Category Archives: Wargaming

Clausewitz Wargame v0.3.1

This is just a quick post to give you all the latest rules update which includes the small changes made this week around Generals, as well as the inclusion of the Fog of War rules under advanced rules.

These changes are already reflected in the Tabletop Simulator mod which has already been updated.

As always, please feel free to contact me on clausewitz.tabletop@gmail.com if you have any suggestions for changes to these.

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Rulebook Re-wording and Fog of War Rules

As part of my journey into writing the rules for my Napoleonic Wargame I stated from the start that I would keep everyone who read these articles up to date on the changes I make while testing and proof reading is carried out.

With the latest version now out both on this website and via the mod for Tabletop Simulator, I thought I would update you to some minor tweaks and changes I’m making that will be reflected in these on Sunday.

Firstly on page 3 under Generals. I don’t believe this covers the role of Divisional Generals or encompass everything either a CinC or a Divisional General does. Therefore I’m rewording this paragraph to read as follows:

Generals – Generals encompass both the Commander-in-Chief (You) and the Generals of Division. All orders for your battle are issued from your Commander-in-Chief (CinC) via Aide-de-Camps (ADC’s), see the orders section for more information on issuing orders and ADC’s. All orders must reach a General of Division (GoD) before being passed on to Brigades.

Both the CinC and the GoD can also contribute to the battle by attempting to rally broken units or by adding a combat dice to a unit’s melee roll, in both these circumstances the CinC and GoD must be in base-to-base contact with the friendly that is fleeing or in melee. These both come with a risk to the General however!

Generals move at a rate of 8cm per action.

Secondly under the section of the same name (Generals) on Page 8. This section will be renamed as Orders and the following paragraph will apply:

ORDERS
Each player will be represented by a single base on the tabletop representing them as Commander-in-Chief (CinC). Players can move their commanders around the field of battle to issue orders to their Generals of Division (GD) or to their Brigadier Generals (BG) if playing in a smaller game.

The CinC can issue ADC’s to send orders to a General of Division or Brigade, when they do so an ADC base leaves the CinC with a dice representing the number of the objective that the Brigade can attack.

An ADC must first make base to base contact with the General of Division for that Brigade (chain of command and all that). Once they have made contact with the General of Division, the ADC remains with them until issued to a Brigade from the General of Division. Generals of Division issue orders in the same manner as Commander-in-Chiefs but must have an ADC present to do so.

The ADC moves at a rate of 8cm per action, once the ADC reaches a Brigade it is activating the Brigade can use any actions remaining for the ADC that turn as their own. For example, should an ADC take three actions to move to a Brigade, the Brigade can use two actions that turn to perform their own offensive or defensive actions.

FIGURE 4 – CHAIN OF COMMAND FOR ORDERS

Generals of Division and the Commander-in-Chief all have 5 command points they can spend each turn. If they’re within 15cm of any friendly Units command points can be used to buff a Brigades command stat to make it easier for them to enact orders that turn. (For Example, a Divisional General may spend two Command Points to buff a nearby Brigade, in which case the Brigade goes from needing 8+ to act that turn to 6+.

If Generals are in base-to-base contact with a friendly unit in melee with the enemy the General can also take part and adds one additional combat dice to the friendly Brigade in combat.”

This in turn had meant a change to the Activated Elements section, which has been renamed to Activated Brigades. This now reads as:

ACTIVATED BRIGADES
Each Brigade can use up to five actions per turn, some actions cost more than others a list of actions is shown later on.


Actions usually revolve around moving, changing formation or attacking the enemy.


Once a Brigade has been activated that Brigade will need to pass a Command Test each turn in order to act. This is done against the Brigades command value of 8+. This value can be modified by nearby Generals of Division or the Commander-in-Chief who can add command points to each roll.

OTHER NOTES

I’m also reducing the number of special rules around impetuous from three to two. These will now be Impetuous (3+) and Impetuous (4+).

NEW ADVANCED RULE

FOG OF WAR
I’m introducing an additional rule into the Advanced Section of the book called ‘Fog of War’.

Fog of War
Players may wish to deploy their units as markers instead of models. These markers must be the same size as the base its replacing with the name of the unit on its face. When players deploy their army these markers are then placed face down on the tabletop.

Markers are revealed in two situations during the course of the battle:

1) If the marker closes to within 30cm of an opposing unit or marker.

2) If the hidden unit fires any weapons.

All of these changes will be reflected on the website and on Tabletop Simulator on Sunday.

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Clausewitz Available on Steam Workshop for Tabletop Simulator

Okay, this is a pretty big deal for me. I’ve spent the last week and a half putting the finishing touches to the Clausewitz Mod for Tabletop Simulator!

