Wednesday, April 08, 2020

Refighting The Battle Of Dettingen

THE Battle of Dettingen was fought during the War of the Austrian Succession in June 1743 - the exact date depends on whether you were using the new Gregorian calendar (much of Europe was) or the much older Julian calendar (Britain was still clinging to it).
A Pragmatic army composed of British, Hanoverian and Austrian troops was ordered by their commander, George II of Britain, who was also Prince-Elector of Hanover, to occupy the north bank of the River Main between Frankfurt and its junction with the Rhine at Mainz.
The army, under the direct command of the Scottish Earl of Stair, consisted of between 35,000 and 50,000 troops, almost equally divided between the three national contingents.
Shadowing them on the south bank of the Main - pronounced 'mine', to rhyme with Rhine - was a French army under the Duke of Noailles, who had with him his nephew the Duke of Gramont (a significant factor, as we shall see later).
The French consisted of between 45,000 and 70,000 men - a total varying dramatically, like that for the Pragmatic army, depending on the source.
Fortunately, the exact numbers do not matter as the sources agree the French outnumbered the allies by a ratio of about 3:2.
I have a tenuous connection with this battle in that I have walked the Main from Mainz to Frankfurt, and I can report one thing is for sure - there is no question of fording the river.
King George joined his forces in June while they were camped between the town of Aschaffenburg and the village of Kleinostheim, just over 40 miles from Mainz.
Setting the scene … the River Main runs west to east, with the foothills of the tree-covered Spessart mountains to the north. The nearest built-up area is Dettingen, with Kleinostheim and Aschaffenburg further east
My reconstruction of the terrain is based on the contemporaneous maps of John Fawkes and Andreas Reinhard, both of which are easily available online (although the latter needs to be rotated 180 degrees to get the orientation north-to-south).
Note that although Aschaffenburg today straddles both sides of the Main, it seems to have been located only on the north bank in the mid-18th century, while still having a bridge to the south bank.
This is important because bridges across the Main were far from common, although both Aschaffenburg and Dettingen had bridges across tributaries running into the Main.
The Pragmatic army's supply route had been cut by the French, and the army was in danger of starving if it did not withdraw to its original base in Flanders, a predicament which King George apparently blamed on Stair.
After several conflabs with his Hanoverian generals, the king decided a withdrawal to Flanders was indeed necessary, but there was no need to rush, it was agreed, as the French were not in a position to cross the Main.
However, unknown to the allies, Noailles had been busy erecting pontoon bridges west of Dettingen. He sent his nephew, Gramont, with roughly half of the French forces to occupy Dettingen and the tributary to its north which arose from marshy land south of the Spessarts.
Close-up … Dettingen with marshy land and the wooded Spessart foothills to the north
At about the same time, as the allies headed west towards Dettingen, Noailles sent another large part of his forces to cross the Main behind the allies at Aschaffenburg.
Double-up … Aschaffenburg, with its two crossing points, formed the rear of what became known as the Dettingen mousetrap
Noailles kept the rest of his army with himself on the south bank of the Main, with artillery placed on a small hill commanding the approach to Dettingen.
It soon dawned on King George and his commanders that they were in dire straits. To the north the Spessarts were impassable, at least for an army; to the south the Main was also impassable; to the west lay Gramont with a force which, while smaller than the whole allied army, was in a strong, unflankable position; to the east Aschaffenburg was being occupied by French troops who would pose a serious danger to the Pragmatic rear if it were held up at Dettingen.
Blocking the way … in Dettingen, lining the stream and marsh, are (left to right) battalions of Normandie, Alsace and Navarre Foot, and an 8pdr gun; behind them are the Grenadiers de France with the Duke of Gramont, and behind them are the Cuirassiers du Roi (left) and the Orléans Dragoons. On the south bank are the Bercheny Hussars, the Duke of Noailles, an 8pdr gun and a battalion of Piémont Foot
Behind you … Aschaffenburg is occupied by the Poitou Foot with the Bretagne Cavalerie to the north, while crossing the bridge over the Main is the Champagne foot with the Touraine foot and the Colonel-Général Cavalerie not far behind
(to be continued)


