Note: I wanted to acknowledge that A Fast Game been very quiet
for the last month or so. I’m working on a longer piece which I think will be
worth the wait, but I realised I needed to take time away from that to catch
upon some of the other things that have been on my mind in terms of wargaming,
both incoming games and recent reading, which will push back the project work an
extra week or two but I think will help make it better in the long run (as I
was beginning not get a little white-line fever dealing with just that).
1809: Talavera (Tactical Workshop, 2026) is the second in designer Frederic Delstanches' Fix Bayonets! series, the
first technically being the second edition of 1811: Albuera (Tactical
Workshop, 2025). The third has already been announced - 1806: Auerstädt
(Tactical Workshop, ~2027 – you can sign up to be notified of the Gamefound campaign
launch here). The box art exhibits the same trade dress as the previous
volume, with an extract of a painting by Richard Simkin (of whom I have written previously), The 40th (2nd Somersetshire) Regiment of Foot clash with French infantry, Battle of Talavera, 1809 (c. 1900). The original painting
is part of the permanent collection of the National Army Museum in Chelsea.
The box
is of what we might think of as “standard size” (roughly 12” by 9”), about three
inches in depth, and of solid construction. It needs to be to accommodate everything
this game brings to the table.
| Box-back. |
The box
back hints at what we’ll find inside, with a selection of unit counters and administrative
markers reproduced to their actual size under map extract showing the town of
Talavera, the scene of some of the hardest fighting during the battle. A few
lines set the historical context of the battle – the combined British and Spanish
forces under generals Wellesley and Cuesta respectively, holding the town of
the Talavera and the adjacent hills for the night of the 27th of
July, and some verry hot fighting throughout the next day, finding on the 29th
that the French had retreated in the night, leaving hundreds of their wounded
and a battery of cannon.
The
play notes advise that the game can be played by one or two players (I think it
wouldn’t be too difficult to play with three, dividing the Allied forces along
national lines). There is no dedicated solo system for the game, but there aren’t
any mechanics that should make it prohibitively difficult to play two-handed
(in fact, I’d go so far to say this would be the best way to acclimate to the
system coming to it cold). The game’s difficulty is described as Medium to
Difficult, with which I would concur (I’d place the system at about a 7 out of 9
for crunch; maybe a 5.5 for the introductory scenarios).
| The current Series Rulebook (version 2.7). |
The rulebook
has been slightly updated from 1811: Albuera – from version 2.4 in the earlier
volume to version 2.7. Going over the two rounds of errata (available as PDF
downloads here), most of the changes are clarifications to standing
rules, with six additional rules introduced, four corrections to existing rules
wording, and a dozen or so clarifications of standing instructions.
The
rulebook itself is printed in full colour on a nice weight of low-gloss paper,
formatted into a double-column in a ten- or eleven-point Garamond (both choices
making for easier reading and comprehension) and usefully illustrated. Box-text
is used liberally throughout; yellow background boxes highlight key takeaways regarding
play (making it easier to home in on specific details at the table) while red
text on a white background fills in various historical or design notes in reference
to the preceding rule. The whole book is easily navigable, with a detailed
Table of Contents (alas, no Index, but in it’s place is a helpful glossary of
Definitions, beginning on page 51).
| Rulebook - sample spread. |
The rules run to 49 pages; as I mentioned, that count includes a lot of illustrations and pictorial examples, and every effort has been made to make the rules easier to assimilate, but it can’t be denied, it’s a lot to absorb. The Fix Bayonets! system is not a difficult ruleset to understand, but it is a lot to master. If Talavera is your introduction to the system, there’s an introductory scenario that uses just infantry units. Unless you’ve cut your Napoleonic teeth on something like La Bataille, I recommend dipping your toe into the Fix Bayonets! system here (but we’ll come back to the scenarios shortly). I touched on some of the details of the series rules in my unboxing post of 1811: Albuera, so I won’t repeat myself here. Go read that as well, though I should warn you that Albuera is currently out of stock with the publisher..
The
back cover offers a visual guide to interpreting the unit counters and markers
used in the game Inside of the back cover is a summary of Leader Movement
restrictions and a quick guide to handling the Leader cards. These would have been
useful on a Player Aid Card of their own, but there’s already so much in the
box, I understand not committing to this extra expense (and weight, however
slight). I can see some photocopying of these pages in my future. A short
bibliography (twenty citations) is also included, which I always find helpful.
