Thursday, April 20, 2017

D-Day Scenario - The Battle (part four)

TURN FIFTEEN
Tan's infantry killed my remaining three soldiers, and I failed to successfully roll for reinforcements.
TURN SIXTEEN
The leaderless Tan unit, after one turn of halting, now chose to flee, but there were plenty of other Tan infantry closing in on the command post (he has to capture it with infantry by the end of Turn Twenty to win),
I again failed to get reinforcements, despite a +3 modifier.
TURN SEVENTEEN
More of the same.
TURN EIGHTEEN
Tan's troops captured the command post, and I yet again failed to get reinforcements, meaning Tan had won with two turns to spare.
Tan troops capture the now-undefended command post
AFTERTHOUGHTS
I hope I have managed to convey some of the excitement we had playing the battle.
The outcome seemed unclear until almost the last turn. Indeed, had I been able to roll more Green reinforcements towards the end, I might well have held out.
Yes, the rules are relatively simple and there is a lot of dice throwing. But then again, we were playing with plastic Army Men, not trying to create a realistic WW2 simulation.
And when you throw a lot of dice, the luck tends to even out, although I do think I was unlucky with reinforcements. My opponent, you may not be surprised to learn, was of the opinion that the luck did indeed even out.
Were my tactics sound?
In the run-up to the real D-Day there was argument among the German high command as to the best strategy: a) commit as much force to the beaches in an attempt to stop the Allies landing, or b) keep a strong reserve to hit back before a full bridgehead could be established.
The former plan had the disadvantage of spreading troops rather thinly, while the latter plan had the disadvantage of making it easier for the enemy to land.
Since in our scenario Green knows exactly where Tan will land, perhaps I should have put all my infantry on the beach.
If anyone else runs the scenario, I would be fascinated to learn their results.


D-Day Scenario - The Battle (part three)

TURN TEN
Tan continued to advance his infantry, including those in the Jeep. His tanks fired at my anti-tank rifleman, but the shots fell short.
It was only after completing his turn that Tan realised he could have moved his tanks backwards to keep out of range of my anti-tank rifleman.
There was more bad news for him when my turn-starting throw, now getting a bonus of +2, brought more reinforcements, and this time a tank!
My tank immediately swung into action, knocking out a Tan tank, but my anti-tank rifleman could not emulate this success.
A Tan tank burns in the distance
TURN ELEVEN
Tan reversed his surviving tank and sent the Jeep forward half a move to be almost alongside it, where it disgorged its infantry unit.
The other Tan infantry continued advancing, except for the two runaway riflemen who, after one turn in which they halted, ran through the sea to the very edge of the table.
Tan's tank killed a rifleman from my infantry reinforcements after again missing his primary target of my anti-tank rifleman (the Tan tank did not have line-of-sight to my tank).
But his tank survived another turn as it was missed by both my tank and my anti-tank rifleman - still within range as Tan had sent his tank in reverse instead of turning and fleeing, which would have covered more ground despite the arc of turning.
Tan's Jeep has rushed infantry to support his remaining tank
TURN TWELVE
Just as Tan, as he admitted, feared he was running out of time to win, he pulled off a double-whammy - his tank destroyed my tank, and his forward infantry unit killed my anti-tank rifleman. Once again I was without armour-killing capability.
I did not even come close to getting reinforcements this turn, and my infantrymen failed to score a single hit on the Tan infantry.
Smoke billows from three of the four tanks, while in the background the Tan Jeep is picking up another unit of infantry
TURN THIRTEEN
Tan's tank killed two of my infantry, and another two fell to small-arms fire. My only consolation was that his two runaway riflemen exited the table.
Just a shotgunner remained of my reinforcements, and his morale test forced him to halt well out of range of Tan troops. Two Green riflemen and a sniper hiding behind my knocked-out Jeep failed to score a hit.
Desperate last stand behind the knocked-out Jeep

TURN FOURTEEN
Tan killed three more of my men, leaving me with just an officer and a rifleman from Unit Land and  a leaderless shotgunner from the reinforcements.
However my officer, charging down from the command post, killed a Tan officer and a rifleman while my remaining rifleman killed the same unit's sergeant, meaning it was without leadership.
Green bodies litter the battlefield as the Tan hordes close in
To be continued

D-Day Scenario - The Battle (part two)