GAME OF KINGS - wargaming rules for battles in mid-18th century central Europe (key summary)

MOVEMENT
Foot in firing order and limbered guns: 6cm
Other foot: 8cm
Heavy and medium horse: 10cm
Light horse and generals: 12cm
Variation die throw: 6 +25%; 1 -25%
MUSKETRY
Musket: 8cm
Carbine: 6cm
One die per 25% effectiveness
Score needed for a hit: firing-order foot, 4; light foot, 5; other foot and dismounted horse, 6.
-1 if firers moved
ARTILLERY
Canister: 6cm. Die halved gives potential hits.
Roundshot: 24cm. Die quartered gives potential hits.
Halve hits if gun's effectiveness is 50% or less.
Fractions rounded to nearest whole number, but a half is diced for.
Roll each potential hit, needing a 4 against foot and horse, a 6 against guns.
MELEES
Enemy unit:...……..H/MCav...Lan...LCav...Inf (ff)...Inf (oth)...LInf
Own Unit
H/MCav...…………….1...…….2...…..2...…..1...……..3...…….2
Lan...………………….1...…….1...…..1...…..1½...…...4........…4
LCav………………….1...…….2...…...1...….1...……..2...……..3
Inf...…………………..1...……..1...…..1...…..1...……..1...…….1
Add one die per 25% effectiveness for each of the following: flank/rear attack, uphill, defending river bank or built-up area.
Unit meleed from rear only rolls half its normal dice.
4 or more scores a hit.
SAVING THROWS
Cuirassiers: 6, except if hit by roundshot.
Behind cover: 4.
MORALE
Test after losing effectiveness to firing or losing a melee.
Score needed to avoid losing further 25%: elite, 2; regular, 3, poor, 4.
+1 general attached.
+1 friendly horse or foot (not light) to rear and within two moves.
Unit that fails morale or loses a melee retreats one move (include variation roll). Needs 5 to rally (general +1).

GAME OF KINGS - wargaming rules for battles in mid-18th century central Europe (the rules)

