I purchased the 1824 version of the Kriegsspiel rules from Too Fat Lardies the other day (https://toofatlardies..uk/product-category/kriegsspiel/ probably in response to some spasmodic Napoleonic reading during the early summer.
Same motivation was probably at work when I ordered a Brandywine map from Command Post games (https://www.commandpostgames.com/product/pub-battles-brandywine/). I’ve had my eyes on this for quite some time, but not to be used with their Pub Battles. The map is gorgeous and a significant improvement over the historically accurate, but less striking, Meckel map. Not cheap, but I think the paper map is worth the money.
The presentation of the 1824 rules is far more detailed than those for 1862. Many more examples of play by situation – infantry vs. infantry, cavalry versus infantry, infantry versus unsupported artillery etc.
This is all good, but as I noted in an earlier post, part of the fun was just applying common sense, or general tactics to a situation. Now, I find myself checking the rules, and not enjoying the situation as was the case with the less detailed 1862 version.
Kriegsspiel is granular. If only because the time scale is two minutes. Things move slowly, and I am trying to figure out how to speed up play, especially in a scenario calling for movement to contact, as well as an increasing inability to focus.
My current scenario has a brigade of two regiments (Red), with attached cavalry, jaegers and artillery, marching to control two crossroads along Street Road., which runs north to south,. They only know that it is probably defended. The defense is, in fact, a reinforced regiment (Blue) with artillery.
Blue is deployed to cover both east-west roads leading to Red’s objective, with the majority of their force occupying Birmingham Hill.
Two groups of Blue skirmishers are deployed forward of the hill. Their mission is to observe and delay Red’s advance, so Blue can determine which east-west road will be Red’s primary avenue of approach.
The Blue skirmishers have engaged the Red cavalry, causing them to deploy. Now, things get interesting. The rules indicate the skirmishers will form square. If so, what does the cavalry do? I have not given them orders, nor have I written down their Standard Operating Procedures (SOP). Or, do the skirmishers simply flee – which they can also do under the rules. If so, again, what is the cavalry’s reaction?
This is fun stuff and demonstrates the breadth and scope of Kriegsspiel.