This is available to download now from the Steam Workshop.

The mod includes all of the British and French units, and future updates will include other armies and terrain.

Now you too can playtest Clausewitz without the need for miniatures or even a tabletop!

Please try it today and pass any feedback you have to clausewitz.tabletop@gmail.com

Screenshots below:

Vimeiro Battlefield
The French Grande Armee
The British Army
The French attack a British position

Grand Scale Battles
It even includes a copy of the latest draft rules!

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Clausewitz Wargames Intro

As the YouTube channel is going to become busier over the next few months with playtest etc I thought it was time to have a professional looking intro to the videos.

If my IT skills are proficient enough this should also start appearing past videos as of next week.

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Clausewitz Rules v0.3

Following on the fantastic feedback I’ve received from Reddit, Discord, WhatsApp, Playtests and emails I’m proud to say this is the latest version of Clausewitz now with some of the first diagrams included. There’s a lot of work to be done but I’m hoping to update these rules every other week at the least.

If you have any further suggestions to rule wording, grammar corrections or anything in reference to the rules or their format please let me know by contacting me at clausewitz.tabletop@gmail.com or joining our Discord or WhatsApp chats and letting me know directly.

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Feedback on v0.2 of the Rules

Many thanks to those who have contacted over email, Discord, WhatsApp and Reddit to give their feedback on the latest rules. I was really pleased to have my rules read by so man people, so thank you!

I’ve written the comments that were given to me below along with my responses for each.


Diagrams would be helpful
Yes, I completely agree. However I want the diagrams to look professional so there will take me some time to introduce. That being said, the latest version will have the first few diagrams included.

There are 30 turns to a game of Clausewitz, this represents 5 hours of battle. Players may wish to add more turns if they’re refiguring a historic engagement, refighting was meant I suppose?
Yes, this has now been corrected on version 0.3

A glossary with technical definitions technical terms/language, with little interchangeability would be helpful.
I hadn’t thought of this, but I will include this on future versions.

Quick Reference Sheet table with most commonly used distance ranges etc all collated on a single page.
Agreed, although not included yet, I’m hoping version 4 will have this included. That said, I have now included a table under the movement section for all units and terrain types they may enter.

We used the drawn chips from the bag to “mark” activated units as they came out, made tracking easier.
This is exactly as I imagined the phase to work, similar to Bolt Action.

Resolving CC is not clear in the current rules
I’ve hopefully included a more detailed melee process under the melee section of the rules.

Entering the Zone of Control (ZoC) of multiple units, a “hold” test for each could get quite involved with mounting rolls per single turn.
I’ve written a sentence stating that only one morale test or hold test needs to be taken regardless of how many enemy units are inside the ZoC. And the same for holding fire.

The same for morale rolls, having multiple units all have to roll morale on every action of one of them meant a lot of rolls, almost guaranteeing one or all failing at some point. Morale becomes problematic when a lot of enemies and friendlies are in close quarters, sheer weight of dice means even well-supported units will eventually fail even with good morale and no damage.
As above

Columns being un-chargeable by Cavalry, there is no reason the be in square as it stands, confers no additional benefit above the column
Agreed! I’ve changed this so that Cavalry can now charge column formations, but the cavalry unit must make a morale test before doing so. On top of this, the Cavalry special rule is reduced by one for units in Column i.e., Cavalry (-2) becomes Cavalry (-1).

The difference between morale damage and damage is often not clear
I’ve retitled the section as receiving damage and morale damage. This may help, it may not. If not I’ll think about rewording this section.

Morale for single element brigades (lone battalion, lone artillery, single squadron) meant that operating while within ZoC is basically impossible. (single artillery unit will almost always retreat before getting to unload at effective range, single squadron of cavalry took three turns before making it into combat.) The game is supposed to be brigades, but the demo game was easier with smaller elements first (in addition, double battalion brigades were common, so the morale problems will probably affect those similarly and they will be soon more often than the single element brigades as they still fit in the intention of the rules).
Agreed! I think the only way around this is by giving each Brigade the same starting morale which can be affected by elite units. For example, all units begin with morale 5+ but adding an Imperial Guard unit may make this 3+

For the hold action, a command test is needed while a morale test is needed for all others. is this a mistake, or do you need to pass both? note the glossary and clear technical terms recommendation below
This should be morale test and not command test. I have now changed this thanks!

Any counter battery fire?
From what I understand this didn’t happen too often, that being said there’s nothing to stop players targeting enemy batteries with their own.

