**An edited version of this article originally appeared in the January 2017 edition of Wargames Illustrated. Produced here by kind permission.
The 29th Foot driving the 9th Light Infantry off
the Cerro de Medellin at bayonet point, by Graham Turner © Osprey Publishing. Taken from Campaign 253: Talavera 1809. |
Ah, the smell of musket-smoke, the roar of cannon-fire, the
pounding of hooves on cracked earth. It’s been a while, but it’s good to be
back in the Napoleonic era with Chosen
Men. My previous efforts have included Trafalgar and Waterloo, both for the
now-defunct Warhammer Historical, and two very different exercises in games
design for me. Trafalgar, for
instance, was written as a fast-play, cinematic interpretation of Napoleonic naval
combat – something I thought was lacking in an otherwise packed field of
‘simulation’ type naval games. Waterloo,
on the other hand, was an effort to take the huge breadth of Napoleonic-era
land battles and wrap them up into an accessible set of rules for all, sort of
bridging the gap between glossy fantasy battles and the grit and substance of
the historical Napoleonics gaming scene.
So, where does Chosen
Men fit on that scale? Naturally, as it’s me, somewhere between the two!
This is very much a ‘Mark Latham’ game, so if you like what I’ve done before,
you’ll probably like this one too – it plays differently, but has a similar
vibe. However, I know that fans of Osprey’s wargames series want as much grit
as can be reasonably milled into those slimline volumes. Therefore, while I
haven’t become a grognard overnight, I’ve gone for a balancing act between a
cinematic feel and ‘realistic’ mechanics. It’s a tricky one, that’s for sure…
The Inspiration
I’ve loved Napoleonic history for a long time, but as I’ve
always said, gaming for me is rarely about simulation, but about fun and
action, and telling stories through the use of miniatures. I get the same
thrill from a good tabletop game as I do from watching a movie, playing a video
game or reading a good book. As such, when I start designing an historical
game, I start by gathering inspirational material. Out came the Waterloo DVD
and Sharpe box set. The Master & Commander soundtrack got queued up on the
PC. My reading list went from the usual Sherlock Holmes and Gothic horror books
to Cornwell, Scarrow and O’Brian. (Yep, Sharpe appeared in twice on that list.
And I’m unabashed – the game is called Chosen
Men, after all).
A Bit of History
The format of Osprey wargames books can make it tricky to
include much in the way of background text (the dreaded ‘fluff’). With my last
Osprey project, Broken Legions, I tried to circumvent the issue by having a
line or two of flavour text next to various rules, and making the rules
themselves get across the themes. With Chosen Men, the lack of historical text
is more than compensated for by the vast range of Osprey history books
available. These allow players to buy one or two ready-made ‘sourcebooks’ for
their chosen force. Let’s be honest, my collection of Osprey volumes made up
the bulk of my research for this game! They also provided rich pickings for the
editors when furnishing the book with art. As well as some fantastic new
pieces, and that stunning cover, the book includes some of those lovely colour
plates for which Osprey is so famed.
In fact, the only limitation I really felt from the
limited space was that I couldn’t fit a set of campaign rules into the book –
anyone who knows my games design history knows that I love me some campaigning!
At a Glance
Chosen Men is a
set of fast-action skirmish rules detailing the bloody skirmishes between light
troops in the Napoleonic Wars. The primary focus of the game is on soldiers and
NCOs in light ‘wing’ companies, as they scout ahead of larger forces and take
part in man-to-man actions against enemy skirmishers. The game can be set in a
number of theatres of war: such as the Peninsular War, where British and
Portuguese riflemen, and Spanish Guerillas, not only acted as part of
Wellington’s army, but also engaged in small objective-driven actions across
Spain against the French; the Hundred Days campaign, where skirmishers on both
sides were sent to clear key objectives in vicious building-to-building combat;
and 1812, where the Russians launch brutal hit-and-run attacks on Napoleon’s
starving, retreating army.
This game is about small actions set against a backdrop of
unrelenting war, where morale and tenacity often count for more than accurate
musketry. For the most part, officers are not swashbuckling super-heroes, but
staunch commanders who rally and direct their men to achieve the battlefield
objectives.
Chosen Men focuses
on small, agile units of, on average, 5-20 men. It might be imagined that these
are hand-picked men sent to achieve some objective away from the main theatre
of war – this game doesn’t concern itself with larger-scale conflicts, except
to give a broad impression that they’re going on ‘off-camera’, so to speak.
Although some regular and elite infantry and cavalry are present for the sake
of providing options, the ‘army lists’ stick mainly to light troops and
irregulars.
