The Complete Brigadier
Tactical Notes

1680-1880 (rules)

by Larry Duffield

The five Scenarios we played (the remainder were an American Revolution battle, a Civil War battle, and a battle in Mexico with the Foreign Legion against Benito Juarez' Revoltionaries) demonstrated a number of useful tactical techniques which we feel have historical validity and should be mentioned here.

Artillery

This arm is best used in mass, Two batteries (12 guns) can reduce an enemy infantry battalion to 66 strength in 3 to 5 turns, well before a replacement can be maneuvered into line. This weak spot is then ripe for assault or Cavalry charge. Artillery should deploy immediately and fire at any enemy target it can effect. if not actively in danger and supporting an attack, Artillery can fire every 3rd Turn, resting in between, to conserve ammunition for a big barrage.

Cavalry

Cavalry should ALWAYS be used in Squadrons. Twenty-four figures in 4 squadrons can easily destroy Thirty-six in 2 Regimental blocks. A cavalry reserve of uncommitted troops can defeat up to double their number of Disordered formations, and a Squadron line is easy to maneuver compared to a Regimental formation. A Regiment, hit on the turn AFTER it has defeated an enemy Squadron, will be dead meat to an enemy half its size, even if it is not hit in flank and rolled up.

Dragoons (foot fighting cavalry or mounted infantry) should be organized in blocks large enough to have good firepower when dismounted. A Cavalry Brigade of two Mounted Regiments (in Squadrons) and a Dragoon Regiment (in mass) plus a Horse Battery can provide the entire punch for a major battle in a flanking action, or in conjunction with an infantry delaying battle. the resulting scenario is both fun and action packed for both sides.

Infantry

Infantry function best as part of a combined arms brigade. Each infantry battalion should be given no more than one primary mission (Assault, or Fire Support) in a game. Every effort to screen the advance of a Fire Support unit will pay off when it delivers a Confident First Fire against an enemy line or massed target. A single unopposed or lightly opposed volley can crush an enemy battle line, and the ensuing fire fight will prevent reestablishment of the position until it can be assaulted. Once committed to Fire Support, the unit should retire and reform on the flanks of the advance, where its melee capability can still be used and it will not have a firefight with CONFIDENT units.

Assaulting battalions should remain in column or sheltered until an enemy battalion is weakened or presents its flank. Then an overwhelming attack, supported ideally by infantry volleys or massed batteries, can rout the enemy and exploit deep behind the enemy line before reserves can arrive to counter the breakthrough. Once inside, the assaulting spearhead deploys for fire, and awaits new reserves or cavalry exploitation squadrons. Former fire support battalions move in behind the assault battalions and begin to clear the flanks, where they will not face heavy fire opposition.

Later Infantry Tactics

After about 1850, with the advent of long range Minie Rifles and similar weapons, the Battle Line and Column in Close Order become obsolete. The long range firepower of a Skirmish Line in Open Order (which Mr. Grossman gives a 150% advantage over Close Order) will destroy an advancing enemy before he can do anything useful. A 500 man battalion can now confidently defend a front of 20 spaces width, and be reinforced by another wave after it is shot to smaller size. Cavalry become absolutely worthless except on flanks and as a means of delivering dragoons to a threatened part of the field. Melee is very difficult and must be led by Officers (with a resulting risk to badly needed officers).

SUMMARY

THE COMPLETE BRIGADIER is an enjoyable set of rules of wide usefulness and interest to many groups of historical gamers. While not without flaws leg. no provision for machine guns or gatling guns, and little use for elite troops within a battalion framework, like French Napoleonics Grenadiers and Voltigeurs), and the odd rules glitch (relatively easy to patch - as in the Scenario texts), the game is fairly fast (playing time 2 - 3 hours), diverting, historically accurate within close tolerances, and encourages historical thinking and tactical usages. Considering the amount and quality of thinking and work in developing this rules set, the price is very modest. Buy it to whet your interest in little known periods and battles, or to spark a new round of rules development for your "home brew" rules. Its a good value either way.

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