TURN SIX
Tan's lead tank fired at and destroyed my green-coloured emplacement (it was therefore removed from the table as a destroyed emplacement no longer provides cover), claiming the life of my Unit Land sergeant in the process. But amazingly none of the three surviving members of Unit Beach - the officer, sergeant and sniper - were hit by Tan infantry.
I came agonisingly close to getting reinforcements, throwing a 4 and a 5, which with the +1 bonus applicable on Turns Five to Nine left me two short of the required score.
But my Unit Beach men performed heroics, killing no less than five Tan infantry - mainly thanks to deft use of sub-machine guns.
Close-up of the bloody action on the beach
TURN SEVEN
Tan's final wave - an infantry unit and the Jeep - entered the water.
His tanks fired at Unit Land, but without inflicting casualties. However, the officer and sergeant of Unit Beach were both gunned down.
The remaining Unit Beach infantryman - a sniper - had to test his morale, getting a halt-but-can-fire result. Alas, his aim was shaky.
The view from the command post offers Green little hope unless substantial reinforcements arrive soon
TURN EIGHT
We realised this turn that we had failed previously to give a morale test to a Tan unit that was down to two riflemen. We gave the test this turn and the men promptly turned tail and ran into the sea.
Tan's tanks improved their recent poor shooting somewhat by claiming the life of a Unit Land rifleman. The sniper of Unit Beach joined his comrades in meeting his end.
But there was some good news for me - I received reinforcements, in the shape of an infantry unit. Too little, too late, I expect, but definitely a glimmer of hope.
Green reinforcements enter at the top of the hill
TURN NINE
Tan's tanks, not surprisingly, concentrated their fire on my newly arrived anti-tank rifleman, but succeeded only in killing a sergeant advancing next to him.
Tan's two runaway riflemen continued running into the sea.
His Jeep picked up a six-strong unit of infantry, no doubt preparatory to rushing them to the frontline.
My new unit advanced towards the tanks but without the anti-tank rifleman coming within range.
Bird's-eye view from above the Green position
To be continued

D-Day Scenario - The Battle

FIRST, some technical information.
The battle will be fought lengthways on a table 6ft by 2ft 6in (183cm by 76cm). The sea and beach are made of coloured tissue paper from Ryman, and the slope of the land has been created by piling magazines and two boxed games.
I will be writing up the battle turn by turn.
As host, I have given my opponent the choice of sides, and without much hesitation he chose Tan, saying: "Since it's D-Day, Green must represent the Germans so naturally I want to be on the side of the liberators of La Belle France."
While I set out my fortifications and troops, my opponent, who from now on I will refer to as Tan, left the room to work out the order in which his troops would arrive.
MY PLAN
I placed my tan-coloured emplacement as close to the water's edge as allowed and manned it with a sniper and anti-tank rifleman from what I will call Unit Beach. The rest of the unit I spread to either side, ready to catch as many of the Tan as possible while the invaders are helpless in the water.
The view from the sea
I could have placed my other infantry unit on the beach as well but decided a defence in depth would probably hold out longer.
I aimed to send my tank forward from the get-go while keeping Unit Land's anti-tank rifleman in my Jeep, ready for quick deployment at the appropriate moment.
The view from the command post, with the Jeep and its occupant, the Unit Land anti-tank rifleman, hidden from enemy line-of-sight
TURN ONE
Tan's first wave consisted of an infantry unit and a tank.
The tank fired at my beach emplacement, but rolled a 2 - a miss.
I advanced Unit Beach towards Tan's infantry, except for the sniper, who stayed behind the emplacement, and the anti-tank rifleman, who bravely headed for the Tan tank. My tank rushed forward its maximum move distance of 12".
Thanks to having advanced, the two right-hand riflemen of Unit Beach were within short range of the Tan troops, one of whom was killed. My other Unit Beach rifleman and the sniper fired at long range, but both missed.
My tank was not quite within range of the Tan tank, and in any case its line-of-sight was blocked by a friendly rifleman (you must have direct line-of-sight unobstructed by friendly troops in order to fire, but note that barbed wire does not block line-of-sight and does not count as cover - it is merely an obstacle to infantry and Jeeps).
The front line at the end of Turn One, with one Tan infantryman lying prone in the water
TURN TWO
Tan's infantry continued to wade through the sea but the tank halted. It fired at my anti-tank rifleman, but missed to the right. The shot never-the-less claimed my left-wing rifleman.
My Unit Beach officer, sergeant and shotgunner continued moving towards the Tan infantry, and my anti-tank rifleman towards the Tan tank.
My tank again advanced 12", and it opened fire on the Tan tank at long range, but missed.
My rifleman fired, with the extreme right one scoring a hit. Since he was equidistant from two Tan soldiers - a rifleman and the sergeant - I diced again to determine which was the casualty, and it turned out to be the rifleman.
My sergeant opened fire with his sub-machine gun at short range, killing the Tan sniper and officer.
My officer opened fire at long range, killing the enemy anti-tank rifleman.
My shotgunner opened fire at long range, but missed. My anti-tank rifleman likewise missed the Tan tank, and my sniper - also firing at long range (incidentally, distances are measured base to base) - missed the sole remaining Tan rifleman.
Carnage in the water at the end of Turn Two
TURN THREE
Tan's first-wave infantry at last reached the beach, His tank ignored my front-line infantry and headed up the beach towards my tank (where movement is on more than one surface, eg water and beach, measure for whichever surface predominates for that unit's movement that turn).
Tan's second wave landed - both infantry units.
Having reached the beach, Tan's much-diminished first wave of infantry killed two of my riflemen but his tank had no luck against mine.
My tank closed within short range of Tan's but threw a miserable 1 (my turn-starting rolls for reinforcements had been similarly lacking in success) and my anti-tank rifleman also failed despite getting within short range of Tan's tank as it moved up the beach.
However, the last three Tan infantry of the first wave were all killed this turn.
The second wave of Tan troops has disembarked into the sea. In the middle-distance my anti-tank rifleman has just missed the Tan tank from point-blank range
TURN FOUR
Tan's tank struck a major blow for the invaders by accelerating up the beach and destroying my tank.
With my tank out of action, I sent my Jeep and its anti-tank rifleman from Unit Land at full speed towards the Tan tank.
My other anti-tank rifleman followed the Tan tank as closely as possible, but was at long range. Frustratingly, I threw a 5, which would have been good enough for a "kill" at short range.
Three of the Tan second-wave were killed in the sea.
Smoke billows from my tank. In the background my Jeep can be seen passing the green-coloured emplacement
TURN FIVE
Tan's third wave entered the battle, consisting of an infantry unit and a second tank (there where no shotgunners left in the pack, so we used a fourth rifleman to make up the unit's numbers).
Tan's tank continued its success story, reaching dry land and destroying my Jeep together with its anti-tank rifleman occupant.
Tan's second-wave infantry staggered ashore but, despite their overwhelming advantage in numbers, only managed to kill two of the five remaining members of Unit Beach. Alas, this included the anti-tank rifleman, meaning I had no troops left capable of destroying the Tan tank!
I "only" needed to throw 11 on two dice for reinforcements to appear this turn, but I was nowhere near.
The only movement I made was to move two Unit Land riflemen to take advantage of cover provided by the wrecked Jeep.
Firing claimed a Tan sergeant.
The beach and sea are swarming with Tan invaders
To be continued




