Sunday, September 7, 2025

Hex Adapted Koenig Krieg... Again!

In a slight diversion, I decided to revisit my favourite set of mid 18th century warfare rules and slightly amend my attempt to adapt Koenig Krieg rules to play on hexes.  See here for the first trial:  Koenig Krieg Variation Takes Shape!

From the original trial - 3 years ago - I only changed the position of units so they face a vertex of the hexagon instead of a side.  This is to more clearly define the front, flanks and rear of units.  I also introduced a limited amount of unit stacking.  More on that later.

With those things in mind, Steve and Dan joined me in a limited test game.  It was quite simple, Austrians and French marching towards each other.  Similar sized forces, though the French had more cavalry and the Austrians more infantry.

Each infantry brigade also contained a light gun.  The Austrian infantry units were larger.  However, their morale was no better than the French ones.  All units started in column.

Koenig Krieg is a game of actions.  In an action a unit can choose to one of the following: move 2 hexes, change facing/formation, backstep 1 hex or fire.  Typically, an infantry unit in line has one action; a cavalry in line has 2 actions.  The rules allow for the Prussian infantry to get extra movement but I don't tend to play this.

The Austrian columns advance.

The French brigades make their way forward.

Both sides advance towards each other.  The Austrians, Dan, being keen to anchor their flanks on the towns.  The French, Steve, looking to work his cavalry around those flanks.

On the southern flank, the Austrian cavalry quickly advance to check any French flanking movement there.  However, the French dragoons have quickly positioned themselves to catch some infantry in column and prevent the Austrians getting to the town.

In Koenig Krieg, movement and shooting takes place in the Action Phase.  This is then followed by a charge and melee phase.  If initiative can be controlled it can give the controlling side some benefit.  For example, it might allow an infantry in column to change formation in anticipation of an enemy charge.

Regardless of the phase, controlling initiative is important in either acting first or forcing the opponent to act.

Austrian cuirassiers give the French heavies a lesson.  Forcing them to retreat in haste.  However, they are not destroyed and may return to cause problems.

On the northern flank, the French dragoons catch the Austrian columns who run in disarray.

In melee, there are dice modifiers.  Not just additions and subtractions but also multipliers.  One multiplier is x2 when charging a flank or rear; another is x0 if caught in column.  Amongst others, these simple mechanisms mean that playing to the period of linear warfare and protecting flanks is advantageous.

One French dragoon exploits the situation to pursue on of the retiring columns.

While the other, crashes into the flank of the Austrian line.

After the melee phase, there is an exploitation phase.  This is where victorious charging units can redress their facing and/or continue their charging.  For cavalry, this is risky as they could become uncontrolled and race off the table!

Unable to recover from the flank attack, the Empress' infantry retreats...

... but is followed...

...and destroyed.  As were the two units in column.  This was not good news for Dan.

However, the Austrian cavalry was now on the exposed French southern flank.  Plus, the French had three units in retreat and their dragoons were out of command.  So, despite the Austrians losing 3 units, the battle was still in the balance.

Command and control is simple but works.  When a unit is out of command it must pass a dice roll to move (1-4 for cavalry; 1-2 for infantry and artillery).  So, once the lines engage and retreats occur, command and control friction is quickly introduced to the game.

The Austrian line advances into charge range of the French infantry.  Partly to engage; partly to put distance between themselves and the dragoons in their rear.

On the northern flank, the French infantry were able to overlap the Austrians with both frontal and flank attacks.  Now you see it!

...now you don't!

However, the rest of the Austrian line held.

Throwing back one French charge and destroying another French infantry regiment.

But on the northern flank, the French exploited their success and wiped out what was left of a brigade.

The Austrians passed an army test to remain.  However, time was called on the game.  Both players agreed to a draw.

Afterthoughts
We were all pleased with the game and how the rules worked with the adaptations for use on hexes.  In fact, it gave a very enjoyable game that flowed smoothly.

The Austrians had lost 5 out of 10 units.  The French had lost 2 out of 10 units.  However, one French cavalry was still in retreat, as were 2 infantry - both of whom had been severely mauled.

Interestingly, despite being able to stack infantry neither player chose to.  I have to confess to preferring the single lines.  I may just remove the stacking.  It gave little advantage anyway, other than preventing massive breakthroughs after a melee.

I will now reflect on how it played out.  At the moment, the only thing that I would change is the determination of victory.  In Koenig Krieg, it's based on a dice roll at the end of every 4th turn.  Getting more difficult with increasing losses.  I think this allowed the Austrians to take more losses than seemed likely.  I'm considering moving to a countdown system - something like having a number (say half the number of units) and minus 1 point for each destroyed unit and minus 1 when a brigade reaches half strength.  I'll ponder on that.

A question.  I see conflicting accounts of the use of squares in this period (1740 to 1786).  The rules allow it, and I know that the Austrians used massed squares against the Ottomans.  What are your thoughts.  Should infantry squares be part of 18th century European tabletop games?


