Tag Archives: Valour & Fortitude

Good System = Enjoyable Game

Finished up  my first attempt at Valour & Fortitude (V&F).  Enjoyable.

Of course, after all of the pre-game preparation, I was inconsistent (at best) in using the commander characteristics and army orders I had created, and forgot to draw Fate Cards at the beginning of each and every turn, or playing those I had drawn.  Typical omissions once I get playing.

But why let all that get in the way of some fun?

The Fire and Action phases are straightforward, with a minimum of moving parts.  Likewise for the Melee phase.  In the Action Phase, a unit can move either in column, in line or double time (always allowed one facing change (Reform)); Rally by rolling to remove Tenacity “hits” (more on this later), or Assault.

For me, the tricky part of play was when to implement the Valour and Fortitude morale tests.  However, a quick and handwritten “if this, then that” cheat sheet solved the problem.

What really intrigued me was the lack of chrome involved in failed tests.  Units simply are taken off the table, with neighbors  affected only when their brigade fails a Fortitude check.  I’m used to a whole series of movement and impact gyrations for neighboring units when a  rout occurs. This is a welcome and effective change.

Also, the (almost) universal use of a six-sided die roll of “4” as the minimum roll to score a hit on an opponent during fire and melee, as well as pass morale checks, greatly reduced chart checking.

Speaking of charts, I did put together a Terrain Effects Summary which I glued to the back of the cheat sheet included in the rules.

Along with my failure to consistently employ characteristics and cards, I also did a spotty job of documenting the entire affair.  And the depictions of what I did capture are, as usual, less than stellar.

The British mission was to defend the river bridge.  Their programmed plan was to position units on  both intervening hills, with a reserve of grenadiers and cavalry across the river, but ready to support either the first hill’s brigade of Regulars, or second hill’s Militia defenders.

The Jacobite Highlanders assaulted the first British hill position, with a small brigade of French troops bypassing the hill, and moving to flank the second British hill position.  Roughly 40 percent of the Jacobites were held in reserve (as dictated by the programmed scenario).

The Highlanders “went right at ’em”, using their high melee ratings to clear the British position.  However, they suffered significant losses and were close to Shaken status.

Jacobites Capture First Hill

A quick (well , maybe not so quick) rules note…..each unit has a Fire, Melee and Tenacity ratings.  Tenacity reflects their ability to take casualties.  When a unit’s casualties equals their Tenacity rating, they become Shaken.  Any casualty taken by a Shaken unit  exceeding their Tenacity rating prompts a Valour Test (one for each casualty above their  rating), with an immediate D6 roll of 4+ required to pass each required test.  If failed, the unit routs and simply goes away.

A unit rout  triggers a brigade Fortitude  Test at the end of the current turn phase.  Again, a D6 roll of 4+ is required to pass.  If failed, any Shaken units in the brigade rout, and any Brigade unit within 6 inches of an enemy takes one loss.  The brigade also suffers a defeat (defeats are used to determine winners/losers, with terrain objectives designated at the beginning of the game also considered defeats if lost).

One additional melee note.  A unit that wins a melee (suffers fewer losses than the opponent) does not have to take a Valour Test.  On hills, the up-hill side wins ties.

And…yet another note.  Reducing Tenacity hits is an iffy business.  A D6 roll of “6” is required to remove one.  Hard to do – at least in this battle.

The British response was to deploy the Grenadier brigade to stop the Highlanders and to order the Militia off their hill position to stop the flanking French.

Highlanders Assault British Grenadiers As Jacobite Reserves March Forward

The Grenadiers did stop the Highlanders, but were overwhelmed by the Jacobite reserves.  The Militia succumbed to French musketry.

Surviving Grenadiers And Militia Face Jacobite Reserves (L) and French (R)

At this point, the loss of the bridge position was inevitable.  I would consider it a marginal Jacobite victory, as their losses were significant and it took a long time to take the bridge.

I’m going to play this one again, but put together definite Defeat parameters, which will include not only geographical positions, but turns necessary to take the bridge.

More Fun!

Renovated Venue

Got to it with Valour & Fortitude yesterday afternoon.  First game in The Shed in a long time.

As usual, thought I was prepared, but wasn’t.  Needed to put together unit ratings cheat sheet – with fire, melee and tenacity ratings,  get a deck of cards for the Fate Deck,  as well as retrieving my Commander Characteristics and Army Orders.

Despite these administrative chores, and following the Oregon vs USC football game on radio, I managed a couple of preliminary moves.

The unanswered question about the updated venue is how well it will heat up as temperatures continue to drop.  We’ll see.  I have the space heaters.

Here’s a quick shot of the table.  It’s roughly 4×5 feet.  Note all the boxes of terrain and gaming materials stored underneath. Decades of accumulation, with little if any purging.

Valour & Fortitude – Jacobite Rebellion 1745

Setting up a Valour & Fortitude(V&F) 1745 Jacobite Rebellion game using  WorldofFun (WOF) 18mm plastic flats. Finally have the shed table (re)squared away and ready for action (photos in follow-up post).

You can read all about these rules over at the Perry Miniatures website.

I bought the figures several years ago without any specific game system in mind. V&F is all the rage, the rules are free, and they had army lists available for the rebellion. I use the past tense, as I have copies of the lists in Goodreader, but can’t find them on the net.

Why a new search? Well, I downloaded the Jacobite army sheet twice, but not the characteristics – or fate cards – sheet. Typical. I’ll cobble something together from other lists. Fortunately, only the first four characteristics on the sheet are unique. The remainder appear to be the same for each army.

While the game system involves drawing a fate card as the first action of a player’s turn, and using points to upgrade a commander’s capabilities,  I wanted to add other, more personal, characteristics for each side’s leaders. Rather than use the Irregular Wars system for that, I dug out the old standby, Programmed Wargames Scenarios by Charles Stewart Grant. Published in 1981, it has been an  influential and relevant resource.

Grant’s system uses dice to determine his array of characteristics for commanders, and “programmed” orders for either Red (Attacker), Blue (Defender), or both armies. It’s a good and fun solo system. He also includes an excellent and amusing set of “fate cards”.  However, I’ll use those contained in V&F for my first couple of games.

The results were interesting to say the least. Here’s a summary.

TRAIT/ORDERS

BRITISH (Blue – Defense)

JACOBITES (Red – Offense)

C in C Personality

Bold

Bold

Tactical Capabilities
Attack Good – +2 to unit attack Weak – -1 to unit attack
Defense Above Average – +1 to unit Weak – -1 to unit defense
Local Population Attitude

Indifferent

Indifferent

Allocation of Forces 50% defend South Hill 40% attack South Hill
30% defend North Hill 20% bypass to East, attack N. Hill
20% reserve (West of bridge) 40% reserve (off table)
Execution of Orders Give no ground. Defend well forward. Can move off contour to exploit favorable situation.

See Pg. 19 for responses to events.

See Pg. 21 for reserve response to events.

The local population option is an interesting touch.  Locals can actively aide one side or the other.  This includes sabotage, giving bad directions, or whatever one’s imagination conjures up.

I haven’t figured out how to apply the tactical modifiers.  Apply to the entire army or to a single unit designated by the CinC?

In addition to the CinC, V&F calls for Brigade Commanders.  A brigade can have anywhere from two to eight units.  I’ll have two Brigadiers per side.  However, I’m not assigning characteristics/traits to them since it’s my first game with this system, and I’ll have plenty of other opportunities to butcher the rules.

More as I get things figured out.