Monday, April 17, 2017

D-Day Scenario For Plastic Army Men

BATTLEFIELD & TROOPS
The battle area is divided into sea, beach and land, with Green defending against an invasion by Tan.
Green's forces: 1 tank, 1 Jeep and 2 units of infantry, each: 1 officer (sub-machine gun), 1 sergeant (sub-machine gun and grenades), 3 riflemen, 1 sniper, 1 anti-tank rifleman, 1 shotgunner.
Infantry unit (left to right): officer, sergeant, three riflemen, sniper, anti-tank rifleman and shotgunner
Green's fortifications: 1 command post, 1 green-coloured emplacement, 2 sections of green-coloured barbed wire, 1 tan-coloured emplacement and 2 sections of tan-coloured barbed wire.
The command post should be positioned at the rear of the high ground. The tank starts next to it.
The basic battlefield, looking from behind the command post
The Green player then positions the green-coloured fortifications anywhere on the land, and the tan-coloured fortifications anywhere on the beach, except that the tan emplacement cannot be within 6in of the sea. He then deploys his remaining troops anywhere, but again not within 6in of the sea.
Tan's forces disembark from landing craft (not depicted) and have to wade or drive through shallow sea before reaching the beach. Tan has 2 tanks, 1 Jeep and 5 units of infantry. They arrive in pairs on the first four odd-numbered turns.
Tan should write down the order in which his troops will arrive. He does not show this to Green until after the battle, when Green can check to make sure the planned order was followed.
Mechanism: Tan enters his first two units from the sea edge on Turn One. Once they have moved, they may fire.
Then it is Green's turn. Green begins each turn by rolling two dice. From Turn Five he adds 1 to the dice total, from Turn Ten he adds 2 and from Turn Fifteen he adds 3. Each turn Green scores 12 or more, he receives reinforcements, with a 50:50 chance of a unit of infantry or a tank entering the battlefield from the narrow, land edge of the table. Once a tank has arrived as a reinforcement, any other reinforcements will be infantry.
COMBAT RULES
MOVEMENT
...............In Water...On Beach...On Land
Infantry      3"                4"               6"
Jeep            9"               12"             18"
Tank          6"                 8"              12"
The upward slope of the land is too gentle to affect movement.
Jeeps and tanks can reverse at half-speed.
A Jeep can carry a unit of eight infantrymen. It takes half a turn for infantry to get in or out of a Jeep. They cannot fire while in the Jeep but can fire on the turn they leave it.
BARBED WIRE
It takes two infantrymen a complete turn to make a section of barbed wire passable. They cannot fire that turn.
A tank can cross a section of barbed wire without penalty, and will make the barbed wire passable for all other troops.
Neither infantry nor jeeps can cross barbed wire unless it has been made passable.
SMALL-ARMS FIRE
(Infantry in the sea or a Jeep cannot fire or throw grenades.)
Infantry armed with a rifle, shotgun or sub-machine gun always fire at the nearest enemy or enemies (unless the nearest enemy is invulnerable, for example a tank, or a soldier behind cover at a long enough range to make a hit impossible). The one exception to this is a sniper, who can fire at any enemy in his line-of-sight.
A rifleman can fire at one target in a turn. An infantryman armed with a shotgun or a sub-machine gun can fire at two targets providing they are within 1" of each other.
First work out the range.
...................Short Range...Long Range
Rifle                  0-9"                9-18"
Shotgun             0-2"                2-4"
SMG                  0-3"                3-6"
Roll one die per firing, needing the following minimum scores to register a kill.
...................Short Range...Long Range
Rifle                  5                     6
Shotgun             4                     5
SMG                  3                     4
If the target is behind cover, subtract 1 from the die roll.
If the target is a Jeep and a hit is registered, roll again: 4-6, Jeep immobilised; 1-3, an infantryman being carried in the Jeep is killed - dice to see which one (if there are none, the hit is discounted).
GRENADES
A sergeant can fire his sub-machine gun or throw a grenade.
If he throws a grenade, mark the intended point of impact up to 4" away.
Roll a die to decide the actual point of impact: 5 or 6, on target; 1, it was thrown 1.5" further than intended; 2, 1.5" to the right; 3, 1.5" short; 4, 1.5" to the left.
Dice for every infantryman within 1" of where the grenade lands, a 4 or more being fatal. If the infantryman is behind cover from the centre of the blast of the grenade, subtract 1 from the die roll.