Thursday, September 4, 2025

When in Wien... See Italian Wars Armour!

In a visit to a part of the Neue Hofburg Palace, I expected to do a tour on the history of the House of Habsburg.  Unfortunately, my better half and I found ourselves experiencing something different.  On the plus side, for me, we spent time wading through rooms of Renaissance period armour.

Well... it would've been rude not to take some photos... if only for research for my Italian Wars project.

If you're not into armour, look away now.

Suit belonging to King Ferdinand V of Aragon and Sicily, made around 1490-1500.

I was interested in seeing the articulation of the armour available, the degree of variation in style and the degree of blackening and gold gilding of Renaissance armour.

Suit belonging to Roberto da Sanseverino, around 1487

One thing that became apparent was the variety of helmet that existed during the early to mid 16th century and the life span of designs.  Which shouldn't be a surprise bearing in mind the incredible expense involved in having a suit of armour made.

The top half of a suit made for the Emperor Maximillian I, made around 1494.
I should add that the background is an enormous wall sized family tree of the Habsburgs.  They married well... then later on, incestuously!

None of the armour on display was blackened.  Possibly because blackening was for battlefield wear.  Though many pieces in the museum were made for tournament and field wear.  However, the following suit certainly shows that some armour had large amounts of gold gilt.  Funnily, this level of gold armour would be something that I might've previously associated only in painting fantasy figures.

Another suit worn by Emperor Maximillian I, from 1508


Made around 1485, a suit for a younger Maximillian.

Made around 1485, a suit for a younger Maximillian.
This is an example of late Gothic armour.  The Germans preferred slender and ornate forms of armour.  This one imitating the courtly dress of the time - observe the foot armour.

In the following portrait of the Emperor Maximillian, it appears that his armour is blackened somewhat.  However, it did make me wonder if the museum pieces have been too polished to a display standard.

Maximillian cemented his reputation as the "Last Knight" with his passion for tournaments and culture of chivalry.

Again, there is evidence of the armour being made to measure.  Apparent in the height and in the form.  What was interesting to discover was that on occasion suits of armour were worn to parties and festivities.  Some with specially made helmets with faces on the visors - a bit like Venetian masks.

The armour of Matthew Lang von Wellenburg, Prince-Archbishop of Salzburg, made in 1511.  He was a close advisor to the Emperor and an imperial diplomat.

With the previous and next suits, I was looking at the gilt on the torso and how they ran vertically.  The one below has recessed blued areas.  A shame it doesn't show on the photo.

Count Eitel Friedrich II von Zollern.  An imperial commander and confidante of Maximillian I.  Made between 1505 - 10.


Count Andreas von Sonnenberg, a military commander under Emperor Maximillian I.  The suit was made sometime between 1505 and 1510.

Lastly, a suit to imitate the look of the landsknechts.

Made in Augsburg in 1523.

I guess that's enough metal for now.  Thank you for your indulgence.


Tuesday, September 2, 2025

Guess When?

As part of our vacation to Vienna, my better half and I enjoyed the culture on offer.

For your entertainment, here is a bust.

I had this sculptor's work on my "must see" list.  His head is pulling a great face and is one of a collection of very amusing and expressive faces.

Can you guess from which period of art this comes?

I'll give you a moment...

Here is a random painting to give you some thinking time.  You should know this person as Eugene of Savoy - one of, if not the greatest general of his age and contemporary of the Duke of Marlborough.


Okay! Time is up.

The bust comes from the Baroque Period - mid 18th century.  The sculptor is Franz Xavier Messerschmidt.  He was known for doing busts like this one of the Empress Maria Therese.


Quite a change of style!

In later life, Messerschmidt explored sculpting human expressions. The result is funny and unique for its time.  It's art that really cheers you up!

All of the above are found in the Upper Belvedere.  One of the palaces that Eugene built for himself.  Ahhhh, the fortunes of war. Literally in this case!


Friday, August 8, 2025

Italian Wars Solo Fast Rules Trial on Hexes

After successfully testing out my Italian Wars adaptation of the old Age of Chivalry rules as a fast play option (see here), I decided to adapt my adaptation (try and keep up!) for playing on a hex battle mat. See my purchase here.  My motivation is to open up remote gaming opportunities for quick evening games.

With a couple of tweaks the changes were quickly achieved.  So, to the game.

The premise and general outline for the game came from a scenario in the Honours of War rule book, The Clash at Kutzdorf.  Here, the Imperialist forces have been surprised by the French appearing on their flank.

A birds eye view of the depositions.

The view from behind the attacking French, looking north.

The Imperialist troops.  Their leader was graded as efficient.  The army was divided with the vanguard of men at arms, the main battle of two landsknecht blocks and the rearward containing aquebusiers and artillery.

The French commander was also graded as efficient.  The vanguard made up of gendarmes, the main battle being two Swiss blocks and an artillery.  Whilst on the French left, was the rearward of Gascon crossbowmen.

