Le Feu Sacre III by Darren Green, Review – Long
Review by David Brown
Le Feu Sacre III, the latest version of the TooFatLardies rules, is one of the many recently published Napoleonic-era sets competing for player attention.
The rules are 68 pages (+ two pages in the form of a quick reference sheet and a glossary of terms to help the three pages of contents navigate you through them) in black and white with a colour cover. Richard from TooFatLardies invited me to review them and provided a PDF version, the rules are available in hard copy or PDF.
These rules raise questions about what players might expect in a commercially produced set; is there some level of incompleteness before rules become instead ‘guidelines or suggestions' or a ‘toolbox' rather than a complete set.
Indeed the author's preface reads "
a rule "tool-kit" whereby the basic rules are very robust when it comes to customisation
"
Le Feu Sacre III (hereafter LFS) is notable for what it doesn't provide players, ie. the things you'll need to sort out yourself. I'll detail that later.
The rules themselves spell out a modest section on design philosophy; however the Lardy Island web site toofatlardies.co.uk/blog has an amusing interview with the author to gauge more of his intent.
LFS is presented in black and white with diagrams throughout to help explain rules concepts, the layout is in single column over A4 and would probably benefit from a bit more white space and bulleted lists here and there.
The overall feel is in keeping with the Lardies' brand – if I said amateur in it's meaning ‘for the love of it' that might convey their style, in any case they are happy to remind people they don't have glossy colour pictures.
LFS aims to be a set of rules that emphasises command and control set at a corps level; it integrates a grand tactical system while drilling down to a quite detailed tactical-level combat representation.
At times you get the feel that two sets are being squeezed into one. Sections of the rules look fiddly (units must keep 1" apart as a general anti-fouling rule, be within 2" to offer combat support and within 4" of an officer for some command purposes) and hard to square with the higher-level command strategic game.
The rules also project if not complexity, because the individual clauses are easy to understand, then ‘density', as there are a lot of steps or elements to individual rule mechanisms.
Scale and Scope
Troop scale in LFS is 50:1 at the suggested basing scheme for 15mm. Larger number of smaller figures can be used, while going to 25/28mm figs is possible with the author's caution that you will need a large playing space.
Units are infantry battalions, cavalry regiments or artillery batteries. Infantry are recommended based as 10-18 figs (depending on historical precedent per nation) in a single rank by companies. Cavalry are typically represented in four squadrons of two per base. A single gun model represents a battery.
Basing recommendations look idiosyncratic; continental infantry have a frontage of 8mm per fig while British are 11mm per fig (cavalry based two per 25mm), however the rules state that other systems can be used where the ratio of relative unit frontages is maintained.
The rules suggest they work best with 16 to 30 battalions + supporting artillery and cavalry, so a ballpark 400 figs lotsa figs game.
Units are organised into divisions and brigades (sometimes regiments are mentioned). An organisational chart or two would help here, not only for people new to the period but also to see the intent for the numbers at each level – the rules talk of splitting exceptionally large units into two, Russian Light cavalry and fresh Brit battalions for example. Is this to help the combat mechanisms or for the command mechanism, or both?
The rules use an action point command system, which will be described later, where the number of ‘things' relative to the number of action points available to spend on them has a major impact on how games play.
Ground scale is one inch = 50 feet.
Time scale = a turn of 15mins. LFS expects players could crank this out in 15 minutes of play ie real time. They rules don't suggest a playing time for the suggested army size.
Machinery
Troops are defined by class, in grades A-B-C-D, by any special Character of three possibilities; Elan (adds to combat attack, gives some troop interaction options), Stoic (can take more punishment, varies after-combat reactions) and Brittle (modifies morale), the last two being mutually exclusive. Infantry are rated for their skirmisher ability, rated from 0 to 3. Specialist Skirmishers are a separate troop type for mostly riflemen, while Revolutionary French can form Grande Bandes as loose order swarms.
Cavalry types can be Light, Lancer, Line, Heavy and Cossack. Guns are either Foot or Horse and can be light (3-4lb), medium (6-9lb, howitzers) or heavy (12lb).
Formations for infantry can be line, square, attack column, column of march (and sometimes Platoon column). Cavalry can form line, column of march, column of squadrons or column of divisions.
Armies are also classified by Doctrine as Linear or Impulse, which may limit formation options and deployment rates.
Shooting and Combat
Artillery fire, "Bombardment", and specialist skirmishers have an effect at distance, other musketry is subsumed into Combat.
Artillery fire is calculated by consulting three charts and rolling 2D6 to compute the number of ‘hits' on the particular target types. Hits, and unit hit strength is equal to the recommended number of figs per unit, figure removal is not necessary but available as an optional.
Units so hit take a morale test with a d6, consulting a range of plus or minus factors and checking what a failed result means depending on their status, formation, type etc.
Combat is determined by computing a unit's combat factor, a number from 0 to 6 based on type, formation and enemy type, plus or minus tactical and quality factors. The higher factor unit adds 2D6 to the difference in scores to generate a number from 2 to 13+.
This number is checked on a chart to give an outcome depending on the quantum of the score and the type troops involved, the outcomes may be routs, ‘reaction' test to trigger routs, shaken etc and a variety of hits to the combatants.
A particularly catastrophic result can cause ‘reaction' tests for nearby troops.
Troop Status
Units who lose half their Hit strength (half +1 if Stoic) become Permanently Shaken, other troop states are Shaken, Rout, Pursuit, Normal, Blown, Disordered, Surprised, Reforming, Pined, (depending how you view them, also, scattered, destroyed, captured, retiring off the field).
Combat tactical factors apply at unit losses of 10% and 25%, which with the 50% above, fresh and ‘dead' sets up a five-step internal troop state.
