more men have been incapacitated.
Thirdly, the fact that a figure represents 33 real men determines the fron-
tage he should occupy. And this is related to ground scale, so we'll come
back to it in a moment.
Ground scale is simply an exercise in map making. A map is a ‘picture’ of a
piece of land to a particular scale. In an atlas the scale may be something like
1:1,000,000, for example. What this means is that any given measurement on
the map equals a million times that measurement on the ground; or, one inch
on the map equals a million inches of ground (just under 16 miles). Now, few
— if any — people can find a ten-mile battlefield on which to conduct their
wargames, so the battle area itself obviously needs scaling down like a map
into manageable proportions. It would be tempting to use the same reduction
ratio of 33:1, but impractical because a scale mile would still be over 50 yards,
and nobody can get a 50-yard table into a wargames room!
In practice, just as there are various men:figure scales, so different war-
gamers have, over the years, adopted varying ground scales. A certain
amount of ambiguity — which I am not about to dispel! — also exists in the
translation of metric and Imperial measures. The most common ground scales
are probably ten yards to the inch; 50 yards to the inch; a hundred yards to the
inch; and one millimetre to one yard. Each has its advantages and disadvan-
tages, but my own preference, for a variety of reasons, is the latter; and,
rather than confuse readers (who may already be using the playing rules from
my previous book) by changing over to the more logical millimetre: metre
scale, I have decided to stick with it here. In practice the difference between a
yard and a metre is so slight that it doesn’t noticeably affect things, so if you
prefer to think of it as a metre to a metre instead of a yard it quite literallyEssential ingredients of the Napoleonic wargame 15
won't matter a jot.
Given our ground scale of one millimetre to a yard (metre), then, it is clear
that our wargames table is the equivalent of a three-dimensional map in this
scale: a centimetre is the equivalent of ten yards, ten centimetres a hundred,
and so on. A river 50 yards wide thus becomes a river 50 mm wide on the
table. But why is this scale so convenient? Answer: because it is the smallest
easily measurable scale which gives a realistic representation of an average
Napoleonic battlefield within the confines of the average wargames table.
The ‘average’ table is some eight feet long by five feet wide (2438 mm x
1524 mm) which represents a ‘real’ area roughly 114 miles long by %4 mile
wide. Of course, there are no restrictions on the size of table you can use
other than the space and facilities open to you. I’ve had many an enjoyable
game on tables as large as 18 by ten feet (but I must admit it gets a bit difficult
to reach into the centre of any table more than six feet wide, unless you've got
rubber arms!). Similarly, I’ve enjoyed skirmishes on ordinary dining room
tables three or four feet long by a mere 2 to three feet wide. So don’t let your
available playing area bother you. If you must spread out, you can always use
the floor (except that figures invariably seem to get trodden upon!).
The ground scale conditions a lot more than just the area depicted by your
wargames table, however. It also dictates unit frontages, movement rates and
weapon ranges. The phrase ‘unit frontage’ refers to the actual physical
amount of space a military unit — infantry battalion, cavalry squadron or gun
battery — occupies on the ground. In Napoleonic wargaming this is quite
critical because, with the exception of skirmishers, soldiers manoeuvred in
tight, shoulder-to-shoulder formations, and precise frontages were laid down
to the nearest inch in the drill manuals of the period. We'll encounter skir-
mishers later.
‘The standard infantry formation during the Napoleonic Wars was the bat-
talion drawn up in a single line three ranks deep. The British commanders
Moore and Wellesley (Wellington) favoured a less dense formation only tw
ranks deep, which had the significant advantage of allowing all the muskets in
aunit to fire at once, instead of only two-thirds (since only the front two ranks
could fire, one kneeling and the other standing). The British drill book of the
period stated that each infantryman should occupy a frontage of 22 inches, but
about two feet would appear a more realistic average. Thus, if we take the 33
‘men’ in each model figure as representing three ranks of 11 men in a conti-
nental unit, or two ranks of 16/2 men in a British battalion, the frontages
should be 8 and 11 mm per figure respectively. Cavalry and artillery pieces
also had specific frontages, which are covered in the playing rules.