What is the penalty for being caught in skirmish order?
I’ve removed Skirmish formations and included skirmish dice for each Brigade. A unit may grant the Brigade skirmish dice which that Brigade can fire at the weapons full range as though it were at effective range.

Attempting a charge, set distance to charge for inf/cav, simply walking into melee (forming square too easy if cavalry have to walk into combat)
I’ve re-included the charge action for cavalry and its affects in the special rules section. I’ll consider some more on the charge ranges of Infantry.

Wheeling while within ZoC, for elite units with a test?
Wheeling is removed and has been replaced by the action About Face! for a cost of 1 action.

Canister?
This is fairly complicated for what should be a simple subject. For example how to differentiate between Canister and Grape shot? I’m not dismissing this, I just want to replicate it in an easy to do but accurate fashion.

The way the strength etc is written, stats start at 0 and increase as brigade is “built”. does this hold true for morale, as in 8+ on 2d6, with 1st unit meaning 7+, 2 meaning 6+, etc until a maximum of 3+.
This is how I initially imagine it, but given the comments above on Morale, I’m going to change this to a set 5+ with only elite units adding to this.

Command test on every turn? 8+ means half of army wont move without intervention? we played without, as CP expenditure mechanics to improve command test not yet clear. in rules it says 8+ on D6… would mean without direct intervention a unit would never act.
Apologies this should read as 2D6. The thought behind this was that you would have to decide which units you would really want to act while risking the lower roll on the others. Towards the end of the game I was concerned that all units would be activated and would therefore slow the game down. However, I am happy to revisit this.

Does morale penalties from cav etc stack? if so, a stack of much beyond 2 or 3 would typically be enough to force even an infantry unit that started with a 3+ to fail at least once before 5 actions are done, making an well ordered undamaged unit rather easily breakable at the mere sight of 2 or 3 squadrons of heavy cav.
No, Cavalry penalties do not stack, the player must used the most influencing modifier on their morale test i.e., Cavalry (-2) trumps Cavalry (-1). I’ve written this down clearer in the special rules section.

Line of Sight?
I’ve cleared this up in the Firing section of the rules hopefully.

Is melee an action, i.e. do you fight until resolved if both sides stand, or do you spend actions like firing?
Melee is not an action and occurs immediately once base-to-base contact has been made.

Counter charge as a reaction?
This would be easy to implement, I imagine it would be one action cost which then advances your Brigade a march move with the enemy testing against their morale once the move has been completed.

Taking damage when breaking within firing/melee range missing.
Now included

Shooting/melee from flanks or the rear effects
I need to address this in the next update

Artillery limber/unlimber/ effect of artillery on the movement of a brigade, mixed brigade movement missing.
Now Included in the Brigades section

Recover morale action missing?
Now included

General rallying troops?
Now included

Troops surrounded?
I will write this up in the section under movement.

Shouldn’t the different terrain types be placed up in the Terrain section rather than after Firing? And perhaps the Advanced Rules should be placed between firing and the unit types so that all the basics aren’t interrupted by them and to provide a good stopping place in the rules before the unit types.
This has been changed as suggested, thank you!

It says to see the section on ‘Other Miniature Scales’. But there isn’t one
Like a fool I forgot to include this, this has now been corrected.

Any listing of what die face represents what formation is missing from this version of the document
I’ve added this in to version 3. Thank you.

Page 3 & 4 has formations but Skirmish is not listed but on page 7 it’s listed under change formation. Is it no longer a formation and just a function of per 1000 men as an automatic action? Each formation has advantages and dis advantages, what are the skirmishers disadvantage? Does it weaken the rest of the formation because those men are missing or do they fire twice if you fire skirmish and fire? Does it no longer act as a screen from enemy units?
I’ve removed skirmish formations and as you’ve correctly assumed built them into the Brigade mechanics itself. I forgot to update the first few pages.

Skirmishing troops give the advantage of being able to use their skirmish dice at full range as though they were at effective. (Hitting on 4’s instead of 6’s). You’re right though, the rules should really suggest removing one combat dice to use a skirmish dice. This I hadn’t though of so thank you!

As I said, I was unsure of the skirmish mechanic and felt that it may slow the system down to much.

Nothing specifies dice type to use, as far as I can see I can use a D20 and pass 75% of my rolls.
Again I’m a fool and forgot to specify, this is now included at the beginning.

There are no step-by-step instructions.
I’ve tried to include these under “The Turn” section, however I’m willing to admit this may need a lot more work.