The French advanced along the line.  The plan being to move swiftly before the Imperialists could complete any redeployment.  The Imperialist troops struggled to get going with orders not being executed as fast as hoped.  However, the exposed Landsknecht did manage to turn to face the danger.


With rather more impetuosity than the Imperial commander ordered, the men at arms charged swiftly forward and engaged the surprised gendarmes.

One unit of gendarmes recovered to stay in the fight.  However, the right most one crumbled under the shock of impact.

The French hopes of a fast advance against the Imperialist defenders was starting to fade.  Battle commanders seemed to be following their own, sluggish, orders instead of their leader.

In the rules, each Battle of the army is given an order by the army commander.  Dice are then rolled to determine if they receive/accept those orders and which ones they will actually carry out.  There is a very high percentage chance of the order given being accepted.  However, the chance of a different one applying is present.

The French as they slowly edge towards the Imperialists.

All the while, the Emperor's troops are redeploying to negate the French flank advantage.

An adaptation that I have made to the rules, to convert them to the Renaissance, was to rewrite the troop lists and stats.  I also included the option for pike blocks to include shot and other supports like halberdiers.  For example, representing the Spanish colunela with shot, and sword and buckler.

On the French right, the victorious Imperial men at arms swings into the gendarmes.

This assault, when already fiercely engaged, is too much for the French nobility who are slain and scattered.

With the French Battle leaders, seemingly unable to either obey orders or do so with urgency, creep forward.  The Imperialists are able to take advantage to swing more of their line round to face.

Once the orders have been diced for and established, a card is turned to reveal the number of actions the units can take that turn.  Actions include pivoting, moving and shooting - 1 action to do each.  The French seem to be suffering from wilful Battle commanders and/or limited actions... perhaps reflecting reluctance amongst other things.

The Gascon crossbowmen start emerging from the woods.

The men at arms now have a position on the exposed French flank.  However, the horses are blown and the troops fatigued from their impetuous charges and hard fought melee.  They desperately need some time to recover if they are to be effective.

At last, the French crossbows take aim and shoot...

...giving a block of Landsknecht enough pause for thought to make them withdraw from the frontline.  However, German arquebusiers have joined the line and shoot in return.

All hopes of a French attack to roll up the Imperialist defenders has now gone as the redeployment is complete.

But seeing an opportunity, both Swiss pike blocks charge a lone Landsknecht block while the Gascons' charge the arquebusiers.

The arquebusiers stand their ground well.  However, the Landsknecht are overwhelmed by the ferocity of the Swiss.  Perhaps, the French may be able to pull off a victory before the men at arms can fall on their flank?

Alas for the French, the men at arms have rested and recovered and begin to bear down on the French left.  At the same time, more arquebusiers are turning in to rain leaden hell down on the Swiss.


As the men at arms approach, the leftmost Swiss turns to face.  Unluckily for the French, the Landsknecht have rallied and are also approaching.

With the French confined to a small space, they are almost completely surrounded.  With a great crash, the arquebusiers fire, the men at arms charge in and the Landsknecht fall on the flank.

A Swiss block being assaulted from front and rear.  Plus, arquebusiers shoot from the flank.

A heroic, but futile stand, as the Swiss are utterly destroyed.

As for the other Swiss pike.  Under the weight of numbers and Imperial vigour...

...it is scattered.  Most never to return to their mountain and valley homes!

With only the Gascon crossbowmen remaining, the French army breaks up and runs.

With the best and most valuable units destroyed or dispersed and the remainder almost surrounded, the French defeat is total and irrefutable.  The Gascons make the best escape they can.  Their only consolation being that the Imperial cavalry is near exhaustion and unable to pursue.

Afterthoughts
I really enjoyed playing this game.  It was a little frustrating for the French.  Having said that, the Imperialists sometimes had issues with orders as well.  Probably their biggest was getting the right orders to rest the cavalry.  The lack of which, I thought might just give the French enough time to crack the infantry.  But it wasn't to be.

Was it a fast play game?  Yes, it was.  I had my phone on stopwatch to time it.  One hour and 4 minutes plus.

I've made a tweak to one order as a consequence of this game.  The "react" order allows a unit to pivot to face a unit charging, or already meleeing it.  I've added that the "react" may also include one action to either pivot, shoot or withdraw.  Withdrawing takes an army point away from the army.  Once army points are at zero the game is lost!

On the issue of army points.  I was quite pleased that my change from the last game (when each destroyed or retreating unit was the loss of one army point) to valuable units (gendarmes and pike blocks) being worth two points each worked.  Though, I can't help but feel that the French ought to have withdrawn earlier.  I will look at the starting level for the army points - it was probably too high and/or I need to add a situational loss of army points.  Things to ponder on.  

Nonetheless, I'm marking this as a job done.  My next adaptation to hexes will be 18th century, WAS/SYW.  Though I'm not sure when that will appear.  I think that I ought to type up these rules first and stick them on the blog at some point.

Thanks for joining me.


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