Grand Duchy of Hesse-Darmstadt in the Napoleonic Wars

From 1966…

GRAND DUCHY OF HESSE-DARMSTADT IN THE NAPOLEONIC WARS

by David Rusk
Table Top Talk, 1966

 Hesse—Darmstadt troops served with the French from 1806-13, and then fought on the side of the Coalition against France. Until 1809, the army was a copy of the 1806 Prussian Army, but then it changed to the French system.

Organization

At first, there were three brigades, each with two line battalions and a fusilier (light) battalion. In 1809 the Erbprinz went to Spain, and converted its fusilier companies into two grenadier and two voltigeur companies, giving it a French six—company organization. The other two brigades kept their fusiliers until 1812, when the fusilier battalions were combined into a Garde Fusilier Regiment. This made three regiments, each with two battalions of four regular companies (the Garde Fusilier had four Fusilier companies per battalion).

Uniforms

The infantry wore dark blue coats and pants, white cross belts, brown knapsacks, dark blue coat rolls, and black shoes. The pants were usually worn over the gaiters. The Fusilier battalions of each brigade (until 1812) wore dark green uniforms with black cross belts.

All units wore black shakos with a silver shield and a white cockade with a red center. The shako had a double pompom with a red top and the bottom colored by company. Company colors were; first battalion, first company – white, second company – black, third company – blue, fourth company -red; second battalion, fifth company – yellow/white, sixth company – black/red, seventh company blue/white, and eight company red/white.

Facings

The Leibgarde Regiment had red plastron, collar, cuffs, turnbacks, and pants stripes. It also had dark blue cuff tabs, edge red, and dark blue epaulettes, without fringes and edged red also.

The Leibgarde plastron, worn for parade or full dress battle, had two rows of short white lace strips down each side (seven strips per row) and seven white buttons down the middle. The cuff tabs had three laces and three buttons. The attached Fusilier battalion, until 1812, had the same facings on its dark green uniform.

 The Leib Regiment used medium blue facings with the same uniform.

The Erbprinz Regiment had yellow facings. It also wore medium brown pants. Grenadiers had red plumes, cords and epaulettes. Voltigeurs had green cords, plumes tipped yellow, and green epaulettes with yellow half-moons.

The Garde Fusilier Regiment was the same as the Leibgarde, but with scarlet facings.

Cavalry

The Guard Chevauleger Regiment wore a dark green uniform. It had a red collar with black side patches, black cuffs and plastron. Six short white lace strips were on each side of the plastron, with a white button toward the outside edge of each strip. Three V—shaped laces with a white button in the center, reaching from wrist to elbow, were on the coat sleeves. The red shoulder boards were trimmed white, while the pants had red stripes. The waistbelt was white, while the shoulder belt was black and worn over the left shoulder. Boots, helmet with short crest and plume, were all black. Sabraque was dark green, trimmed with a black-white-black edge.

For Scruby Miniatures in 30mm see figure listing on the HistoriFigs website.

Lionel Tarr on Generalship in Modern War Games

A little something to fit in with the theme of last week’s Rules for Modern War Games post…

War Game Generalship

Attack and Defense in
Modern War Games

by Lionel A. Tarr
War Game Digest, September 1957

Two questions face the attacker in modern war games. 1) When to make the attack, and 2) How to attack. The question of “when” depends upon the course of the game and the action of the opponent. Any good war game general will soon develop a sixth sense (not always right!) when he believes it is time for the attack. Then the question is “how” to arrange his forces for the attack. And here, in modern war games at least, we may be of some help.

Single tank action, supporting attacking infantry, will invariably fail against an enemy commanding anti-tank weapons. To successfully use tanks a commander must amass enough weight to punch a whole squadron through, and beyond the enemy lines. This may take up to 2 or 3 squadrons of armoured fighting vehicles to do the job.

The method is to mass your armour opposite your opponent’s weakest front (if known). Then erupt in a mass, in an arrowhead with light tanks in the lead, and medium and heavy tanks on the flanks. The object is to drive straight through the enemy’s lines, with the light tanks that have survived carrying straight on ahead cutting the lines of communication and harassing the rear area.