If a Jeep is within 1" of where the grenade lands, a 5 or more puts it out of action. If there are infantry in the Jeep, dice for each one, a 5 or more being fatal. If the Jeep was behind cover from the blast, subtract 1 from each die roll.
ANTI-TANK
An infantryman armed with an anti-tank rifle can fire at any solid target, ie a tank, Jeep, emplacement or command post, needing the following minimum score to destroy the target.
......................0-3"...3-6"
Tank               5       6
Jeep                4       5
Emp/CP          3       4
TANKS
A tank can fire at a solid target or at infantry.
When firing at a solid target, it needs the following minimum score to destroy the target.
.....................0-18"...18-36"
Tank               5           6  
Jeep                4           5
Emp/CP          3           4
(A destroyed emplacement no longer gives cover but the command post continues to do so even if destroyed.)
(Infantry sheltering behind a solid target that is destroyed are individually diced for, a 6 being fatal. If in a Jeep that is destroyed, 5 or 6 is fatal.)
When firing at infantry, mark the intended point of impact of a high-explosive shell (or the centre of an arc of machine-gun fire) up to 36" away.
Roll a die to decide the actual point of impact: 5 or 6, on target; 1, it landed 4" further than intended; 2, 4" to the right; 3, 4" short; 4, 4" to the left.
Dice for every infantryman within 3" of where the shell lands, a 4 or more being fatal. If the infantryman is behind cover from the centre of the blast of the shell, subtract 1 from the die roll.
If a Jeep is within 3" of where the shell lands, a 5 or more puts it out of action. If there are infantry in the Jeep, dice for each one, a 5 or more being fatal. If the Jeep was behind cover from the blast, subtract 1 from each die roll.
MORALE
An infantry unit whose officer and sergeant have been killed must dice at the start of each turn.
5 or 6: behaves normally
3 or 4: cannot move but can fire.
1 or 2: runs directly away from the enemy and cannot fire. Any figure that leaves the table edge cannot re-enter.
Note that the crew of a tank and the driver of a Jeep are not separately catered for - they live or die with their vehicles.
VICTORY
Tan has to capture the command post, or its ruins, before the end of Turn Twenty.
SOLO VARIANT
The player takes Green and dices, ideally using an eight-sided die, to determine the order in which the Tan forces arrive.

Monday, April 10, 2017

Combat Force - Contents

THE pack has a pretty reasonable variety of poses - certainly enough for a fun game.
But while the figures look like traditional plastic Army Men, they are by no means indestructible. In fact, the plastic is remarkably brittle, as I discovered when trying to straighten one rifleman - he simply snapped at the ankles.
A tyre had also broken off the green Jeep, but that shouldn't be a problem that a spot of glue cannot fix.

Friday, April 07, 2017

50mm and all that!

IF you have ever tried buying toy soldiers in a toy shop, you will probably know it isn't as easy as it sounds.
I have lost count of the number of times I have visited Hamleys in London's Regent Street only to find "the world's largest toy shop" has none in stock.
Yes, Hamleys has "collectible toy soldiers," but these are in reality expensive model soldiers - lovely to look at but well beyond the budget of most wargamers.
The picture is much the same when I happen upon a toy store abroad. Last month I was in the upmarket Bavarian spa town of Bad Wörishofen. It has a well-equipped toy store spread over four floors, but again there were no toy soldiers. OK, perhaps that's not so surprising in modern Germany, but it was still disappointing.
I thought the same was going to happen this month with a visit to Jersey in the Channel Islands. While wandering in the capital Saint Helier, looking for a decent cup of espresso, I stumbled upon a promisingly large toy shop, only again to be frustrated.
But the next day - yesterday, in fact - I found a second toy shop, Bombola in Don Street, and bought the bag below for a very reasonable £5.99.
Green and tan WW2 Army Men
The figures are approximately 2in tall, so just shy of 54mm scale, while tanks and jeeps are to a somewhat smaller scale, as is traditional with this sort of plastic toy soldiers.
They are made in China, of course, but distributed by the Lancashire HTI group.
I will open the packet and tally the exact contents when I get back to London, but I am leaning towards working out a D-Day scenario for their first battle.

