Review of the Din of Battle (2nd Edition; Eric
Burgess, Piquet Inc., 2011) colonial supplement for Piquet (2nd
Edition; Bob Jones, Piquet Inc., 1998) wargame rules.
So, what do you get with Din of Battle (DoB)? A 96 page
booklet illustrated with B&W sketch drawings and a few colour photos, 2
sets of QRS (standard and squad levels), and 16 A4 light card pages printed
with cards necessary for the game. Cutting out the cards is a bit of a pain and
took me an hour. They are reasonably durable but I think I will use card
sleeves for added protection. Almost half of the booklet is taken up with army
characterisation details covering 13 different colonial wars. A copy of the
main Piquet rules is required but DoB does duplicate some of the rules and card
definitions. There are not that many new or altered rules: Natives have a new
formation, ‘Mass’, and they cannot bring ‘Out of Command’ units back in to
command. Colonial Powers have new ‘Mounted Infantry’, and will tend to utilise
the ‘Extended Line’ formation more often. Well ordered cavalry can evade from
infantry charges, and Plains Indians cavalry can evade US cavalry charges.
Troops can move Cautiously (half speed) and improve their cover. Machine guns
and modern breechloading weapons make an appearance, as do gun-boats, armoured
trains and balloons. The main addition provided by DoB is the ‘Trouble and
Delays’ (TAD) deck, replacing the usual ‘Dress Lines’ card. Essentially the TAD
deck is a second, small card deck that contains primarily ‘Dress Lines’ cards
with a few additional army specific cards. The TAD deck increases the range of
unique cards available without distorting the main sequence deck, and is a good
variant in my opinion. If you are already familiar with Piquet then DoB will be
easily assimilated, and your main focus will be on the army characterisation
section. My interests are Plains Wars, Zulu War and Sudan Wars, and the lists
all appear OK. I would like to have seen some Zulu riflemen, even if they would
be poor quality, and I think generally the Native melee values might have been
a dice type higher.
Next I tried DoB using my 10mm Pendraken Zulu Wars armies,
with a cm (rather than inch) scaling.
I used the OOB’s from another set of
rules: Principles of War, 2nd edition. The British forces were the
‘Flying Column’ from the second invasion of Zululand. In this game British
firepower was devastating, the Zulus advanced and were blown away. When the
Zulus managed to get into to melee combat, they rarely drew the required ‘Melee
Resolution’ card. When they did manage to fight their melee dice types were too
low to give them a chance of victory. This game did throw up some real concerns
for me:- The number of British units was too great and needs to be reduced in
future (this is my fault not the rules); The Zulus need improved melee dice
types (at least up 1 type) to increase their close combat threat; I think the
Zulus require more (another 2 cards) Melee Resolution cards in their deck to
compensate for their lack of firepower. I also think the provision of some Zulu
rifle-armed skirmish units in the army characterisation would help.
Finally I played a game using my 28mm later Sudan Wars
armies. Again, the native army was
defeated. Frontal
attacks against disciplined European infantry is not a good idea (realistic),
and the advancing Mahdist infantry died in droves. This game it was not as one
sided as previously; in one turn the Mahdist cavalry surprisingly routed both
British cavalry units against the odds,
a skirmish unit inflicted significant hits
against the Camel Corps and routed them, plus a unit of Fuzzy Wuzzy’s over-ran
the British artillery section before it could reload. Unfortunately the
Mahdists could not follow these successes up, the main British ‘square’
remained intact, the Mahdists ran out of Morale Chips and the game was
effectively over.
So, what did I think of DoB? The rules gave fast moving
battles that were fun to play and generated historic outcomes. Luck, as in all
Piquet games, remains a major influence but this is OK in solo settings. I felt
the Plains War game was the most balanced, even though the Lakota were
defeated. They did take out some US cavalry and with a little better luck,
could have caused some worries for the US side. The Zulu War and Sudan War
games were a hard slog for the Native sides. Frontal attacks don’t work, and
more focus needs to be placed on manoeuvre and flanking attacks. I think the
rules need to be tweeked to give the native side a bit more of a chance:
- Native melee factors could be increased by up 1 dice type.
- Zulu forces should have some rifle armed skirmish units, and therefore some Opportunity Chips (divisor factor of 4?).
- Native Opportunity Chips could be given an additional use i.e. Opportunity Melee Resolution. This would greatly help the native player. Too often the European forces were able to shoot multiple times before the native Melee Resolution card was drawn, thereby driving off the attackers before they could strike. This rule change would ensure more native attacks once units were engaged.
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