The medium tanks consolidate the breach, mopping up any resistance, whilst the heavy tanks tern and roll up the flanks. Lorried infantry are now rushed into the breach and combining with flamethrowers, bombers (hand grenades) and rifles, supported by·rapid fire weapons (tommy gunners and machine gunners), follow the heavy tanks on their—mission.

A further company of infantry, with its own light support weapons, pushes forward in the wake of the light tanks, and these troops can be further supported by`a tactical wing of ground attack aircraft. p With all phases of the breakthrough attack working at once, your opponent will soon be reeling in confusion, groggy from the powerful thrust you have a him.

There is a defense for this type of attack and it hinges on a defense in depth. Give all defensive positions a good light anti-aircraft cover sited in positions where attacking planes can be engaged by two or more batteries simultaneously. Anti-tank guns should be set up likewise, preferably behind the front lines, and where two can fire simultaneously on the same area. Allow the initial tank thrust to penetrate without engaging except with flanking guns if possible. Then as soon as they break through your lines, pinch them·off from the infantry that follow (interdiction). Your anti-tank positions should be able to cope with the light tanks that break through, and the other tanks unless quickly supported by infantry, will run foul of your bazooka’s and other anti-tank weapons. The lorried infantry are quite vulnerable to mortar attack and machine gun fire, and only when in armoured half-tracks is it necessary to engage them with heavier weapons.

This modern war game depends a great deal on the Concealment Rule, which I use as follows: Troops moving at night, or out of observation during day moves, can be moved upon the map only, and not placed upon the table. Only troops observed, or under observation need be placed upon the table. If full advantage of this rule can be taken, the attacker can gather his forces together for the big push. The attacker must then gamble on certain features of the terrain being lightly held, or (if troops are in the open) that enemy air patrols don’t observe his massing for the attack.

The defender, in turn, must take a gamble at laying out his defenses, while both attacker and defender must hold themselves in readiness to swing over to the role of the opposition, i.e. the attacker to the defense, and vice versa.

Rules for Modern War Games

Today, we step back in time to 1957. Our topic for today is Modern Warfare in miniature, as practiced in 1957 by A.W. ‘Ed’ Saunders of Somerset England.

At the time of [original] publication Ed was a 39 year old, married truck driver with a 9 year old son named Alan. Previously, Ed served in the R.A.F. from 1939 until the latter part of 1945.

Ed started collecting miniatures in 1946 and shortly thereafter decided on a single figure collection of the Napoleonic era. Starting with conversions of manufactured figures he soon turned to the making of miniature figures of his own design. Once Ed started making his own figures he made them in every period imaginable.

From his early days of figure collecting, Ed was intrigued by War Games. His first attempts at war games had him hooked! His thinking was that it was a logical use in which miniature soldiers should be employed. Ed’s early war game reporting appeared in The British Model Soldier Society Bulletin (issue unknown, but I am researching) where he reported on his war games played with 54mm soldiers in the garden (18′ x 24′). From there his games moved indoors, eventually building up his 18mm Russian-German forces (be sure to look for a battle report in the near future).

Did you know that these same 18mm (we call them 20mm) figures are available from HistoriFigs? For figure listings please visit the HistoriFigs website.

I suspect that Ed’s rules are the genesis of the Lionel Tarr (Tarr and Saunders were cousins) / Carl Reavley rules which were developed between 1958 and 1962. Look for Carl Reavley’s rules (SANTAT, Sand Table Tactics) to appear here in the near future (as soon as the OCR and editing can be completed). For Lionel Tarr’s rules see John Curry’s book: More Wargaming Pioneers Volume 4. In the spring we shall preset an analysis/comparison of the three (Saunders, Tarr and Reavley) rules sets.

 

Rules for Modern War Games

by A.W. Saunders
War Game Digest, September 1957

When I first attempted a modern war game using those excellent little 18mm Authenticast figures – I used first of all only three tanks and one self propelled gun for each side. After this game, I was determined to use more tanks, and to find better rules which would take into account the good and bad points of various types of armoured vehicles.