Units will probably need markers for most of these states as the sequence of play and activation will make remembering them tricky. Units' hits will have to be marked, the author suggests with dice or on a roster.
Command and Sequence of Play
The author says "LFS aims to accentuate the issues of command and control", the rules provide random activation of ‘commands' (ie divisions, or independent brigades) who then roll for a random action allowance ie PIPs (Personal Initiative Points) which are spent within an overlay of standing orders.
Commands are activated via a card draw, each independent commander represented by a card (some ‘event cards' can be included in the deck) that when drawn activates him to roll D6 + or – quality for PIPs.
I assume there is one deck with both sides' commanders included, and not one per player as in some systems, and that the deck is shuffled at the start of the game and after the final activation (rather than keeping the same sequence of activation) – but this is not explicitly stated.
Pips can be spent on tactical or grand tactical moves and some other interventions such as rallies, changing orders and directing artillery fire away from their usual target etc. Some things cost 2PIPs each and distance from the officer adds to the cost.
Orders are Attack, Manoeuvre and Hold. Each modifies, allows, requires or bars certain troop moves, for example an Attacker must initiate one combat, where possible, before other PIPs are spent.
The sequence of play for an activated commander is;
Spotting – of ‘hidden' enemy
Tactical commands – roll for PIPs and allocate them
Compulsory moves
Bombardment – arty and skirmisher fire
Grant tactical Moves
Tactical Moves
Combat
Reaction Tests
Grand Tactical Commands – changing orders.
The commander completes the above and the next is drawn from the deck. There is a mechanism for the supreme general, when drawn, to instead activate a subordinate.
Grand tactical to tactical
The strength of LFS is the interplay between Grand tactical and tactical. The system of ‘Blinds" ie divisional deployment shapes either 8"x4" or 16"x4" which I guess you cut from cardboard or cloth that move about the board to suggest an accumulation of troops that the enemy has inexact information about. Some can be dummy blinds to deceive the enemy.
Blinds can be spotted by the enemy, which is easier the closer they are, in which case the troops on them are now deployed, there are Column of march Blinds, Semi-deployed Binds, and fully deployed Blinds, which trade off speed and preparedness to form a battleline when the enemy nears. You can change the formation of blinds to the different types or voluntarily deploy.
There are comprehensive rules for moving from the blind in particular formations when desired or engaged by the enemy – the point of blinds, besides keeping information from the enemy is that they allow extra broad moves and consume far fewer PIPs.
Backup
The rules include 21 pages of lists of historical named commanders (who can take qualities of Bold, Able, Gifted, Solid, Poor, Cautious, that modify how they perform various actions) and unit stats for the big six European powers and some allies.
There is a dedicated LFS website (if it's mentioned in the rules, I missed it) at lefeusacre.co.uk that includes some orders of battle, scenarios and an errata.
There is a general Lardies and a LFS Yahoo group. The latter includes more orders of battle in the files.
Neat Ideas
There are two neat ideas in LFS that deserve special mention, pining and fire-fights.
Many rules have enemy proximity and zone of control rules, LFS creates the concept of a ‘pin' where troops in proximity react in a certain way after announcing a pin on an enemy or having one put on them. Giving the process a name and then some other functions has the benefit of making organising and describing the rules section easier but also allows a mechanism for more nuanced troop interaction.
Firefights is nice piece of period chrome, it is a possible combat outcome when an infantry assault stalls and both sides stand off and start raggedly shooting. Some rules allow this to happen by other means, but formalising it as a troop state/combat outcome is clever.
Missing bits
Earlier I flagged gaps in the rules that players will have to fill themselves. TMP readers can look elsewhere for debates about how much players should work out for themselves or expect to find in rules.
Players will have to negotiate game set-up without a points system or scenario examples printed in the rules, there are army lists which include troop stats, and what % of morale spread (in the form, French line inf in 1805-07 at x% D- grade y% C-grade etc) but not how you then build an army in terms of proportion of arms or into commands.
There are no rules for setting terrain on the battlefield or the size of suggested pieces, or suggested battlefield size, so players will have to work something out.
There are no rules for deploying troops onto the battlefield. There are no end-game rules or higher- order morale, such as a division giving up under pressure.
None of the above is a killer for these rules, but it would be good to get some guidance; Pip systems are sensitive to the number of things per commander and such games play differently depending on the ratio.
Overall troop density and terrain density affects how useful/common or not grand tactical moves are – a crowded table can make them pointless.
Conclusions
I can't help thinking LFS is over ambitious, the tactical level game looks sound in itself, as indeed that fact that it's now into a third edition would attest.
The Preface to LFS mentions: ‘
downplaying the minutiae of combat.." it's hard to see what else you could possibly put in if you were so minded – maybe separate out musketry and graft on a more general morale function.
However it's the interplay between grand-tactical and tactical that makes these a good set, they look ideal for historical refights where somebody is willing to cook up orbats and test the ratio of command to troops.
I'm not sure if the detail at the tactical level is holding back the grand tactical, do you really need out of phase Opportunity Charge and Evades and Intercept Charges at the grant tactical level. Do you need an Opportunity charge rule that has a dice roll and 10 modifiers to see if it succeeds – and another for emergency square formation and another for Intercepts.
I'd like to see a version of these rules that plays more to its strengths, by massively stripping the detail from the ‘bottom' and adding more at the ‘top', perhaps weather, time of day to add depth to spotting, command- morale to allow sweeping crash-throughs of an enemy position, command friction perhaps by an order miss-interpretation mechanism spring to mind.
The command activation mechanism, orders and Pips systems will ensure these rules play out well and give engaging games, even under heavy tinkering from enthusiasts.
David Brown