Thursday, March 30, 2017

French Fini

TODAY I completed a battalion of Poitou infantry, which more-or-less finishes my French forces (especially when their Bavarian allies are taken into account).
Poitou Infanterie
Here is my full French army, with its Bavarian allies in support (the Bavarian units in the photo below are marked with a *).
Three 8pdr guns are at the front while lurking in the wood of fir trees are the Chasseurs de Fischer. In the main first line, from left to right, are Von Gschray Hussars (*), Royal-Cravate Cavalerie, Cuirassiers du Roi, four infantry battalions (Poitou, Wittmer, Touraine and Grenadiers de France), Gendarmes de la Garde, Colonel General Cavalerie and Bercheny Hussars. Between the two main lines is Maurice de Saxe, and behind him from left to right are Languedoc Dragoons, four infantry battalions (Alsace, Champagne, Navarre and Picardie) and Dragoons du Roi. To the rear are two squadrons of Hohenzollern Dragoons (*), two battalions of Kurprinz Foot (*) with a further half-battalion of Kurprinz Grenadiers (*) and the Prince de Soubise, and 9pdr and 6pdr guns(*).

Close-up of the centre of the Franco-Bavarian forces

Monday, March 27, 2017

Wargames Rules For Mid-18th Century Battles In Central Europe

INTRODUCTION
THIS project began as an experiment in using 10mm figures for old-school wargaming on a kitchen table.
Together with my regular wargames opponent, I refought the Action at Blasthof Bridge, aka the Battle of Blasthof Heath, from Young & Lawford's celebrated 1967 book Charge!
We had a lot of fun - me especially as I won with the supposedly weaker Imperialists - but there was no doubting that 10mm infantry are too fiddly for such use, being particularly susceptible to domino-style toppling.
Fortunately, at about the same time as this was going on I was reading Neil Thomas's inspiring wargaming books, which contain rules with an old-school feel but using multiple figures on bases.
Two of Neil Thomas's inspiring books
I like Thomas's simple writing style and the ethos behind his rules, and I freely admit the rules I am presenting here owe a lot to him. But I am also indebted to other classic wargaming books including Joseph Morschauser III's How To Play Wargames In Miniature (particularly chapter X - The Roster System), Donald Featherstone's War Game Campaigns (chapter 7 - The War-Game League), Keith Flint's Honours Of War (Movement Phase) and many more: HG Wells' Little Wars, Terence Wise's Introduction To Battle Gaming, Charles Grant's The War Game, Charlie Wesencraft's Practical Wargaming For Fun, Philip Sabin's Lost Battles ...
The list is almost endless and I am lucky enough to own all these books, many in first editions.
ORGANISING AN ARMY
I want my forces to be describable in the same way as a real 18th-century army, ie consisting of so many battalions of foot, squadrons of horse and guns of artillery.
Accordingly the basic units in my rules are battalions, squadrons and guns, but each taking the place of several such real-life formations.
One of my pet peeves is when a wargamer goes to tremendous efforts to paint his figures but ruins the effect by mounting them on bases that act as obtrusive pedestals rather than a barely noticeable balancing aid.
Now, I accept no one could accuse me of going the extra mile in my painting efforts - I am satisfied if the effect from a distance is good - but I do spend that little bit of extra cash to get the thinnest possible bases.
That's why my figures, which are from Pendraken, are mounted on 1mm-thick galvanised steel bases from Products For Wargamers. Each base is 40mm by 20mm, apart from a general's base, which is 20mm square.
Infantry battalions have 16 muskets arranged in two ranks on two bases, plus an officer figure. I write "officer" but it could be a drummer or a sergeant with a halberd. Light infantry have six muskets in loose formation on two bases, plus an officer.
Cavalry squadrons have six troopers in one rank on two bases, plus an officer. Light horse are distinguished from heavy by being in a more ragged formation as well as having smaller mounts.
An infantry battalion's bases are set in a single row, while cavalry are usually placed one behind the other to reflect, as Thomas points out, the tendency of mounted units to keep a reserve. Light horse, however, may deploy in a single line to screen other troops from fire.
A battalion or squadron at full effectiveness will have its officer directly behind the centre of the unit.
When a unit suffers a hit from firing or meleeing, move the officer to the right to show that the unit has lost 25 percent effectiveness. This does not mean it has lost a quarter of its numerical strength but rather that its effectiveness has been reduced by a quarter.
When a second hit is suffered, remove one base and place the officer directly behind the centre of the remaining base. A third hit cuts the unit's effectiveness to 25 percent and is shown by removing the officer. A fourth hit removes the remaining base.
An artillery piece and its crew also use a 40x20mm base, but with one of the shorter sides as the front. I originally added horses and limber on a further base, but came to the conclusion that they take up a disproportionate amount of space. A gun's lost of effectiveness through hits can be shown by adding discreet markers.
If all this sounds a little complicated, I hope the photo below of French foot and horse, together with allied Bavarian artillery, will shed more light on the subject.
In the front line, reading left to right from the trees, the Touraine foot are at full strength, the Champagne have lost 25% effectiveness, the Alsace have lost 50% and the Wittmer 75%. In the second line, again scanning from the left, the Dragoons du Roi are at full effectiveness, the Colonel General Cavalerie have lost 25%, the Cuirassiers du Roi 50% and the Royal-Cravate Cavalerie 75%. On the hill is a Bavarian 9pdr gun without a team of horses and limber, and a 6pdr with.
An army has lost when its number of units, including the general, falls below half the starting number. Please note that this would not mean half the army had been destroyed - rather that half the units had lost any practical fighting effectiveness.