COMMAND & CONTROL
I have tried everything, from going without command and control altogether (Neil Thomas's preference), to Bob Cordery's card-based system from The Portable Wargame, which is essentially a stripped-down version of Brent Oman's Piquet set-up.
But in the end I found that what works best is Phil Barker and the Wargames Research Group's pips, or action points as I like to call them.
How it works in Game Of Kings is that an army is divided into three sectors - typically a centre composed of foot, the general and probably guns; and two flanks, each composed of horse and possibly light infantry (but the exact composition of each sector will partly depend on the particulars of the battlefield).
Players move alternately. When on turn, a player rolls a 10-sided die - this is the only time a die other than a six-sided one is used - to see how many action points the centre gets, and two distinguishable, eg differently coloured, ordinary dice to see how many action points each flank receives.
For each sector, use action points in the following order, the player choosing which sector goes first.
1. Try to rally retreating units (this is the only compulsory use of action points).
2. Fire guns.
3. Move units (a gun that has been fired cannot also be pivoted, limbered or otherwise moved).
4. Fire muskets, carbines and any other missile weapons.
5. Resolve melees.
Two battalions of Bavarian Kurprinz Foot flank a 9pdr gun. Behind them a half-battalion of Kurprinz Grenadiers is beside a horse-and-limber team, illustrating why I no longer use limbers (the space they take up is disproportionate) 
MOVEMENT
Foot in firing order and so able to fire volleys: 6cm
Other foot: 8cm
Limbered guns: 6cm
Heavy and medium horse: 10cm
Light horse and generals: 12cm
But see The Variation below
As mentioned in the caption to the picture above, I no longer use limbers for my guns as I think they look out of proportion to other troops, but a marker can be used to show if a gun is limbered.
It takes a pip for a foot battalion to adopt firing order, and it may not otherwise move or fire that turn. However, a battalion can fire even when not in firing order, but, as will be seen under Musketry, the chances of it being effective are much reduced.
Heavy-cavalry troopers carried more equipment than their medium-cavalry brethren, but had better mounts, hence their movement rates are identical.
A gun needs an action point to limber or unlimber, but the gun may be pivoted as part of unlimbering.
Foot and horse can make a 180-degree about-face without loss of movement, although it does cost an action point, but a second about-face in the same turn reduces movement by half as well as costing a second action point.
All troops can pass through friendly light foot without penalty to either group, provided they have enough movement to take them beyond the light foot. Similarly, light infantry can pass through any friendly troops.
There is no bonus for charging, either in terms of movement or melee effectiveness - such matters are deemed to be at a tactical level far below the immediate concern of the general.
When a unit wheels, measure the distance from the front-centre of the unit.
The Variation
Dice are generally used to help decide the effectiveness of musketry, artillery fire, hand-to-hand fighting and morale, but in most rules movement distances are fixed.
I believe this is unrealistic - a general can order a squadron of dragoons to try to seize a hill, but he cannot know exactly how long they will take to reach the hill. Perhaps an unsuspected feature of the terrain will hold them up, or maybe they will be inspired to gallop faster than an enemy squadron trying to take the same hill.
Accordingly, uncertainty is added by rolling a die if a unit is moving three-quarters or more of its maximum move distance. If 6 is thrown, add 25 percent to the distance covered; if 1 is thrown, subtract 25 percent.
Exception: if a unit has been ordered, say, to line a river bank, it would be absurd to make it overshoot and enter the water thanks to The Variation rule.
My regular wargaming opponent is a huge Francophile, and his hero is Maurice de Saxe, shown here with the Picardie Foot and Gendarmes de la Garde
MUSKETRY
A unit can fire within a 45-degree arc of its front.
Musket range: 8cm
Carbine range: 6cm
Roll a die for each 25 percent of effectiveness that is remaining and is in a single line of bases.
Minimum score for a hit: regular foot in firing order, 4; light foot, 5; regular foot not in firing order, and dismounted horse, 6.
-1 if unit moved this turn.
ARTILLERY
A gun can fire within a 45-degree arc of its front.
Canister: 0-6cm. Roll a die and halve the score to get the potential number of hits.
Roundshot: up to 24cm. Roll a die and quarter the score to get the potential number of hits.
(Separate rules for howitzers are unnecessary as they were a small part of any army, and Game Of Kings is not at the low tactical level where their different performance might become relevant.)
Halve the number of potential hits if the gun's effectiveness is 50 percent or less.
If the final result is a fraction, round the number of potential hits to the nearest whole number, but if the fraction is exactly a half, roll a die with a 50:50 chance of the half becoming a potential hit.
For each potential hit, roll a die. A 4 or more means a hit on foot or horse, but a 6 is needed if the target is a gun.
Artillery was often sited on a hill
MELEES
A melee occurs when bases of rival units come in contact.
Foot cannot initiate contact against horse.
Guns and light infantry never initiate contact and never inflict melee casualties (exception: light foot in a wood or built-up area can melee as regular foot).
A gun can only be contacted if it has no friendly regular foot within 4cm. Guns so contacted are automatically eliminated.
When a melee occurs, roll the following numbers of dice for each 25 percent of a unit's effectiveness (casualties are inflicted simultaneously by each meleeing unit):
Enemy unit:...……..H/MCav...Lan...LCav...Inf (ff)...Inf (oth)...LInf
Own Unit
H/MCav...…………….1...…….2...…..2...…..1...……..3...…….2
Lan...………………….1...…….1...…..1...…..1½...…...4........…4
LCav………………….1...…….2...…...1...….1...……..2...……..3
Inf...…………………..1...……..1...…..1...…..1...……..1...…….1
H/MCav = Heavy or medium cavalry
Lan = Lancers
LCav = Light cavalry
Inf (ff) = Infantry in firing order and attacked frontally
Inf (oth) = Close-order infantry at other times
LInf = Light infantry
Inf = Close-order infantry (remember, light infantry cannot inflict melee casualties except when in a wood or built-up area)
Add one die per 25 percent effectiveness when attacking in flank or rear, on higher ground, defending a river bank or defending a built-up area against troops outside the built-up area. Bonuses are cumulative. A half die has a 50:50 chance of becoming a full die.
A unit meleed from the rear only rolls half its normal dice.
For each die rolled, a 4 or more is a hit.
If infantry is contacted frontally by an enemy unit that began its move outside of musketry range, the infantry may fire prior to the melee being fought, but have a -1 modifier on each throw for a hit. (this rule was inadvertently omitted from the June 2018 version of the rules)