This scheme was given some impetus by the arrival of some Authenticast tanks from collector friends in the US. I made rubber molds of these, and cast them in plaster, and then converted them into various types of self propelled guns anti-tank, field guns and howitzers. In all, I turned out 72 AFVs, all of the 1939-45 war and Russian and German in origin.

Before going into the means I eventually worked out for firepower of these various tanks, it is perhaps best now to state the basic rules which are necessary for Modern War Games. The following rules have only to do with the movement of infantry and the rules necessary to play the game.

Basic Rules for Any Land Warfare Game

1 One dice is used to compute casualties; a throw being given for each-6 infantry that bring fire to bear. Similarly for any tank, gun, siege weapon, etc.

a – It is advisable to move troops in sections of six, keeping each section slightly apart from one another. This is a great help when firing takes place.

2 When firing takes place, do this section by section; first of all throwing the dice to see which section fires first.

a – A player having more sections firing than his opponent, will thus have additional firepower without return fire.

b – The only exception is when flanking fire is brought to bear, in which case the force outflanking the enemy always fires first.

3 Moves will be simultaneous, each commander moving from his left. This rule must be strictly adhered to, and any troops not moved cannot be moved afterwards.

a – If during his move, a commander comes across troops, which or owing to the movement of the enemy, are in close combat (melee or hand to hand) he cannot move these until the issue is decided, and must leave these troops in position until the fighting commences.

4 If a section of troops is less than the usual six, the casualties it can cause are decided as follows:

a – Subtract from the dice throw, the number of troops it is short of six. Example: four soldiers fire; the dice throw is three. Subtract 2 from 3. Casualties are 1.

5 Casualties are halved when cover is taken advantage of.

a – Even though a soldier will always be standing, if cover is available which a soldier would normally take advantage of, by laying down, or kneeling, it is considered as cover.

6 In certain cases a double move may be used as follows:

a – If charging. In this case, the troops must be within small arms range, and terrain must be suitable for a charge.

b – If running away after losing in combat, either a firefight, or hand to hand conflict.

c – If desiring to get under cover if artillery has the range and is causing casualties.

7 Melee (or hand to hand fighting)

a – A simultaneous throw of the dice by both players, for each six men involved. Casualties thus made will be halved.

b – Then a throw of the dice for each six men surviving the first throw.

c – Highest total then wins, with loser running away.

8 Troops under cover, and not returning fire, will suffer no casualties from small arm fire.

9 The first 16 moves will be considered in daylight; the next 8 moves will be at night.

a – At night, small arms fire will be cut down to 6 inches range.

10 Off the Table Moves (for night movement or if Concealment rules are used)

a – Each commander is supplied with a board marked into squares, each square representing one square foot of the table, and the whole board representing the war game table.

b – Each square has a hole drilled in it to take a cardboard counter which has a wooden peg on the underside of it.

c – On these counters are marked troop formations, which should be such that the actual troops represented would take up no more room on the table than is physically possible.

d – These off the table units may be moved one square in any direction on each move, thus making it easy for each player to account for his troops, and be able to bring them into action at the proper position on the table.

e – These movements are of course made in secret.

11 Machine guns get one throw of dice to determine casualties.

12 Artillery Rules:

a – All fire considered direct fire as is fire of anti-tank guns

b – Howitzer or mortar fire · Must throw a 4 or over, then will be on target.

c – Ranges will vary as the player desires, but some suggested ranges will appear later in this article.

13 Minefields (as suggested by my 9 year old son, Alan)

a – These can be set up in secret by using the square board as suggested in Rule 10. The mine fields would be thus one square foot on the table, and can be marked with the counters on the board.

b – Can use two types of minefields, anti-tank and anti-personnel.

14 Trenches – an infantryman can dig one inch of trench in three moves (This for 18mm troops; player can scale this to his troops)

a – Barbed wire, abattis, etc. can be placed in front of the trench in two moves. This would slow down enemy troops one move to get over the entanglements.

b – In the case of a loop-holed trench, or earth work system defensive casualties would be cut down to one quarter of the opponents dice throw.


In general, in all Modern War Games, the basic rules listed above will be followed out by the players. However besides, the infantryman, we have our armoured vehicles, tanks, bazookas, and airplanes. It all sounds complicated, perhaps, but after much “sweat and tears” I have worked out a highly successful and efficient method of computing firepower and armour value for mechanized equipment that makes the game a simple, interesting war game to play.

