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"Valour & Fortitude" Topic


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dogtail25 Aug 2024 3:31 a.m. PST

I think it is/will be freaking awesome.
-The rules are short
-movement is easy
-firing and its result is fast cause there are no saving
-melee is brutal so you can kill a lot of troops in short time

-artillery, especially horse can make a difference in assault and bolster your defence, but won´t do much in long distance firing

etc etc…

But the funniest thing is that defence in line with artillery is stronger than an unprepared offence. As a admirer of Napoleon I am intrigued to play those perfide British

The only downside of any significance is that the defender can use double movement to bring in reserves if he mismanage his defence.

As I mentioned, the rules are short, but represent all important tools.

And the price of the rules is acceptable.

freecloud25 Aug 2024 7:00 a.m. PST

We use these rules and find them very good, especially for larger games as they are quite fast play as you note. Artillery's key role is to put damage on units before they get into contact.

Fwiw we have a house rule that artillery can fire at any target if nothing (except other artillery) can charge or shoot at it. Otherwise there is no value in hills and even having position artillery.

Attack columns had +1 attack value in melee in earlier versions of the rules, that has been dropped, we find that makes line infantry overpowered (esp British with its extra shooting ability) so we retain the +1 for attack column in melee. French get an elan bonus as well, so are quite good in attack.

YogiBearMinis25 Aug 2024 7:11 a.m. PST

What is basing for these rules?

dogtail25 Aug 2024 8:09 a.m. PST

@freecloud: all of my guns are lead by Napoleon napoleon (even my Prussians) so the restrictions are gone in my games. I would call that normal artillery doctrin. There was a 80 gun prussian/russian battery at Großbeeren…and that was just an one corps action.
I am unsure why building up a grand battery should only be possible before a game. But I tend to play a whole day, so time is not restricted as much as the game designer might have in mind.
I might invent Senarmont as an leader special rule ( I might give a special rule to all divisional commander, cause its fun!), making the guns able to prolong after firing in the action phase like horse artillery, but only three "/cm.

I guess the British/ French power balance is hard to find if you allow several french bataillons to attack one British and both sides have multiple supports. If the French can´t penetrate those lines without artillery softening up every British unit including the artillery I am fine with that. Cause I haven´t met them British so far I guess…grin

@YogiBearMinis: I guess in this area of Wargaming basing is less of a matter. As long as the opposing armies are based the same everything should be fine.

Personal logo ColCampbell Supporting Member of TMP25 Aug 2024 11:49 a.m. PST

The rules, play sheets, and army lists are free (!!!) downloads from the Perry brothers at link

We've played several games using these rules with both 15mm and 25/28mm figures. They take a little getting used to them but they are fun to play.

Jim

Ruben L25 Aug 2024 12:04 p.m. PST

We play them in 6mm, using centimeters for all measurements. Fast and easy rules with a nice twist on the phase order. The only issue I find is that you need very large tables relative to unit count in order to get the most out of the rules.

Decebalus26 Aug 2024 5:59 a.m. PST

We have played the rules some games now. I mostly liked, that i wanted to test the biggest table i could build (4,20 m wide) and the rules still worked. Double move and double again on streets made rapid movement possible.

The feeling of the rules is Black Powder Light and not everyone will like that.

dogtail26 Aug 2024 9:19 a.m. PST

@Decebalus I like the double movement card for one unit cause that represents a local surprise, in my view somebody might fumbled the right order when the opponent makes a double move.

On a rather empty battlefield you can use double moves for interesting flank moves, but on a crowded battlefield this rule somehow spoils the fun. As there is constant arial reconnaissance in form of the 1000 feet general aka player, it is very hard to form surprise and mass/Wirkungsschwerpunkt. But even if you catch your opponent flatfooted, he can make up for his blunder with lightning fast reserves.
Thomas from Tableschmock wrote in a comment on his YT-channel that V&F is a Bier & Brezel game, which put me off from even have a look at it. As I really dislike the house rule amended Version of Black Powder here in my hometown, reading V&F is BP light would make me avoid it. But I really like V&F.

freecloud02 Sep 2024 10:29 a.m. PST

V&F is not a Bier unf pretzel game, the event interactions are simple so you can do a lot of them, but subtle. It comes into its own when its a big game IMO

This is what it does well – Borodino sized games on 18' tables :)

link

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