TURN SEQUENCE (but see COMMAND & CONTROL below for an intriguing alternative system)
1. Dice for the right to move first. The winner moves a unit, then the opponent moves a unit, and so on alternately until both players have moved as many units as desired. I call this semi-simultaneous movement, and it might mean one player moving several units in succession if the opponent has fewer to move.
2. Calculate musketry and artillery fire, all of which is considered simultaneous.
3. Calculate the result of hand-to-hand fighting.

MOVEMENT
Regular foot in firing order, ie in line in good order and so able to fire volleys: 6cm
All other foot: 8cm
Limbered guns: 6cm
Heavy horse: 10cm
Light horse and generals: 12cm
It takes a complete turn for foot to adopt firing order, and they may not fire that turn.
Guns take a turn to limber or unlimber. Pivoting a gun counts as movement (artillery may not move and fire), but can be done as part of unlimbering. If limbers are on the table, they are there for aesthetic reasons only and cannot be fired at or used as cover. They should be moved out of the way if other troops want to use the space they are occupying.
Troops may wheel up to 45 degrees without penalty. More than 45 degrees usually requires half a turn. However, an about-turn of 180 degrees is free, but a second in the same turn is penalised as for a wheel of more then 45 degrees.
All troops can pass through friendly light infantry without penalty providing they have enough movement to take them beyond the light infantry. Similarly, light infantry can interpenetrate any friendly troops.
Charging, ie movement intended to result in a melee, must not involve a wheel of more than 45 degrees, and any such wheel must occur in the first half of the distance covered. Only one unit can contact each face of an enemy unit.
The Variation
Wargamers are happy to use dice to help determine the outcome of firing, meleeing and morale tests, but movement is usually treated with a precision more suitable to chess.
I think this is unrealistic. A general could order troops to advance but he could not exactly calculate how long a regiment would take to follow his instructions.
Accordingly, roll a die every time a unit is moving 75 percent or more of its movement distance for that turn.
6: add 25% to the distance covered
2-5: no change
1: subtract 25% from the distance covered
This simulates terrain fluctuations and other unexpected matters that affect movement but are out of a general's control. It should be ignored if the result would be ridiculous, eg a unit advancing to defend a river bank being forced to enter the water.
Terrain
Players should decide before a game how hills, woods, rivers, etc affect movement. Alternatively, the effect of, say, a river can be determined by dicing when a unit reaches the river's banks.

MUSKETRY
All foot and light horse, except for lancers, can fire within a 45-degree arc of the front of their base.
Musket range: 8cm
Carbine range: 6cm
Roll one die for each 25 percent of a unit's effectiveness remaining and in a single line of bases, ie the rear base of cavalry in a normal two-deep formation cannot fire.
Scores needed for a hit:
Regular foot in firing order: 4-6
Light foot: 5-6
Horse, and regular foot not in firing order: 6
Subtract 1 from the score if the unit moved this turn.

ARTILLERY
Canister range: 0-6cm. Roll one die (halve the score if the unit's effectiveness has been reduced to 50% or  lower).
Roundshot range: up to 24cm. Roll one die and halve the score (halve again if unit effectiveness is 50% or lower).
Halve the final score to get the potential number of hits. Fractions are rounded to the nearest whole number, but an exact half is diced for with a 50-50 chance of being a hit.
Dice for each potential hit, needing a 4-6 to score a hit on foot or horse, a 6 if the target is a gun.
A gun on a hill can fire roundshot over the heads of friendly troops who are at least two contours lower and are nearer the gun than the gun's target.