Typically, an ‘army’ in Chosen Men will number 30-50 men,
depending on quality, and possibly a light cannon or two. A game of that size
should play out in about an hour once you’re familiar with the rules.
This, then, is a fast-play set of rules, operating on a
1:1 figure ratio, with small autonomous units. Not your usual Napoleonic game,
but then, it’s not meant to be – this is a great point of entry for people who
just want to field small formations of 28mm figures, and might be put off by
big battalions.
The Core Mechanics
Units are pretty much autonomous on the battlefield,
although having officer nearby, or actually part of a unit, greatly enhances
their ability to stand when the going gets tough. Units have their own stats
and leadership value, and can take a number of actions in a turn based on their
Tactical value – the higher this number, the more well-drilled the troops, and the
more actions they get in a turn. These points, however, must be split between
manoeuvring, shooting and fighting, so must be used wisely. The game is not
strictly IGOUGO, but ‘alternating action’. Players take it in turns to move and
act with a unit at a time. However, officers can sometimes use their command
radius to move a whole section of their force at once, or forego this option to
move out-of-position troops into the fray more quickly.
The game uses a D6 system. Whereas my other recent Osprey
game, Broken Legions, used D10s to
deal with very granular modifiers and drawn out one-on-one combats, this game
is more about group musketry and quick, bloody hand-to-hand fights. You’re
dealing with units of men at a time rather than individuals, and so I’ve tried
to keep modifiers to a minimum. The
complexity of the mechanics comes in the combinations of special rules and
orders, representing the intricacies of command and control on the battlefield
– the basic actions taken by units on the other hand, are streamlined, allowing
for fast gameplay.
Special Features
The nuts and bolts of
the rules – moving, shooting, fighting, and morale – naturally make up the bulk
of the book. Army lists and scenarios make up the remainder - the armies
included are France (and their Peninsular allies), Great Britain (and both
their Peninsular and Waterloo allies), and Prussia. However, every game needs one
or two special features beyond merely [sparkling, flawless] core mechanics to make them stand out from the
crowd. The two bits I’m most pleased with in this game are the Cauldron of War
Strategies and Commander Traits.
Cauldron of War
Strategies are randomly determined for each player in the first turn of the
game. This special rule represents the raging battle that is going on just
beyond the bounds of the gaming area, as though the skirmish taking place is
merely a snapshot of a much larger engagement being fought all around. So, for
instance, you might gain ‘The Big Battalions’, which means you have some large
blocks of infantry just off the board, and when your opponent moves a unit to
within 12” of the edge, you can give them a volley of massed musket fire.
Similarly, you might roll ‘Artillery Bombardment’, meaning that some of your
army’s cannons are directed in the direction of the skirmish action, sending a
timely bombardment to shock and awe the enemy.
Commander Traits are less epic in scale, but no less
influential. Every army has an overall commander, usually an officer of Colonel
rank or similar (although as this is a skirmish game, you might also have
things people such as Spies in charge of your little task-force). You can
purchase Traits for your commander to show just what kind of leader he is.
Some, like ‘Flogging Officer’ might allow you to automatically rally a broken
unit, but at the cost of a Morale value penalty for the rest of the game.
Others, like Tactical Genius, show on officer’s real quality, by allowing his
units to perform additional actions. There are lots to choose from, and they
allow you to not only personalise your force’s leader, but by extension your
whole army.
So there you have it – this is a game all about stirring,
heroic actions and feats of derring-do, set against the backdrop of Napoleon’s
campaigns. I hope you have as much fun playing it as I had writing it!
Chosen Men is published by Osprey Wargames, and is available now from all good bookstores. You can order it direct from Osprey here.
Hello Mark, I have this rulebook, In Guatemala central América, but I want to know if you have rules for austrians and russians,
ReplyDeleteHi there! No lists for those nations yet (there was no space in the book!), but I would like to revisit Chosen Men soon. Keep an eye on my Facebook page for all the latest news.
DeleteHi Mark, recently brought CM and building a French Army at the moment. If I wanted to field Dragoons as mounted would I use the Carabiniers a Cheval list option (obviously without the upgrade of cuirass)? This is for Peninsular War.
ReplyDeleteI think that'd make a fine proxy at this sort of scale. Ideally, they'd fall somewhere between Chasseurs a cheval and Carabiniers a cheval in terms of melee impact, but then we'd be dealing in half-points ;)
DeleteThanks! Can't wait to get stuck into this game! Any thoughts on doing a professional Intro to Chosen Men YouTube video as there isn't much available at the moment. Would really help promote the game in a sea of rules and game options. Looking forward to CM expansions in the future. Thanks for replying. M
ReplyDeleteA very clever set of rules, enjoying getting my 95th rifles into some actions. I noted it was being played at Enfilade this past weekend. Hope it will expand into other periods.
