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""To the last gaiter button" battle report" Topic


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advocate Supporting Member of TMP01 Nov 2006 5:54 a.m. PST

Last night I played my first game of ‘To the last Gaiter button', a set of FPW rules from Real Time Games. One French Corps of three infantry and a cavalry division defended against two Prussian Corps of four divisions. The French defended a strong position with a large wooded hill on their left and a village on their right, linked by a wooded ridge slightly to the rear; however on the extreme end of each flank there was open ground. On the left flank the French defended a village further back, but on the right they extended their line with a series of scrapes.

The initial Prussian advance was delayed by Chasseurs in the woods, and although these units were eventually destroyed they slowed down Prussian deployment. The French cavalry division sortied in order to eliminate a Prussian cavalry regiment that had advanced too far forward in an attempt to cut off some Chasseurs.

After these opening shots, the main attack developed. True to their tactical (and strategic) doctrine, the Prussians went straight on to the attack. I Corps went for the large hill, while II Corps attacked the village on the French right. The attack on the village stalled and it became apparent that fortified villages are a hard nut to crack. The I Corps commander decided to mask the hill and assault down the open flank. It was not a good decision, and the brigade he sent to lead the attack was torn to shreds by a combination of chassepot and artillery fire.

At this stage things did not look well for the Prussians; and a wide flank move by a division of Bavarians was also making slow progress. Things were to change however. The full weight of the Prussian I Corps was concentrated in a frontal attack against the hill. Casualties were severe on both sides, and in order to shore up the defences the French threw in their reserve division, as the weight of Prussian artillery was making itself felt on the defenders.

In the centre a grand battery of some 60 guns was formed to pound the village, and the attack was widened to take in the scrapes on the extreme flank. The French defenders (a mere brigade of infantry, supported by two batteries of artillery and one of mitrailleuses) were now under attack by an entire corps of Prussians: the end was swift. The grand battery swept the village of defenders, while the scrapes were taken by assault. The flank had collapsed and the French would be forced to retreat.

At this point we had to finish the game. Another turn would have allowed time for a futile charge by the French cavalry, but it was clear that this would have had little effect. The game was played in about two-and-a-half hours (plus set-up) and was our first attempt at the rules. A few queries came up, the main one being how troops are to manage a retreat (as things stand, without an officer they will stand and die; even with an officer they have to take a turn to change facing, and another to move out; and having taken casualties it is difficult to move out of a rough terrain square in any case) but on the whole I was very pleased with the rules. The use of squares to regulate movement and distances gives it a certain board-game like quality, but I still felt as if I was playing a miniatures game. The rules seemed to be simple but effective, and the overall effect – long range French rifle fire vs massed Prussian artillery – seems to match my understanding of the tactical issues of the period. Troop density for the board (7 squares by 6) seemed about right, as there were stages that the Prussian columns got in each other's way, whilst the table was big enough to prevent he French simply doing a wall-to-wall defence.

many thanks to Gablenz for pointing this rules set out to me on a previous thread – TMP link – I would not have found out about it otherwise.

Lentulus01 Nov 2006 6:08 a.m. PST

Well, the battle sounds like it is right out of a history.

Dave Gamer01 Nov 2006 8:24 a.m. PST

Those rules sound a lot like Peter Pig rules such as Square Bashing or their Ancients game. Tell me, are they 12 inch squares and to leave a non-clear square you need to make a die roll (ie – you can move INTO rough terrain at no additional movement cost but leaving requires a die roll)? Is combat via a bucket load of D6's with a laundry list of modifiers to how many D6's you roll? Interesting that you had line and column formations as well as facing (PP's square-based rules don't).

advocate Supporting Member of TMP01 Nov 2006 9:19 a.m. PST

The rules do acknowledge the influence of "Square Bashing", but would appear to be different in some crucial respects. Roll for leaving rought terrain – yes; but combat sounds a lot simpler. All units have a Combat Value (CV). Roll that number or under and you inflict a hit. A hit reduces the target's CV by one. Only modifier is for range; total hits inflicted on a square are reduced if there is cover. Line ('deployed') troops can only face one direction and move that way (or redeploy in the same square); columns get to move twice but can't fight. It is a quick and dirty system, but seems to work at the scale it is trying to simulate – the squares are 1km per edge.

Dave Gamer01 Nov 2006 10:53 a.m. PST

1km=1093 yards. Divide that by 12" per edge and you get 91 scale yards per inch, which is near the scale of other "high-level" FPW rules (Volley and Bayonet = 100yds per inch, 1870=120yds per inch, the old In the Age of Bismarck and Napoleon III = 75-100yds per inch). I may have to pick up the rules. You wouldn't happen to know if any of the other Real Time rules use squares, do you? The Realistic Terrain website doesn't say…

advocate Supporting Member of TMP02 Nov 2006 3:07 p.m. PST

Can't help on the other rules. But with the table-top rules for TTLGB comes a fully formed campaign game. It actually comes first in the ruleset and takes about half the pages, so is no mere add-on – it takes the whole of the campaign up to Sedan.

Jamolas26 Oct 2009 12:41 p.m. PST

Hi Chaps,
Thanks for comments on the game system
Squares are 10" per side which equates to 1 km. A big scale but as covering corps fights this was thought best so most gamers can play the games
Tactical rules kept simple as you are dealing with lots of units
The only other Realistic Modelling set that uses the squares is the stablemate of 1866. The other 8 rule sets approach the games from either key terrain or from a more zonal approach

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