MELEES
A melee happens when the bases of enemy units come in contact.
There is no bonus for charging (the precise details of how units came to clash is considered a tactical detail below the control of an army's commanding general) but there are restrictions on who can charge whom.
Foot may not charge horse.
Artillery and light infantry never charge and never inflict casualties in a melee. The one exception to this rule is that light infantry in a wood or built-up area melee as regular foot.
Artillery may only be charged if it has no loose-order foot within 4cm. Artillery is automatically eliminated in a melee.
To resolve a melee, roll the following number of dice per 25 percent of a unit's effectiveness remaining.
                            Enemy unit
                            Hvy Cav...Lance...Other Lt Cav...Cl Ord Inf*...Cl Ord Inf#...Lt Inf
Own unit
Heavy Cav                1              2                 2                     1                    3             2
Lancers                      1              1                 1                     1.5                 4             4
Other Lt Cav             1              2                 1                     1                    2             3
Close Order Inf          1              1                 1                     1                    1             1
*in firing order and attacked frontally.
#all other close-order infantry.
Frontally-charged foot may always fire before the melee starts.
Throw an extra die per 25 percent effectiveness when attacking in flank or rear, on higher ground, defending a river bank or defending a built-up area from troops outside the built-up area. These bonuses are cumulative. Round up or down as for artillery fire.
Each potential hit becomes an actual hit on a throw of 4-6.
After a round of meleeing, the side suffering more hits that turn, including any inflicted by firing, retreats a full move, with the usual possible distance-variation adjustment, and ends with its back to the enemy.
If the number of hits is equal, there will be another round of meleeing on the next turn.
A retreating unit is eliminated if its retreat is obstructed by another unit that is not light infantry or artillery. If the obstructing unit is of the same side, it must take a morale test unless it is a mounted unit retreated into a by a foot unit.

SAVING THROWS
A hit suffered from firing or meleeing usually reduces a unit's effectiveness by 25 percent, but some troops get a saving throw.
Roll a die for troops behind cover, cancelling a hit on 4-6.
Cuirassiers get an extra saving throw thanks to their armour, cancelling a hit on a 6.

MORALE
Test when a unit loses 25 percent effectiveness or more from firing, or loses a melee.
Roll a die. If the following score is not made, remove a further 25 per cent effectiveness.
Elite: 3-6.
Regular: 4-6.
Poor, militia: 5-6.
A general may be attached to any unit. Such a unit adds 1 to a morale throw. The general may switch units but is eliminated if the unit he is with is eliminated.
A unit adds 1 to its morale throw if it has a friendly unit directly behind and able to reach it in two turns by normal movement (such a friendly unit can only give support to one unit). Exception: light infantry and artillery units cannot give support in this way.
A unit that loses 25 percent or more effectiveness from firing, and fails the resulting morale test, retreats a full move - with the usual possible distance-variation adjustment - and ends the move with its back to the enemy. Exception: not applicable if an enemy unit with which fire has been exchanged also loses effectiveness and fails a morale test.
A retreating unit is eliminated if its retreat is obstructed by another unit that is not light infantry or artillery.
If the blocking unit is friendly, it must take a morale test, unless it is cavalry retreated into by infantry.


RETREATING UNITS
A retreating unit will be diced for at the start of each subsequent turn, needing a 5 or better to return to normal action. A general present with the unit adds 1 to the die throw.
Note that elite units are treated the same as other units - if they broke in the first place, something very serious must have happened to them.


NATIONAL/ARMY CHARACTERISTICS
Decide these on a battle-by-battle basis.
For example, Prussian foot at the Mollwitz refight added 1 to musketry throws and suffered no penalty for wheeling. Prussian horse in melees inflicated a hit on a throw of 5-6 instead of 4-6, and all wheeling cost half a turn.

RANDOM TERRAIN GENERATOR
For battles that are not historic refights, I like to use a random terrain generator to set the battlefield.
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 the flanking edge-of-the-world effect that in my opinion spoils too many wargame set-ups.
Anyway, here is how the random gterrain generator works for battles set in central Europe.
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.