I’m pleased to note, nearly all of the books cited are in English and many are
available at a reasonable price, if you’re looking to extend your Napoleonic library.
| The Battle Booklet, offering special rules, scenerios, and fascinating historical glimpses. |
The 1809:
Talavera Battle Booklet is twenty-four pages in length and materially shares
the same qualities as the rulebook. It offers a brief historical background
piece, rules for unique terrain types (olive groves and city walls), a rundown
of the opposing forces, and historical notes covering the Orders of Battle for
the three armies, with particular attention paid to the divisional uniforms.
| Battle Booklet - sample spread. |
The Battle Booklet also offers five scenarios, running in scope from the aforementioned Night Attack, which plays out in a fourteen hex-length area, twelve rows deep, enough to get a feel for the manoeuvre and combat rules without having to master the artillery rules, to the whole Two Days of Battle. The first two scenarios, The Night Attack and The Morning Assault, play out on a single board; the game is a bit of a space hog, so these will let you get to know the nuances of the game before you commit to clearing the whole dinner table. The remaining three scenarios – A Bloody Afternoon, The Full Day (covering the scope of the action of the 28th), and The Two Days of Battle – require the full, substantial board, which we will get to next.
| The South board, with Talavera and the Targus in the top left corner (the flags at the bottom edge mark the French approaches). |
The
contested terrain of Talavera is represented over two map-boards that meet
along a short edge, presenting a long front for the antagonists, roughly
defined by the Portina brook that roughly bisects the length of the . The map runs
north from the town of Talavera on the Rio Targus and extends north to the
hills anchoring the British flank. The scale is roughly 120 meters (130 yards)
to a hex, and elevation changes are approximately ten meters (30 feet).
| The North board, depicting the area that saw most of the British action. The two smaller scenarios are played on this half of the map. |
The terrain is clear (no pun intended) and readable, generally not up for debate. The line-of-sight rules make sense in context of the map, though I’m sure the wilful will find something to argue about. I can’t say in good conscience that these are my favourite tactical Napoleonic maps – I think Sébastien Brunel’s exquisite work on Hexasim’s Eagles of France games still take that honour – but they are perfectly fit for purpose and by no means distracting, which is what you need from a game map.
| Counter-sheet 1. |
| Counter-sheet 2. |
| Counter-sheet 3. |
| Counter-sheet 4. |
| Counter-sheet 5. |
| Counter-sheet 6. |
The unit
counters are one of the points where the Fix Bayonets! system really pops. The
counters are large (about 3/4”) and beautifully presented, with accurate uniforms
and readable digits in, in spite of the saturation of information incorporated
into each unit. I mentioned the historical notes covering various divisions represented
in the battle in the Battle Booklet. Each division’s distinct uniform is
presented in the historical notes, and these are reflected I the unit counters.
Each unit features its command affiliation (division) and Regiment/battalion, digits
representing the unit’s steps, Fire and Skirmish (melee) values, a TEM score
(and number broadly representing the unit’s Training, Experience and Morale
going into the battle, a red number will indicate poor training), and the unit’s
Movement Factor. Cavalry units are marked with the presence of a horse’s head
to the left of the figure, and of course don’t feature Fire quotient. Artillery
units have an above view of a cannon on their unlimbered side.
All the units and markers are pre-rounded and punch out pretty cleanly. The plethora of administrative markers suggest a business to the play that is misleading. most of the board-bound markers are mnemonic devices to remind the players of a given unit's current actions, which may need to be responded to or played out, and will not clutter the board beyond the turn. Disordered/Suppressed and in Square markers are cut smaller as to not obscure the unit below, and the elongated Charge and Column and Road Column markers have their game effect values printed on them. The design of every marker has been considered and streamlined into the best version of itself.
| Player Aid Card - the outside panel. |
The game comes with two duplicate Players Aid Cards. These are bi-fold (two-panel) 11” by 17” cards. On the outer wrap, you’ll find all the necessary martial charts and tables; Fire Combat Procedure and Modifiers, Melee CRT and modifiers, a Special Results Table, Leader Casualty table, and (even) a Spiked Guns Table.