Now we come to a very tricky issue — figure scale. Until recently, the
usual wargames figure was manufactured in what is known as *20 mm’ or ‘25
mm’ scale. There is a lot of argument as to precisely what these scales mean,
and different manufacturers’ products reflect this uncertainty. The principal
difference of interpretation depends on whether the scale relates to the ‘man’
or the figure: in other words, should a 25 mm figure measure 25 mm in height
from the soles of his feet to the crown of his head; or 25 mm from the soles of
his boots to the crown of his hat. Obviously, a manufacturer working on the
former premise is going to produce models which are larger, overall, than one
working to the latter assumption. And either way, a 20 mm figure is going to
be smaller than a 25 mm. A list of manufacturers and the scales they appar-16 Napoleon's Campaigns in Miniature
ently work to is provided in the next chapter. However, the problems don’t
stop with 20 and 25 mm scales. In recent years there has been a tremendous
vogue for smaller figures in 5, 12 and 15 mm scales. There is little to
choose between 12 and 15, but the gaps between 5 mm at the bottom end,
12/15 in the middle, and 20/25 mm at the top are too significant to ignore.
5 mm figures are absolutely tiny, and are usually cast in blocks of men two
or three ranks deep, although individual figures can be purchased. Very little
detail is normally incorporated, making them ideal for the wargamer who
wants to simplify his painting problems as much as possible; but, assembled
en masse, they do look most effective indeed; and, of course, you can build
up avery large army at extremely low cost. However, they don’t appear to have
caughton to the same extentas the otherscales, sounless youare prepared to buy
and paint two opposing armies, you are unlikely to find a regular opponent.
20/25 mm has been the standard and most popular scale for many years.
‘The figures are sufficiently large to incorporate a great deal of detail, depen
ing on make (and I'm not mentioning any favourites!) and are readily av:
able ina huge variety of nationalities, types and poses. If you opt for this scale,
your units will be smaller, will take longer to paint properly, and will cost
more; but you will be assured of finding opponents wherever you go. Besides,
they look nice!
12/15 mm is a compromise scale which has great possibilities and which
seems to be catching on at a rapid rate. Figures in this scale have the advan-
tage of being cheap and easy to paint, while at the same time incorporating a
considerable proportion of the detail existing on 20/25 mm models. As yet
their following is smaller than that for the latter scale, but it is growing; and if
IT didn’t have so much time and money invested in my own 25 mm army, I
think this is the scale I would opt for.
Returning to our unit frontages, 15 mm has one tremendous advantage over
25 mm: it is possible to get the figures into the correct frontages. An average
25 mm figure is physically so large that it'is impossible to cram them together
at 8 mm intervals, although 10 or 11 is possible. On the other hand, it is very
easy to space 15 mm figures 8 mm apart. Indeed, they look almost too spaced
out and, funnily enough, the only figures which look exactly right when
mounted on bases with the correct intervals are the plastic Airfix ones, which
are in fact to a scale slightly less than 20 mm!
So, you pays your money and you takes your choice. My own 25 mm
figures are spaced with 10 mm frontages (three-deep) or 14 mm (two-deep)
which are the correct proportions in relation to each other even though
slightly extended in strict relation to the ground scale.
Why is this ground scale, and these unit frontages, so important? Simply, a
unit frontage determines how many muskets may be brought to bear, or how
many men are physically present in a mélée (hand-to-hand fight). The latter is
particularly critical when fighting French against English, because it means
you can bring four French figures into play against three British; but against
this must be levelled the equally important fact that the British unit can bring
all its muskets to bear whereas the French can only utilise two-thirds.
‘The ground scale also determines how far model guns can fire and figures
move. There was little difference between the capabilities of either infantry
muskets or cannon in the various armies. These are discussed in more detail
in the appropriate chapter, but basically a musket had an effective range ofEssential ingredients of the Napoleonic wargame 17
100 yards, and a cannon of up to 1,000 yards — which become, quite simply,
100 mm or 1,000 mm on the table top.
Movement rates are considerably more variable, because virtually every
nation had its own drill book with its different paces and speeds. But if, for
example, we take the French pace of 25.6 inches, and a normal march rate of
76 paces a minute, a unit will cover $4 yards in that minute (54 mm on the
table). (The British pace was 30 inches and the ordinary rate 75 to the minute,
totalling 62% yards per minute, which should have given them an advantage;
in practice, records show that the French almost invariably moved more
quickly, but this may be accounted for partially by the fact that they spent less
time perfecting their formations and dressing ranks.)
Now, 50 or 60 yards (mm) would be a very short move ona table 1,500 mm
wide, and a wargame would thus take hours to complete (they sometimes do
anyway, but the situation can be alleviated). For this reason the normal
wargames move, or ‘bound’, as it is sometimes called, represents a time
period of greater than one minute. In my previous book I settled on 244
minutes. This, of course, is a compromise. But just as too short a time period
would slow up a game, too long a period — say five minutes — would enable
the faster-moving units (such as light cavalry) to sweep right across the table,
and you would find yourself continually needing to break moves up into
fractions in order to see what point a unit had reached halfway through its
move. So 244 minutes (which also equals one hour on the campaign map, as
explained later) let it be.
