Free Kriegsspiel

How to play the free war game of 1876 — and what it expects of you that other war games do not.

The one thing to understand first

You are not moving pieces on a board. You are a brigade commander at a table some way behind the firing line, with a map, a pad of order forms and a few orderlies. Everything you know arrives on paper and is already out of date. Everything you want done leaves on paper and takes time to arrive. If you try to play this game as though you were pushing counters, it will feel as though it is fighting you. It is not: it is modelling the thing that actually made command difficult.

How to begin

  1. Launch the game from your Tronsoft Games library.
  2. Pick a scenario from the title sheet. A Lesson in Written Orders is the short one and is the right place to start; it uses a small piece of ground and about four thousand men.
  3. Choose how hard the machine commanders should be — cadet, veteran or ace. None of them ever sees more of the field than you do. The setting changes how often they think again and how far they trust an estimate of your strength.
  4. Read the briefing and press Take command.
  5. Nothing will happen until you write an order. That is not a bug.

Writing an order

The order pad is on the right, under the Orders tab. It is a printed form with four blanks in it:

Prussian Brigade Headquarters  ·  16 August 1870
To Oberst von Kleist, Vorhut
You will attack Ferme de la Croix, with vigour.
Orderly should reach him about 10.06 (6 min).
Generalmajor von Rauch, commanding

Choose the officer, the task, the ground and the manner, then press Seal and send by orderly or the Enter key. You may also click a piece of ground on the map to name it in the order, or click one of your own blocks to select that command.

The manner is not decoration. It is the part of the order that decides whether the attack actually closes. With caution means he will stand off and shoot rather than risk his command. At all costs means he will go in and keep going in whatever it costs, and will not break off when the umpire asks him whether he ought to. Between those two there is a great deal of room.

Turn order, or rather the absence of one

There are no sides taking turns. Both sides' standing orders are carried out at the same time, in two-minute impulses, ten minutes to the turn. You are not asked to press a button between impulses; you set the clock running with Space and it runs until you halt it, an urgent report comes in, or the light goes. T advances ten minutes at a stroke.

Because of this, the useful question is never "what shall I do this turn?" It is "what will still be a sensible instruction by the time it arrives?"

Movement

The map is a hex grid; each hex is about a hundred and fifty metres across. You do not move units hex by hex. You name ground and your subordinate finds his way to it, keeping to the roads where the roads help. What you should know about the ground:

FeatureWhat it means
The chaussée and lanesRoughly twice the pace of open fields.
The AulneRuns along the hexsides. It cannot be crossed anywhere except at the two bridges and the ford — and those are worth points for exactly that reason.
Woods, villages, walled farmsSlow going, but they give cover from fire and are hard to take by assault.
Rising groundCosts to climb, blocks a sight line, and lets guns on top of it shoot further and better.
Zones of controlA body that walks into the ground next to a formed enemy stops there. It cannot slide past.
StackingTwo units to a hex, no more.

Combat, and why there is no combat table

Fire is physical and is worked out from the range: how far the rifle or the gun reaches, what formation the target is in, what cover the ground gives him, and the condition of the men firing. You can read every one of those numbers under Conventions. Nothing is hidden.

Everything above that level is judged. Whether a charge goes home; whether a battalion carries a farm at the point of the bayonet; whether shaken men stand, break or rally; whether an officer who has lost a third of his command goes on. There is no table for those, because in the free Kriegsspiel there was no table for those. An umpire decides, and he writes down why:

11.36 — Do they break?
2e/32e de ligne Broken. They are going to the rear and cannot be stopped by paper.
the umpire’s die: 0.14

The whole book is in the Umpire tab, in order, for the whole affair. Read it. It is the best explanation of what has gone wrong that the game can give you, and it is the only one you get.

What you are told, and when

Your commands report every twenty minutes or so, and at once if something urgent happens. Every report is stamped with the hour it was written and the minutes it spent on the road. Read the first hour, not the second.

On the map, your own blocks sit where they were last reported. Enemy blocks are hollow and dashed: that is where an officer thought the enemy was, at the hour printed beside the block, with a strength he could only estimate. The dashed circle around it is how nearly he could place it, and it grows as the report ages. Press U and the umpire will show you the true position — he allows it, but you are on your honour, and it is not how the game is meant to be played.

Scoring, winning and losing

Each scenario names a few pieces of ground and what they are worth. You score them by holding them when the light goes. Ground that neither side holds clearly is worth two parts in five. On top of that, the balance of casualties is worth up to forty-five points either way, so a victory bought by wrecking your own brigade may not be a victory at all.

The umpire announces a finding on a band — from The attack has failed up to Decisive Prussian success. Those bands are not guesses: two machine commanders were set to fight the Affair at Vieux-Moulin one hundred and twenty times, and the middle of Indecisive was placed on the median result. If you beat the machine you have done something the machine could not.

There is no way to lose outright before time, except by having nothing left in hand. An affair in which you have lost a third of your brigade and hold the bridge may still be the right answer.

Saving and restarting

Controls

ActionMouse and touchKeyboard
Move the mapdragShift + arrow keys
Change the viewwheel, pinch, or the buttons+ 0
Select a commandclick one of its blocks, or its card in the listN / P
Name ground in the orderclick the ground
Read a hex aloudhover a block for its cardarrow keys move a cursor
Send the orderSeal and sendEnter
Clear the named groundEscape
Run or halt the clockLet the clock runSpace
Advance ten minutes+10 minT
The true positionUmpire’s mapU
The conventionsConventionsC

Five pieces of advice

  1. Write fewer, longer-lived orders. An order that is still sensible in twenty minutes is worth three that are overtaken on the road.
  2. Send the cavalry out early and tell them to reconnoitre, not to attack. Everything you will know for the next hour depends on what they see in the next ten minutes.
  3. Get the guns into action against one thing. Krupp steel outranges the French bronze, and artillery that is still limbered is doing nothing at all.
  4. Mind the manner. Attacking a walled farm with caution is a way of standing in the open being shot at.
  5. When it goes wrong, read the umpire's book before you write another order. Nine times in ten it will tell you that a battalion broke twenty minutes ago and nobody has told you yet.