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Valour & fortitude

Author: Jervis Johnson, Michael & Alan Perry

Publisher: Wargames Illustrated, 2022

Period: Napoleonics

Scale: Midsize Battle

LIBRARIAN'S SUMMARY

When veteran game designer Jervis Johnson was challenged to write a 4 page Napoleonic big battle game, his he answered the challenge with Valour & Fortitude. In collaboration with Alan & Michael Perry, Jervis Johnson borrows from some of his notable earlier designs (particularly Black Powder) to present a streamlined game system emphasizing speed and grand visual spectacle. Units nominally represent battalions but the game scale is flexible. What truly sets Valour & Fortitude apart is its balance between accessibility and historical flavor. It strips away dense procedural mechanics in favor of intuitive movement, combat, and morale systems—while still capturing the ebb and flow of line infantry, cavalry charges, and artillery duels. The result is a system that feels “big” on the table without becoming bogged down in detail.

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WHAT YOU NEED

To play Valour & Fortitude, you’ll need armies of miniatures organized into brigades, along with a tabletop large enough to accommodate sweeping movement and formation changes—typically a 6'x4' table or larger for full-scale games. The rules call for standard tools: d6 dice, tape measures, markers for losses, a deck of playing cards for the fate system, and printed army sheets, all of which are freely available. In its intended form, the game assumes fairly large unit sizes and generous movement distances, which can demand a substantial collection of figures and big tabletops. The game was expressly written and developed with 28mm Perry miniatures, on huge, awe-inspiring tabletops. Most of us lack the sheer number of figures or 12' tables the game feels written to feature. That said, many players successfully scale the game down—reducing figure counts, shrinking base sizes, or compressing movement—to make it more accessible without losing the core experience.

HOW IT PLAYS

  1. FATE: Draw one card from the Fate Deck

  2. FIRE: Eligible units may fire 

  3. ACTION PHASE: Formations roll to activate and then move if eligible

  4. MELEE: Move commanders and allocate CPs for orders

It's hard to play Valour & Fortitude and not feel you've just experienced a liter, stripped down version of Warlord's popular Black Powder game system. They do share the same author--Jervis Johnson--but this more concise version pulls off a remarkable trick: It improves upon Black Powder is almost every way, while cutting the length by a factor of 10. Oh, and it's free.

Valour & Fortitude is built around a simple, four-phase turn structure. Each phase is simple on its own, but together they create a steady rhythm that keeps both players constantly engaged and making meaningful decisions. In the Fate phase, a player draws from a deck of playing cards tied to their army, triggering special events—rallying troops, enhancing attacks, delaying reinforcements, or seizing initiative. It’s not overwhelming, but it adds just enough unpredictability to replicate the friction of command without turning the game into a card-driven system. Many of the cards confer minor bonuses a player can hold for just the right moment, because Fate cards may be saved for future turns.

In the Fire phase, units must target the closest eligible enemy. Supporting fire from nearby units becomes critical, rewarding players who maintain coherent lines and mutual support rather than spreading out. It’s a deceptively simple system that quietly enforces good Napoleonic tactics. The Action phase is where the real command tension lives. Brigades activate one at a time, and each must pass an activation roll to function. Fail—and that entire formation stalls for the turn. This creates a constant risk management puzzle. Once activated, units can move, assault, retreat, or perform special actions, but each unit only gets one meaningful action—keeping turns brisk and decisions sharp.

Movement is intentionally bold. Infantry can cover significant ground depending on formation, and cavalry in particular can surge across the battlefield with dramatic speed. This reinforces the game’s focus on sweeping maneuvers rather than incremental inch-by-inch play. This is clearly a game where you're going to get into the fight very, very quickly. At times, it feels maybe a bit too quick, but movement rates can always be adjusted by the player to suit your table space.

Combat—both firing and melee—uses a straightforward hit system, but the nuance comes from support and formation. Units can lend fire or melee support to increase attack strength, encouraging coordinated assaults rather than isolated attacks. Formations (line vs. column vs. square) directly impact effectiveness, pushing players toward historically appropriate use without heavy rules overhead.

Perhaps the most satisfying element is the morale system. Units don’t simply disappear—they accumulate losses, become shaken, and eventually risk routing through “valour tests.” This creates battles that feel alive: lines falter under pressure, brigades collapse at the wrong moment, and breakthroughs emerge organically. A single failed test can unravel a flank, while a timely success can hold the line just long enough to turn the tide.

Finally, the game is governed by a real-time or turn limit, which keeps things moving and ensures a decisive conclusion. Victory is determined through a mix of objectives and accumulated “defeats,” tying battlefield performance directly to the result without complicated scoring systems. The overall effect is a system that feels fast, decisive, and cinematic. You’re not micromanaging battalions—you’re directing the flow of battle, reacting to momentum, and trying to keep your army intact just long enough to win.

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FINAL Note

Valour & Fortitude succeeds by doing something deceptively difficult: it makes large Napoleonic battles fast, playable, and fun without feeling shallow. If you have a large enough figure collection (no small ask...) this is an ideal gateway system for newcomers and a refreshing change of pace for experienced gamers looking to put entire armies on the table without a rules slog. For those who value elegant design and cinematic battles over granular detail, this is one of the finest modern “big game” rulesets available—and a perfect fit for any curated wargame library.

Downloads

Additional reading

REFERENCES

Wargames Illustrated magazine

Legio Wargames scenarios

LWTV Andy Callan podcast interview

RELATED GAMES

British Grenadier (Eclaireur Miniatures, 2005)

Black Powder (Warlord Games, 2009)

Rebels & Patriots (Osprey Games, 2015)

Live Free or Die (Little Wars TV, 2021)

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