While still on the subject of tabletop scales, which differ from campaign
map scales, the final subject which needs a brief word is vertical scale. If our
ground scale equals one millimetre to a yard, then a 25 mm figure would be
that many yards high! A battle of giants indeed. Similarly, houses would all be
skyscrapers, while trees that tall simply couldn't grow in our gravity. So we
need yet another scale, which becomes important when we start considering
whether troops on a particular hill can see over a wood or village. Now,
obviously, all houses are not the same height, any more than are trees or hills.
But, if you draw up a scale and then have to measure the height of each and
every obstacle, then work out the angles from the observer's viewpoint to see
where his vision is broken, you'd not only need a pocket calculator with
trigonometrical functions but also a gréat deal of patience. It could be done
and, if you wish to, it’s entirely your affair. But I prefer something a lot
simpler.
What one does is simply assign a completely arbitrary but standard *height™
to each and every type of obstacle likely to be encountered on the wargames
table; and a similarly arbitrary distance for the amount of ‘dead’ or invisible
ground behind each obstacle, depending on the height of the observer. In my
previous book I standardised on 40 feet as the height of every house and tree,
as well as the height of every ‘contour’ of hill. Several people have pointed
out that this is unrealistic because houses, even today, are lower on average
than trees; while to get a simulation of a 300-foot hill would require some
seven or eight ceiling tile levels placed on top of each other. (Polystyrene
ceiling tiles, cut into irregular shapes, painted in various shades of green and
brown, and laid on top of each other, are the standard method for representing
hills on wargames battlefields.) Thus, as you will see in the rules, everything
has its own standardised ‘height’ — from six feet for an infantryman to 50 feet18 Napoleon's Campaigns in Miniature
for a contour of ground.
One final, very important, point before we move on to choosing, painting
and mounting your model soldiers: all movement is simultaneous. A lot of
people apparently experience some difficulty with this concept, and I’ve
received large numbers of letters asking ‘which side moves first?’; or, ‘if I
move one unit a full move, does that mean all the other units have to stand
still? To you it may be elementary; to others it isn’
Simultaneous movement means that, at the beginning of each game move,
both players may move all, some or none of their units all, some or none of
their full movement allowance; and both players move together: you do not
take things in turns. This means that you have to write out orders for your
units before you begin moving them, otherwise you arrive at a situation where
both players simply sit waiting to see what their opponent is up to before
committing themselves to any action at all! However, order writing need not
be laborious. The normal way of tackling it is to write out general orders for
the whole battle, including initial troop dispositions, before placing any fig-
ures on the table at all. These general orders should specify which units are to
attack which objectives; which units, including artillery batteries, are to sup-
port their attack; which units are to act defensively; and which are to remain
as a mobile reserve. When the table is finally set up and you see your oppo-
nent’s dispositions, you may well want to alter some of yours! But, apart from
local tactical decisions, which one would expect the junior commander on the
spot to take, all units must attempt to fulfil their initial orders until these are
countermanded. And the way you countermand orders is by sending a mes-
senger galloping from your commander-in-chief to each affected unit. This
way, just as in real life, a column which is committed to an assault will not
suddenly decide to form line and go on the defensive because it doesn’t like
the look of the enemy positions; but must continue to try to press the assault
until halted by its divisional or corps commander. Nor does common sense
enter into the picture. You may well think, having placed a unit of precious
cavalry directly opposite an enemy gun battery, that any normal commander
would try to move them back out of range. So he would — today. But
Napoleonic commanders were court-martialled for less. It was considered a
proud distinction to stand and ignore enemy fire, regardless of casualties,
until actually ordered to move. So you must leave those cavalry there until a
messenger from your C-in-C shifts them.
A lot will depend on individual commanders, and later in this book I have
given a ‘potted’ assessment of a selection of the major field commanders,
together with playing factors for each reflecting their aggressiveness, initiative
and similar considerations. Some generals will stubbornly maintain a hopeless
position where others would run — or charge!
By now you should have a general idea of how a Napoleonic battlefield
works as a wargame, and it is about time that we moved on to the next
subject — assembling an armyChapter 2
Choosing, painting and
mounting figures
Painting wargame figures is very much an individual art, and its various
elements depend principally on how smart you want your troops to appear.
Do you want each man to be a real individual with every button, facial detail
and bit of piping or lace painted in; or a semi-symbolic ‘chess piece’ on which
the main areas of colour are blocked in but fine detail left to the imagination of
the beholder? The latter is a sensible choice if you want to build up a fairly
large army quickly, and when the troops are assembled en masse they cer-
tainly look impressive enough, even though they wouldn’t take any prizes in
painting competitions.