SAVING THROWS (for hits from firing and in melees)
Cuirassiers suffering a hit roll a die, needing a 6 to cancel it unless the hit was from roundshot. (an addition to the June 2018 edition of the rules)
Troops suffering a hit when behind cover roll a die, needing a 4 or more to cancel it.
A large cavalry melee during my 275th anniversary refight of the Battle of Chotusitz
MORALE
Test any unit which, during a half-turn (a turn consists of Player A's actions and then Player B's), has lost effectiveness to firing or has lost a melee.
Roll a die, needing the following minimum score to avoid losing a further 25 percent effectiveness: elite, 2; regular, 3; poor, 4. (these numbers are decreased by one from the June 2018 edition of the rules)
+1 if a general is attached to the unit (he is eliminated if the unit is eliminated).
+1 if a friendly unit (not light infantry or a gun) is to the rear and could reach the testing unit in two normal moves (a friendly unit can only add support in this way to one unit per half-turn).
A unit that fails its morale, and a unit that loses more hits in a melee regardless of whether it fails a morale test, immediately retreats one move (with the normal possible Variation), ending with its back to the enemy.
On subsequent turns, action points must first be used to try to rally retreating units. A 5 or better is required to halt the unit so that it can return to normal action on the following turn. A general with the unit gives +1 to the rallying throw.
A retreating unit is eliminated on the first move if a retreat is obstructed by horse or foot (except if the foot are light infantry). If the blocking unit is friendly, it must take a morale test, unless it is horse retreated into by foot.
Formed foot lose their firing order when retreating and so have an 8cm move.
Looking from behind the French lines at my refight of the Battle of Sahay
WEATHER
This, with minor amendments, comes from Charlie Wesencraft's With Pike And Musket.
At the start of the game, roll dice to determine the weather according to the weather gauge below.
A simple weather gauge
2 = fog
3 = light rain
4-10 = fair
11 = light rain
12 = heavy rain
At the start of each subsequent turn, roll one die to determine if the weather has moved down one notch (a throw of 1 or 2), stayed the same (3 or 4) or moved up one notch (5 or 6).
Weather affects units as follows:
Fog = visibility reduced to 6cm (unseen foes cannot be fired at); movement reduced by 50 percent.
Light rain = all musket and carbine firing suffers -1 per die.
Heavy rain = movement reduced by 25 percent; all musket and carbine firing suffers -2 per die.
Fair = no effect, unless the gauge stays on the same fair number for a third turn, in which case extreme heat reduces movement by 25 percent for as long as the gauge does not move.

RANDOM TERRAIN GENERATOR
For non-historic battles, a random terrain generator can be used.
Because my figures are 10mm scale, and the move distances and firing ranges are suitably small, my 6ft by 2ft 6in table might seem overkill.
In fact I deliberately went for an oversize table to prevent a flanking edge-of-the-world effect that in my opinion spoils too many wargame set-ups.
Anyway, here is how the random terrain generator works.
1. Mentally divide the board into 12 sectors (two rows of six) each 1ft by 1ft 3in.
2. Roll a die for each sector, a 4-6 indicating a terrain piece.
3. If a terrain piece is indicated, roll again: 1-hill, 2-water (stream, river, lake or marsh, etc), 3-wood, 4-built-up area (anything from a farmstead to a walled town), 5-Player A's choice, 6-Player B's choice.
If the exact nature and size of the feature cannot be agreed by the players, more dicing will be necessary. This is also a good way to decide the route a river takes across the board.
Note that on average a battlefield generated under this system will have six terrain features, but a stream or river might well run through several sectors while still counting as a single feature.