How many units should I have? Is there a standardised way of tracking their stats and sharing information with my opponent?
Game size can vary depending on what type of battle you’re trying to fight, i.e. historic or matched play. If playing matched play I would assume that each player would be commanding a Corp each of roughly 4-5 Divisions with 2-5 Brigade a Division. The opponent should be able to see the number of firing dice each unit possess as well as the morale of that unit, these can be easily represented by using dice markers on each base. But I do hope to include some simple fog of war mechanics at some stage.

How close do I place my units together?
There must be no less than 1cm between each Brigade while units inside a Brigade must be in base-to-base contact with each other.

How do I track which ADC goes to which unit?
ADC’s are represented by figures on small round bases with an objective marker numbered between 1 and 6. Once activated these ADC’s stay with their activated unit.

Three die rolls needed to determine combat, Morale, Steady, Fire! is a little too much?
This could be something that could be condensed down to perhaps two die rolls, but would require a lot more play testing.

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Clausewitz Rules v0.2

Following on from comments on Discord I’ve changed around some of the paragraphs so that it reads easier. I’ve also added in the sections I’ve written this week.

If you have any further suggestions to rule wording, grammar corrections or anything in reference to the rules or their format please let me know by contacting me at clausewitz.tabletop@gmail.com or joining our Discord or WhatsApp chats and letting me know directly.

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Rulebook Changes

As I go forwards now with the rules that have been published I will post addendums etc as articles and then produce an updated ruleset at the end of each month with the tweaks from the articles included.

One section that I have found is missing is what to do with hits received against units. Therefore the below section will be added to the rules after the Firing Section of the Rulebook.

————————————————————————————————————————

TAKING HITS
Once it has been determined how many hits a Brigade has received the owning player must then reduce the morale of the Brigade by that value. I.e., a Brigade receives two unsaved hits, therefore their morale will decrease by two. The owning player must also roll two dice, on each roll of 5+ the number of combat dice for that Brigade is reduced by 1. The owning player can decide which of his or her units have been affected, and reduce their combat dice tracker accordingly.

————————————————————————————————————————


Following on from firing, I would also like to make a change to the Skirmishing mechanics. Currently 1 die is used for units that can skirmish, and the unit may also take 5 combat dice.

I would like to change this so that if a unit chooses to fire with skirmish dice and are also firing their combat dice, the unit must reduce the number of combat dice they’re firing by the amount of skirmish dice being used. For example, unit A can use up to 1 skirmish dice per turn, if doing so they must relinquish one of their five combat dice to do so. One dice can then be fired as if skirmishing, firing at its maximum range, while the four combat dice (being reduced by one to accommodate the skirmish dice) can fire as normal.

This will also change the actions around firing, and instead of having separate actions for firing skirmish and combat dice, the action will allow a unit to fire all its small arms taking into account the above.

Therefore the Fire Skirmish Weapons action will be removed, and the wording on the Fire! action will change to:

————————————————————————————————————————

Fire! (Cost: 1 Action Point) offensive/defensive
The Brigade can fire all its available combat dice and skirmish assigned to the front rank of units in the Brigade. If firing skirmish dice, these can be fired at full range as if they were at effective range. For every skirmish dice being fired the combat dice is reduced by one.

————————————————————————————————————————


The section below is an addition to the rulebook section dedicated to unit formations.


————————————————————————————————————————

SHOWING UNIT FORMATIONS
To show a unit formation, the easiest solution is to use a small dice on the rear of the base.

A column formation can be represented by the number 6, square by 4 and line formation can be represented by 3.

————————————————————————————————————————

If you have any further suggestions to rule wording, grammar corrections or anything in reference to the rules or their format please let me know by contacting me at clausewitz.tabletop@gmail.com or joining our Discord or WhatsApp chats and letting me know directly.

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A note on Scale

Now that a lot of the rules have been written and I’m working through the faction rules, I thought I would just touch base (see what I did there?) with scales and miniature basing.

As written I initially had the ruleset in mind for 6mm, but there should be no barrier to using a rule set at any miniature scale.

For example our current base size for 6mm is 40mm wide bases (or less if you prefer! – I know some testers have been using 30mm). This base width currently translates nicely into movement (2cm moves for infantry) and musket ranges (4cm long range). SO there should be nothing stopping us from scaling this to other size miniatures. Of course you could still use 40mm base widths for a lot of other miniature wargaming scales – 10mm and less primarily.

All the scales can be used on a 6 foot long table, the only adjustment would be the size of the engagement. For example, 10mm miniatures and below based on 40mm wide bases would be suitable to represent Battalions as part of a Corp+ size game. But perhaps 28mm miniatures on 150mm wide bases could represent companies in a Brigade sized game.

As an idea of scale I’ve suggested base sizes below as a guide, remembering that the base size can be used to determine the majority of move and firing distances (e.g. a march is half a base width, a long range musket shot is one base width and an effective ranged shot is half base width etc).