Another factor is whether you regard painting figures as a chore or a
delight. If the former, then once again you will want to get the painting over as
quickly as possible so as to get your troops into action. If the latter, then you
are going to want to spend loving time over each individual. I have one friend
who has spent the last ten years building up large armies of Vikings, Saxons
and Normans, all beautifully painted to a very high standard; but who, to the
best of my knowledge, has only fought one bartle with them in all that time!
If you are already a wargamer, the chances are you will have resolved this
question to your own satisfaction, but if you are just beginning then it is well
worth devoting some thought t The first consideration is your choice of
army. Most people, in my experience, having decided to ‘have a go’, rush out
and buy a dozen French Imperial Guardsmen, a few Polish Guard Lancers
and a Guard Horse Artillery piece, paint them as quickly as possible, then
dash down to their local club only to find that nobody wants the Old Guard in
‘a game because practically everybody at the club already owns masses of
guardsmen! So choice of army is the first priority.
‘Among Napoleonic wargamers, there are probably more owners of French
troops than anything else, so you will stand a better chance of finding a
regular opponent if you choose an alternative nationality. British and Russian
armies are probably the next most popular, with Prussians, Austrians,
Spanish, etc, lagging well down the list. So it is well worth considering acquir-
ing one of these armies. Alternatively, there are the dozens of minor German
and Italian states to bear in mind. Most of these troops are very colourful and,
where specific figures do not exist, they can easily be ‘converted’ — usually
just by means of a different colour scheme — from existing figures of different
nationalities. Eugéne’s Italian troops are an ideal example, since they were
dressed in ordinary French uniforms but with dark green substituted for dark20 Napoleon's Campaigns in Miniature
blue. Similarly, white-coated Saxons and Westphalians wore uniforms which,
in this scale, cannot be differentiated in cut from the French. Bavarian and
Wiirttemberg figures, Hanoverians, Nassauers, Brunswickers and others are
all available from the major manufacturers, and make colourful and ‘different’
armies.
Another attraction of choosing one of these ‘minor’ states is the fact that, in
time, you can easily expect to acquire their entire army in miniature, which
would take a lifetime if you chose French. My own main army, as many
readers will probably already know, is Westphalian, and will eventually com-
prise eight battalions of line infantry; four of light; three guard infantry battal-
ions (one grenadier, two light); regiments of guard cuirassiers, lancers and
hussars; and two regiments each of line cuirassiers, chevaux-légérs and hus-
sars, with accompanying artillery. Total 15 infantry battalions (360 figures)
and nine cavalry regiments (108 figures). My trouble is that I keep getting
side-tracked by some of the colourful troops which appear, for example, in
Osprey’s ‘Men-at-arms’ series of books, and have recently started busily
painting some Polish and Cleve-Berg infantry and lancers too!
A principal requisite in painting up any army is self-discipline. Of course
you want guards units. But stop and think for a moment. If you are just
beginning, the quality of your figure painting is going to improve as you gain
experience. So if you buy guards units first, in a fairly short while they will
begin to look positively shabby in comparison with your newer line infantry
units, which is not at all the effect you want. By the same token, most people
prefer painting cavalry to infantry figures. But cavalry only accounted for
about a third, if that, of the total strength of any Napoleonic army. So my
advice, in all seriousness, is to start with a line infantry battalion. Paint this
and see how you go. Then you can get yourself a couple of squadrons of
cavalry to go with it. Paint a second line battalion, and add an artillery
battery. Paint a third, and get some more cavalry. If you discipline yourself
like this, and force yourself to paint at least one line battalion for every other
unit you acquire, you will end up with a reasonably balanced army for which
you should easily be able to find an opponent.
Having decided what army you want to begin with, the next requirement is
uniform research. And for this you need books. For many years, one of the
‘standard’ references for Napoleonic wargamers has been the two-volume
Arms and Uniforms of the First Empire, by Belgian historians Lilliane and
Fred Funcken, which is available in French published by Casterman and in
English from Ward Lock. Volume one contains French line, British, Prus-
sian, Austrian and Spanish troops; volume two French guard and minor
French allies, Swedes and Russians; so you don’t necessarily need to get
both. If you're still not sure what army you really want, though, a good idea is
to order both these books through your local public library, and spend some
time reading them and looking at the colour illustrations before taking the
plunge. Although inaccurate in many smaller details, these books provide
ample information for most wargamers, although I wouldn't trust myself to
paint a 54 mm figure without seeking alternative references first.
There are two cheap sources of first-class uniform information in the
paperback books published by Almark and Osprey, which range in price from
about £1.50 to £2.50. Typical titles in the former series include Napoleonic
Artillery, French Napoleonic Lancer Regiments and a really first-rate book