NATIONAL/ARMY CHARACTERISTICS
Decide these on a battle-by-battle basis.
For example, Prussian foot at my Mollwitz refight added 1 to musketry throws, while Prussian horse in melees inflicted a hit on a throw of 5-6 instead of 4-6.

VICTORY
Total each side's army points at the start of a battle using 3pts for a general, 2pts for a foot battalion and 1pt for each other unit (including light infantry).
Unless specific objectives have been agreed, an army loses when its army points fall below half the starting total.

GAME OF KINGS - wargaming rules for battles in mid-18th century central Europe (introduction)

I AM about to undertake, with my regular wargaming opponent, our much-delayed refight of the Battle of Dettingen.
With that in mind I am publishing the latest edition of Game Of Kings, which I last posted in June 2018.
There has only been one substantive change since then, and that is to the morale rules, where I have made units less brittle. There is also one important addition, which basically covers infantry firing at charging cavalry, that was inadvertently left out of the first edition.
The rules are, to a large extent, old school in their deliberate simplicity. I always want victory to go to the player with a better understanding of generalship, rather than a better understanding of the rules.
They are adapted, heavily at times, from Neil Thomas's inspiring books, specifically Wargaming: An Introduction and Napoleonic Wargaming.
To fully comprehend the thinking behind the rules, you will need to read his books; most of my explanations here will be about those instances where I have drastically changed his concepts.
Neil Thomas's books are old school, but slot into the more recent section of my chronologically arranged shelf of wargaming books 
Game Of Kings is designed to put you in the position of a mid-18th century European general.
He would not have known exactly how many men he had under his command. Instead, he would have known his army consisted of so many battalions of foot, squadrons of horse and guns of artillery.
European armies of this period tended to resemble each other in terms of arms, formations and tactics, eg battalions fought in lines rather than columns, and squadrons, including so-called dragoons, charged home rather than engaging in caracoling firefights.
Unit strengths varied between armies, but they varied much more within an army. Sickness, desertion and unreplaced casualties meant the fact that nation X's squadrons had a paper strength of 15 troopers more than nation Y's squadrons was of little relevance to what turned up on the battlefield.
That is why battalions, squadrons and guns in Game Of Kings are represented by the same number of figures in each army. However, that does not mean their fighting abilities will be the same.
One of the main features of Neil Thomas's rules is that his armies have a set number of units. I think this can work well with ancient armies, where the reported numbers for the contending sides are often pretty fanciful and hard to reconstruct accurately with any confidence.
This is much less so with the 18th century, especially when most battles have multiple contemporary accounts, rather than a single author writing possibly centuries after the event.
So, in Game Of Kings, when refighting a historic battle, the number of units in each army will reflect the original strengths.
There will certainly not be a 1:1 ratio in terms of battalions, squadrons and guns, but there will typically be many more units than in Neil Thomas's armies.
This is turn required me to speed up combat mechanisms in order to prevent battles dragging on to the point where players might start looking at their watches.
Another difference between Game Of Kings and the books is that I have introduced simple command & control and morale rules.
Even so, the rules, stripped of their explanations, comfortably fit on one side of a sheet of A4 paper.