Despite the fact that we use plenty of tanks in our games, it gets down to the infantryman in the last analysis who is the man who gets, and holds the ground.

Additional Rules for Modern War Games

Basic Rules

1 Rifle and machine gun fire is 24 inches (on a 10ft by 5ft table)

2 Fire from all weapons is direct fire, except self·propelled field artillery.

3 For indirect fire, a 4 or more must first be thrown to get on target. Then a throw.is made to compute casualties. Once the target is ranged a 4 is not needed again unless the target moves.

4 Machine guns always fire first. A 6 is needed to knock them out, unless overrun by tanks or infantry attack.

5 Each Armoured Fighting Vehicle will have one throw of the dice per move. Unless within small arms range (24 inches) tank fire causes only half casualties to infantry.

6 In all cases of infantry sections and AFV fire, the dice are thrown to see who gets first shot.

Airplanes

1 Airplanes will always be moved last. The moves of these will be checked by means of coloured pegs in a small peg board with holes corresponding to the range of the plane. Each aircraft will have its colour on spinner, wings and fuselage. when peg is moved into the second hole, the airplane will move on to the edge of the table. Must be back on to the edge of the table when this hole is reached again.

2 A plane cannot turn at more than right angles. Its move is 36 inches but may move 24 inches if desired. When turning, it will move half a move straight ahead, then half a move at right angles.

3 If flak is used, it will come under fire in the normal manner. If flak not used, will be under fire for each move it is over enemy troops. A 5 or 6 needed to bring the plane down.

4 Airplane gun values (to be used with tables following)

a – Rocket – 6 points – range of 24 inches.

b – Bomb – 6 points.

c – Cannon – 2 points – range of 24 inches.

Armoured Fighting Vehicles

1 All AFVs will have marked on them the following information:

a – The gun value – on the turret or superstructure

b – The armour-speed value – on the hull.

c – Speed and gun range – on the underside of the AFV.

2 When AFVs are firing against each other, the player uses three dice, as follows:

a – To reach total to destroy an AFV, subtract the gun value of the AFV that is firing, from the armour-speed value of the target.

b – The player rolls three dice. The total points must add up to the difference between gun value and armour-speed value to destroy the target AFV.

c – Add 2 points to the armour-speed value if tank in cover, or for a frontal shot.

d – Add 2 points to the gun value if shot at flank, top, or rear of AFV target.

Thus, after a number of trials and errors, the easy method of determining AFV casualties was worked out as mentioned above. All one has to do to determine firepower and armour value is look at the vehicle, and it is all written there for the player to see. One can take care in painting on these numbers, and it then appears almost as if it were the actual AFV’s numerals. Thus, the biggest problem of fire between vehicles, was solved in a simple manner, and the main drawback to the game is eliminated.

Now it is only necessary to work out the relative power of each vehicle, along with its armour·speed values. This, I worked out for Russian and German tanks of the 1939-45 War. The war game general interested in modern warfare will have no trouble working out his own values for other countries tanks and these can easily be divided into heavy, medium and light tanks.

Vehicle

Gun Value

Armour-Speed

Gun Calibre

Gun Range

Speed

Royal Tiger

6

18

128mm

50

6

Tiger

5

17

88mm

40

8

PZKW4

4

15

75mm

36

11

PZKW3

3

14

47mm

30

13

Howitzer on PZKW3

3

12

105mm

50

14

Assault Gun on PZKW3

2

12

75mm

40

15

T35 Light Tank

2

13

37mm

24

14

Armoured Car

2

10

20mm

24

24

Bazooka

2

12

From the tables above you can see that the heavy tanks have more armour-speed value, and this would be true of any tanks of any country. By the time a frontal armour of 2 extra points is added to the armour value, these tanks are hard to knock out, unless caught on the flank, where 2 points are deducted.

You will note also the ranges of the various guns, and should easily be able to adapt this to your own forces AFVs. Actually the size of the gun also determines the gun value of the vehicle, and in general all firepower and range therefore will depend on the weapon the tank is equipped with. Remember also, these ranges are based on my 10ft by 5ft table, and from this you can work down the ranges to the scale you are equipped to fight on.