COMMAND & CONTROL
Old-school wargames traditionally featured no restrictions on the number of units that could move in a turn.
Then Phil Barker and the Wargames Research Group pioneered the use of pips (Player Initiatve Points). These limited the number of actions a player's army could perform in any given turn, and it is a system still popular today, although it is not favoured by Neil Thomas.
I sympathise with both sides of the argument, and I also very much like the thinking behind Bob Jones' Piquet set of rules. They use packs of special cards to govern how units move and fire.
However, Piquet in my view is unecessarily complicated and it has long been my plan to simplify the process as part of devising a wargame in which as many actions as possible are automated while the player (or players) sits back and watches history unfold.
I am still working on that project, but meanwhile Bob Cordery in his recently published The Portable Wargame has devised a Piquet-like system using ordinary playing cards.
Bob Cordery's The Portable Wargame is the latest addition to my wargaming library
He uses it for solo battles but I think it could work just as well for normal games, and I intend to try it with the help of my regular wargaming opponent.
Here is the system, which I have slightly adapted to suit my circumstances.
Begin by allocating one player's army the red cards and the other the black ones.
1. Take the number of units, including the general, that the red army has, and divide by two, rounding up if not a whole number. The result is the army's median playing-card value.
2. Remove from two packs of ordinary playing cards the red median cards and the ones imediately higher and lower.
For example, if the red army has eight battalions of regular foot, six squadrons of horse, three guns, a light infantry unit and a general, it has 19 units, giving a median value of 10 (9.5 rounded up). Accordingly, remove the red 10s, 9s and jacks, giving 12 cards in all (remember, we are using two packs).
3. Repeat the process for the black army, giving a further 12 cards. Add two jokers, and shuffle well.
4. At the start of each turn, reveal the top card. The colour and number indicate who gets to activate how many units. For example, a red jack would mean the red player can activate 11 units.
Ignoring the usual TURN SEQUENCE, the player first fires any guns, each firing counting as one activation. Once the artillery has finished, he uses the remaining activation points to move units. Note that he must first move units that are retreating. Once he has used his activation points, or runs out of useful moves, musketry fire is calculated for any of his units that want to fire, and then any melees are resolved (neither musketry fire nor meleeing requires activation points).
5. Turn over the next card, repeating until a joker is revealed. A joker ends the turn, after which all the cards are shuffled and the next turn starts.
Here is an example.
Red has 19 units, as detailed above. Black has a similar army, but without the light infantry, and so has 18 units, giving a median value of nine. Accordingly, the black 9s, 10s and 8s are used, along with two jokers.
Turn One.
After the cards are shuffled, a black 8 is revealed, giving the black player eight activation points. He fires one gun, which can just reach the red light infantry, but inflicts no casulaties. He then orders six infantry battalions and a squadron of dragoons to advance,
The next card is a red 10, giving the red player 10 activation points.This is followed by a red jack, giving him a further 11 activation points. Another red jack follows, giving the red player a further 11 activation points, and then a joker, ending the turn.
Note that a general attached to a unit does not need to be separately activated - it can move with the unit.
One modification, suggested by Bob Cordery, is to take into account the skill of an army's general. For example. if the red army above had been a Prussian one led by Frederick the Great, its median value could be raised from 10 to 11.
Clearly the system can, like Piquet, lead to wild fluctuations in fortune. Bob Jones, and presumably Bob Cordery, would argue that this might seem unfair, but that the end result is more like what happens in a real batttle.
We shall see ...

Tuesday, April 12, 2016

Battle of Mollwitz - Afterthoughts

After the battle, the victorious General Count Wilhelm Reinhard von Neipperg reviews his remaining forces on the snow-covered fields of Mollwitz
IN some ways it is easier to command the army that lost in real life.
This may seem counter-intuitive, but your predecessor will almost certainly have made mistakes - mistakes which you can avoid.
The chap commanding the army that originally won, however, can be in something of a quandary. If he follows the plan of the victorious commander, he knows his wargame opponent will be ready for him. But if he deviates, he risks throwing away his advantage.
I was able to improve the Austrian performance by not having my cavalry make futile frontal charges against formed infantry. The lesson that muskets beat sabres is not an easy one to learn, it seems, as the French were to make the same mistake at Minden.
My opponent in our refight felt he got several things wrong.
Firstly, but perhaps of least importance, was how he sent his hussars to their doom. His idea, he revealed, had been to hope the hussars could avoid my cavalry and cause confusion among the infantry around Mollwitz. But half a squadron of hussars was never likely to achieve much by itself and, as he admitted, he had failed to take into account the ponderous movements of the Prussian horse.
A more serious mistake, he felt, was to have advanced his infantry on too broad a front, making them vulnerable to both Austrian guns.*
Thirdly, and most seriously, was his decision to split his infantry, detaching two battalions - a quarter of his foot - to deal with my left-flank cavalry. If my horse had obligingly charged his infantry from the front, his decision might have been justified. But I had no intention of doing that, and my cavalry only closed in when one of his battalions became isolated. As my opponent observed: "The poor so-and-sos had two exposed flanks and an exposed rear - they didn't stand a chance."
At the time, he thought he was copying the successful Prussian tactic from the original battle. But what actually happened in 1741 was that the Prussian infantry as a whole turned to fight off the Austrian cavalry. Only after being successful in that endeavour, did the Prussians advance on the outnumbered Austrian foot.
*********************************************************
So our campaign to refight the War of the Austrian Succession has begun.
The 275th anniversary of the next battle, Chotusitz, is over a year away, which should give me plenty of time to get on with painting more figures.
I also intend to publish the latest version of the rules, and follow with rather more detailed explanations of the thinking behind their mechanics.
*Incidentally, among the changes I made to the rules shortly before the battle - minor tweaks are always going on - was a major one to make the artillery less effective. We felt guns had taken on a Napoleonic aspect in our playtesting, and it was necessary to rein them back. In the event, both armies' guns played a role that seemed well in keeping with the standards of the mid-18th century.