ORGANISATION
An army consists of a general on a base 20x20mm, and units of foot, horse and guns on bases 40x20mm.
A foot battalion has two bases in a line, each containing eight musketmen arranged in two ranks, and an 'officer' - it could be a drummer - to indicate the unit's state of effectiveness.
The officer is placed centrally behind the bases when the unit is at 100 percent effectiveness. After it suffers a "hit," which reduces the unit's effectiveness to 75 percent, the officer is moved to behind the righthand base.
After a further hit, reducing effectiveness to 50 percent, one of the bases is removed, and the officer is placed centrally behind the remaining one. A third hit, reducing effectiveness to 25 percent, sees the officer removed, and a fourth hit means the remaining base is removed.
Note that this does not mean the unit has been wiped out, nor does losing 25 percent effectiveness mean the unit has suffered 25 percent casualties. Instead it represents a loss of effectiveness, which may be a combination of casualties, faltering spirit and disorganisation.
Light infantry is organised similarly, except each base has three figures.
George II overlooks four battalions of British and Hanoverian infantry (left to right): von Klinkowström at 100% effectiveness, Royal Foot at 75%,  The Buffs at 50% and 5th Marines at 25%
Cavalry can be heavy, medium or light, but each squadron consists of two bases, each with three troopers, and an 'officer'.
Heavy and medium horse can be distinguished by their equipment, eg a heavy cavalryman often wears a cuirass, while light horse should be placed on their base in ragged formation.
Cavalry bases are positioned one behind the other. Neil Thomas, who uses a similar system, explains this is to reflect the way cavalry kept a reserve when going into combat (and remember that a tabletop squadron represents several real-life ones). The exception is that light cavalry in a screening role may operate with bases in a line.
Prussian horse parade past an isolated farmhouse led by Brandenburg-Schwedt Cuirassiers at 100% effectiveness, followed by Posadowski Dragoons at 75%, Prinz von Preussen Cuirassiers at 50% and Bayreuth Dragoons at 25%
A gun and four gunners are arranged lengthways on a single 40x20mm base. Loss of effectiveness can be shown with a marker, eg a miniature boulder.
An Austrian 12pdr gun alongside Grenzer light infantry. There is no marker beside the gun, and the Grenzer officer is centrally placed, so both units are at 100 percent effectiveness

Monday, April 06, 2020

History Today March 2020

ISSUE 3 of volume 70 of History Today rather overdoes the social history for me, and it does not help when such articles are written more like propaganda leaflets than objective analysis.
But interesting articles on promoting English saints in Ireland, a crusading history of Acre, how Indian-style shampooing came to Britain, and English stately gardens, certainly compensated for this.
History Today … marching on

Thursday, March 26, 2020

French Gunning For It

HAVE finished nine French artillerymen for my 54mm toy-soldier Project Kaiser refight of the Franco-Prussian War.
The four gunners started as Union artillerymen from the American Civil War, but a suitable paint-job changed that.
The artillery guards are converted Prussian infantry. There were to have been six of them, but one lost his head - literally - after the conversion process seemed to have been satisfactorily completed.
French artillery - four gunners and five guards

Overmanning a bronze cannon

Monday, March 23, 2020

Toy Soldier Collector April/May 2020

ISSUE 93 of Toy Soldier Collector has the usual collection of mouth-watering photos.
But there are also more articles in it I actually wanted to read than I am normally able to find.
Toy Soldier Collector … colour plus
However, the highlight for me is the photos used to illustrate Keith Nairn-Munro's article about Elastolin and Lineol toy-soldier production between the two world wars.

Tuesday, March 17, 2020

Slingshot March/April 2020

ISSUE 329 of the Society of Ancients' magazine Slingshot arrived yesterday, and I devoured it over the course of the day.
As usual I found almost every article of interest, and some especially riveting.
Slingshot … no sign of flagging
At the risk of unfairly omitting others, I will single out  - double out, actually - Duncan Head's The French At Bosworth and Julian Lorriman's Numbers In Some Roman Battles.
The former told me much I did not know, while the latter told me much to confirm my own views.

Sunday, March 15, 2020

Medieval Warfare Feb/Mar 2020

MEDIEVAL Warfare magazine has returned to having themes, so I bought issue 6 of volume 9 and was generally pleased with it.
Medieval Warfare … striking cover
True, it gets off to a bad start when the first two articles on Iceland basically repeat each other in giving background information on Norse sagas.
And, in a non-themed article, we are given an account of the Battle of Grandson that is big on colourful, but misleading illustrations, while at the same time not having space for a single map of the battlefield.
But overall I found the magazine an interesting read, and might be tempted to buy future copies.

Wednesday, March 11, 2020

Ancient Warfare Feb/Mar 2020

CHARIOT warfare "across the ancient world from Egypt to China" is the theme of Ancient Warfare magazine's issue 4 of vol XIII.
Ancient Warfare … Egypt to the fore
I found this an especially interesting edition of a consistently entertaining magazine.
The one thing it did not clear up, at least for me, is how chariots used as a mobile shooting platform were able to out-shoot bow-armed infantry who had an advantage in numbers and stability.
Perhaps chariots avoided such infantry …?