I have not used towed anti-tank guns, even though Authenticast builds a nice two man set of these. However these would be given the same gun value and range of a bazooka.

Since developing the above scheme which works so successfully, it has occurred to me that a similar points system could easily be used in other games. For instance a Medieval War Game. One could give knights a points value for skill at arms to be subtracted from the armour value of any opposing knight or man at arms.

It also is in my mind to·use a larger soldier for use in a game where the tactical unit.would.be only at company strength – say 50 men. Soldiers here would take on an individuality according to their combat experience., They could be graded as Veterans (still fresh), Combat Weary Veterans and Replacements . Each type would be given combat points value for his marksmanship, this to be subtracted from the combat value of his targets Such games would not be full scale battles, but only such as would fall to the lot of a Company.

          – A.W.S.

A bit of this and a bit of that…

Just a quick update today. First, we have enabled Commenting on New posts. Comments remain open for 14 days from the date of a new post. Comments will be moderated in an effort to keep undesired (robo generated) comments out of the mix. Please feel free to comment on our postings.

Next up is our February Sale. This time around we are offering a nearly 30% discount on Resistant Roosters USMC figure packs. Be sure to visit the Specials page or Resistant Roosters website for more details.

We are still a bit behind on casting, mostly due to our unusually cold weather. The weekend did not go as well as planned (between Liam’s Forensics competition and unplanned barn repairs) as a result my shop hours were reduced for the expected number of hours. We still were able to get a number of projects completed and orders shipped out, just not as many as planned. Another week, and we may be caught up!

I was able to fit in a little bit of work on one of my ‘Flat Terrain‘ projects. First up is a small group of buildings for use with my N-Gauge Napoleonic games (they will work just fine for WWII in Europe too). I made a couple of silly mistakes (like having the clamp too tight when gluing some pieces together), but overall the project is coming along as well as hoped. As soon as I can sort out some problems we are having with the camera I’ll be sure to get some pictures posted as well as a write up on the project itself.

Our camera problems are also holding up some new figure releases – it just makes sense to have pictures for new figures when they release. I’ll be trying to sort out camera issues (both cameras) tonight with hopes of getting some pictures to post tomorrow or Wednesday).

Check back soon, for more news.

Tactical Problem #4

Just in time for the weekend, Tactical Problem #4 from War Game Digest, December 1960.

Tactical Problem #4 (Battle of Saunderstown)

Background and Rules: The Readers Force is attacking Saunderstown, which enemy troops hold. Any troops inside houses receive more firepower, but have no extra melee power. Houses may be blown up with a dice roll of 3 or 6, and half of any troops inside are killed.

All cannons as shown on the map on the Hills are within cannon range of the village. Hills thus will assume tactical importance.

You may use more, or fewer, troops than specified, but the proportions should remain the same

Objective: For Readers troops to either seize the village and hold it -or- to isolate the enemy troops within the village, forcing them to surrender.

Forces

Readers Troops: At Point 1 (see map) are two 15 man Line Infantry regiments and one cannon. At Point 2, another gun overlooks Saunderstown, and the range is to the Church from the position on the map. On Hummel Hill (position 3) from left to right are: 1 Line Infantry regiment of 15 men, 1 regiment of 15 Light Infantry, 1 regiment. of 15 Line Infantry and three Troops of cavalry, each 10 men strong.

Enemy Troops: At Point 4 (Saunderstown) are located three infantry regiments, 15 men strong each. (These troops may be in the houses: one regiment per house only). At Point 5 there is one 15 man infantry regiment, 1 cannon and  1 cavalry troop of 12 men. On Young’s Hill is one gun (range to House #4) and two 15 man infantry regiments.

Totals

Readers Troops: 75 infantry, 30 cavalry, 2 guns .

Enemy Troops: 90 infantry, 12 cavalry, 2 guns.

Tactical Problem #4

 

Note: The Reader`s Light Infantry Regiment moves at 1 1/2 Infantry Move speed, and has half again as much firepower as an Infantry Regiment.