ReplyDeleteCheers,
Mark
Cheers Mark, that's great to hear! I think conversion is possible. In the meantime, I'm working up the first of several new army lists.
DeleteBest,
Mark
A very clever set of rule!
ReplyDeletegclub
www.golden-slot.com
Hi Mark, congratulations for your work. Can you clarificate this rule for units in line formation?
ReplyDelete“When targeted by Artillery, units in Line
gain +1 Resilience” if “Resilience is useless against
several pounds of heavy lead!”
Thank you very much!
Hi Oliver,
DeleteThis is actually an error. I haven't gotten around to the FAQ yet, but when I do this will be on the list! Units in line should actually reduce the Wounds taken from artillery attacks by 1 - the reference to Resilience is a mistake. Hope that helps!
My best,
Mark
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ReplyDeleteHello again Mark, I have some new questions:
ReplyDeleteCavalry in skirmish order can do perform a move at the double action?
What is the utility of the line formation? Seems to have more limitations than advantages
A holding unit may take a delayed fire action against immobile units or units within maximum range of his weapons?
A thousand thanks!
1. Move at the Double is skirmishing Infantry only.
Delete2. Because the game is a small scale, the formations are really there for flavour, and to be useful in niche situations. Skirmish Order is the most useful formation. However, Line is good when receiving a charge from other Infantry, or when being targeted by artillery.
3. No - they should have just fired at that unit normally if they wanted to ;) It's to represent new targets coming into view.
Regards,
Mark
Hello Mark, do you have an answer for my questions?
ReplyDeleteThank you very much
Hello Mark, I have 2 suggestions for your Corrections Sheet when you produce it, both relating to artillery:
ReplyDelete1. the Force lists allow every nation's artillery units 4-6 crew (except RM or guerilla swivel guns), but I cannot find any mention in the rules of the effect of the crew being reduced in size by casualties. Is there a minimum number below which a gun ceases to operate? Perhaps it is thought obvious that a gun with fewer than 1 gunner (ie with 0) cannot fire, but presumably a gun with a crew of just 1 cannot fire as frequently?
2. on p. 34 the rules say 'some cannon are able to be upgraded with Shrapnel ammunition,' but I can't find any mention of this in the Forces Lists. I suppose anyone with any historical knowledge will be aware that it must be the British and Portuguese artillery, but perhaps this ought to be stated (and the upgrade price needs to be stated -
though I don't really see why there should be one, as spherical case was carried by the Royal and Portuguese artillery as standard).
Lastly, just out of curiosity, why are Italian and Portuguese guns always Medium (rather than Small with the option of upgrading to Medium)?
Matt T
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ReplyDeleteIn the restrictions section on page 39, you talk about the number (e.g. 0-5) being in the unit list. Some of the units have no number (e.g. p. 40, French Lt Colonel, p. 41 French Light Infantry, all units on page 43, most units on page 44 and 45 and so on. I imagine that this was an oversight or printing error. There is no unit listed anywhere that has a 1+ As stated in the restrictions section. Where can we find a unit corrected list?
ReplyDeleteThe lists are correct. If there is no number next to the unit, there is no restriction. The only oversight was the inclusion of (1+) in the example, as this particular type of restriction wasn't used in the end. It may, however, be used in future lists that I upload to the blog.
DeleteThank you for the reply. It is of immense help. Also, how big should a target marker for artillery be?
DeleteCan a unit choose the Fire! Action and then the Hold action (which may enable it to fire again in the same turn)?
ReplyDeleteDo you pay the change formation 2 TAC cost to leave line and change to skirmish formation? Do you see any problems with buying additional models for your force individually - by this I mean for instance buying one additional model of Lt Infantry for 8 points, rather than spending the full 40 points on 5 additional models? This would allow me to use odd numbers of figures I already have at hand.
ReplyDeleteThis is a design question. Why do Infantry in line automatically break if charged frontally? I understand if they are hit in the flank or rear, but charging a line of troops, horses were reluctant to impact with the solid wall of bayonets. There are accounts of units charged frontally that held off cavalry charges, especially where their flanks are secure.
ReplyDelete{{Why do Infantry in line automatically break if charged frontally?}}
ReplyDeleteI believe it is because this game is all about `skirmish` level play. The historical battle records of lines of infantry holding their own against a charge is fine for regular line infantry in company size or better. But on a scale of 1 to 1 with units representing perhaps 6 or 10 men... they simply don't have the formation solidity to withstand this form of attack (these little chaps are really only skirmishers after all hehe).