Alternatively, 28mm on 180mm wide bases would also work well as battalions, with each mini representing 50men. Once a hit is inflicted a mini can be removed to represent the loss in strength. This would only be reasonable for smaller games of between 5-10 battalions each.

How Brigades Work

As part of the recent revision to the rules I’ve gone back and rejigged the unit and Brigade profiles.

HOW IT WORKS

When organising their order of battle each general will either purchase a number of Brigades or (in the case of historic battles) take the number as given on the historic order of battle. The Brigade card will look like this:

Brigade Card Ready for Battle

You would purchase you initial Brigade and in matched play games this costs you a certain amount of points in itself. From that point on you add battalions, squadrons or batteries to then buff those initial statistics. So in the case above, we can see that each Line Regiment added is improving the Morale roll the Brigade would need by a further one, meaning once they’ve all been added and it comes to taking their first morale test in battle the Brigade would need a 5+ to pass. Most factions will either be all foot or all horse, only a few factions had a mixture of both, but these will be published with those factions.

COMMAND
This is the value needed to pass in order for that unit to carry out its actions. Only elite units will alter this in any way, the player must instead use command points from a nearby general to boost these in the turn. For example, the player chooses to activate his general first and uses 3 of his 5 command points to boost the above Brigade to Command 6+ instead of 9+.

MORALE
As in previous iterations of the rules this stat is how confident the Brigade is in battle, the number signified is what would be needed to pass a morale test in game. This number may often be modified by other in game factors such as nearby Cavalry, the formation of the units inside the Brigade and any damage received to the Brigade.

STRENGTH
This is an optional statistic for those wishing to compare their losses in game to that of the actual General who commanded in the field at the time. For each hit received on the Brigade this figure reduces by one and cannot be recovered unlike morale. At the end of the game the general deducts his final strength from his starting strength and multiplies the value by 50 to give an estimate on the number of men killed or wounded. e.g., the British Brigade begins the battle with strength 50, and at the end of the game has been reduced to strength 43, meaning a loss of 7 strength. This converts into 350 men killed or wounded (7 x 50 = 350).

STEADY
Steady represents the first roll of the firing phase for any ranged weapon dice. The player needs to score equal to or higher than this value for the player then to roll successes on their ‘Fire!’ roll.

COMBAT WEAPON
This weapon is the standard weapon of the standard trooper inside that unit.

COMBAT DICE
For a historic engagement combat dice is determined by using the number of men for each unit on the order of battle divided by a factor of 200. In matched play, combat dice are purchased individually each time.

For example an order of battle may show that a unit had 970 men, this figure is divided by 200 and rounded off to give the combat dice (970 / 200 = 4.85 (5 Dice)), or in the case above Brigade would be purchase for 57 Points, then a Regiment of Foot (which includes 1 combat die) is purchased for 43 points, each combat die for that regiment after that initial purchase may cost an additional 2 points, so a regiment of foot with 5 combat dice would cost 51 points (43 + 2 + 2 + 2+ 2).

SKIRMISH WEAPONS
If the unit is able to skirmish the weapon the use in doing so will be shown here. Often this is the same weapon, however in some cases such as some Austrian infantry units, the skirmishers of a unit may have been armed with Rifles instead of Muskets.

SKIRMISH DICE
A unit which has skirmish weapons will be granted 1 Skirmish Dice. One is the limit to Skirmish dice and no additional skirmish dice can be purchased. If the unit can skirmish, the cost of this skirmish dice is included in the unit cost when purchased.

ARTILLERY WEAPONS
This specifies any weapons that the unit uses as artillery.

ARTILLERY DICE
Artillery can be fired as an action. If the Brigade possess any Artillery this is fired in the same way as Combat or Skirmish Dice.

CC V INFANTRY
This denotes the dice roll required to cause a hit on this troop type in melee. Other external factors can also modify these rolls such as terrain.

CC V CAVALRY
This denotes the dice roll required to cause a hit on this troop type in melee. Other external factors can also modify these rolls such as terrain.

SAVE
Some units may have a save stat as part of their attributes, if so once damage has been dealt to the unit roll a D6 for each hit. On a roll of the value or above that damage is ignored. Some terrain such as Woods or Villages also grant saves and are specified in the terrain section of the Rulebook.

SPECIAL RULES
Often units will be added to the Brigade which contain special rules, these will vary from such things as Deployment Marker (granting the player an extra deployment marker in the scouting phase) to Marksmen (re-rolling one Fire! dice per action). What each special rule does can be found in the Rulebook under the special rules section.

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