| Player Aid Card - inside the fold. |
Inside the fold offers a brief a Summary of Game Effects on units, Sequence of Play – and separate Assault Phase and Charge Segment Sequences – a table of TEM (Tactics, Experience and Morale) Modifiers, Stacking limits (by total Strength Points), a Fatigue Reduction Table, and a Weather & Time of Day Effects Table. God is in the details in the Fix Bayonets! system.
| French Army Order of Battle. |
Where the confluence of research and production shine brightest is the counters and, by extension, the Order of Battle Boards for the three armies. The OoBs present each army in their command breakdown, delineating the command structure and divisional groupings of the brigades, regiments and batteries.
| British Army Order of Battle. |
Most infantry
and cavalry units have three or four steps before they become unviable as a fighting
force, which means these units have multiple representative counters. The OoB
sheets should be used for hosting the currently unuse counter for each
multi-counter unit to negate the need for scrabbling through marker-piles mid-game.
This will add to the game’s table footprint but will save a lot of headaches
during play.
| The Turn and Tracks card. |
All the game-related functions are monitored on the charmingly named Turn and Tracks card. Rather than numbered turns, each scenario is tracked by time elapsed. This is tracked on the Game Turn Clock, a clock-face dial in the centre of the card with the outside round numbered somewhat like a real clock, and the inside circle divided into fifteen-minute intervals (the duration of a game turn). There are two clock-hand markers to register the passing of hours and minutes in the game. There are designated spaces for markers denoting morning or afternoon (AM/PM), Weather, and which side holds the initiative.
There
are separate tracks for the overall cohesion of the three armies, and another
to track fatigue of various formations. Spaces are delineated for the Special
Events Draw Pile, the current Activation Stack and the Activated Order Pile,
and Out of Play cards (to avoid confusion). Separate holding boxes are also
provided for Routed French and Allied units, and for French units located at
the Casa de Salinas (this represents an off-map position holding the French
Reserve force and some of the Armée’s senior leaders at the beginning of some
scenarios.
| Card backs. |
In Fix Bayonets! games, formations are ordered by their leaders, which are represented on small European-sized cards. I’m not going to get into the tall grass here, but each turn, the Activation Deck is built from the two side’s leader Activation Cards through a kind of bidding system, and these will dictate which leaders and formations get to activate in that turn. I’ll go into this more deeply when I get to writing up an AAR of either Talavera or Albuera, but suffice to say, this is one of the hallmarks of the Fix Bayonets! system.
Sample Leader cards (top row) and Special Action Cards.
The
cards look quite nice. Where possible, an actual portrait of the officer in
question has been used in the representation; otherwise, a uniform character
similar to those used on the counters has been incorporated. Every card also
features the Leader’s name at the top against their command’s colour stripe, their
numerical Command Rating just below this on the left, and an image of the leader’s
corresponding counter. Senior leaders may command multiple formations; this is
reflected in a note at the base of their card.
Along
with the Leader decks a small deck of Special Events is also provided. The
Special Event cards allow the holding player a small advantage in a given situation.
Most are for general use, while a couple have different benefits depending on
the side playing the card. After they are played, the cards are discarded.
There
is one unique card in the Talavera game. Many will be familiar with Bernard
Cornwall’s Sharpe novels or the television movie series that sprang from them. The
climax of Sharp’s Eagle is set during the battle of Talavera, the
eponymous Sharpe manages to capture a French Eagle, to clear a debt of honour (in
reality, the 95th Rifles – despite their best efforts, having
marched over forty miles inside of twenty-four hours – just missed the action,
arriving on the morning of the 29th). To commemorate this favoured fictional
event, a special Special Event card has been included. The Sharpe’s Eagle card
may be held by the Allied player to play during a defensive melee action, just
once, to potentially turn the tide of an otherwise disastrous result. This is a
small thing, but it is very much indicative of both the design philosophy and
the spirit of the game.
| Box and dice (and cards as shipped). |
Finally, two dice – d10s, one red, one blue – are included with the game. These are very nice; a good weight that seem to roll quite well. I’m sure they will prove to be fickle at the table, facing an opponent, but that is in the future.
As mentioned,
the box is of solid construction with a firm closure but not so much that the
lid is difficult to remove. My copy suffered some ever so slight dishing of the
top, but no corners were harmed, and with the extremely reasonable surface shipping
charge, I cannot complain.