The Schellenberg, and why not
I'm planning to host a few games in the near future, so I've been polishing up scenarios. I have some concerns about always using historical battles - they obviously have a strong appeal, but in my experience the potential disadvantages tend to offset this. I'll explain why a bit later; I'm confident that I'll be misunderstood, and will accidentally offend someone, so let me state, right up front (before we get to that bit), that nothing could be further from my intention, and if anyone is offended I have simply expressed myself badly! - anyway, we'll get to that.
First off, probably because I am a madman, but also because I wanted to prove that my WSS rules could stand up to a big, complex action, I played a game with the Jolly Broom Man nearly two years ago which was obviously Blenheim, though of course I insisted that it was just a battle that had some similarities to Blenheim. The reason for the [childish] deception was that I didn't want people with superior knowledge pouring scorn on my grasp of the period (they'll manage to do that without my dropping the evidence into their laps...), and I didn't want anyone to judge how well my rules work by comparing the game result with the historic one (which, for reasons I don't follow, is often done).
In the event, JBM and I spent two fairly heavy evenings bringing the game to completion, and the result was historically correct, though from a detailed point of view some bits worked out "correctly" and some didn't. The main deliverable was a successful stress-test of the game systems, albeit with a page or two of scribbled notes for possible tweaks, so I was only slightly interested in a "correct" result. The good news was that it all worked out quite nicely - we both needed therapy afterwards, but it was fine - the potentially bad news was that it got me thinking positively about pushing my luck and setting up some more historical scenarios in the future!
I have a strong fancy for Schellenberg, which, as I'm sure you know, took place just a short distance along the Danube from Blenheim, a few months earlier. It's unusually well documented in English for a WSS battle - because, of course, that famously handsome British general and hero, the Duke of Marlborough, won the day. [Hurrah!] This week, the Imp of Perversity raised his irritating head, and I spent two (very interesting) days reading everything I could get my hands on about the battle, with a view to seeing if I could set up an enjoyable scenario.
I'll rush through this a bit, since I do not wish to shine bright lights on my pathetic understanding of the history, and also because it is probably boring.
Compressed narrative: For political reasons, the Allied army was jointly commanded by the D of M [Hurrah!] and the Margrave of Baden [who?]. Prince Eugene was temporarily out of the picture since he had been left behind to distract the French in the Rhine / Moselle area.
The Allies needed a safe bridge over the Danube, and Donauwörth was thought to be ideal. The small town was walled, and it was overlooked by an adjacent fortified hill, the Schellenberg, which had delapidated defences dating variously from the 13th Century to the 30 Years War. The Elector of Bavaria sent a strong corps of veteran troops to defend the area, commanded by an old friend of mine, the Piedmontese Count D'Arco (who appears - and dies - on my battlefields with great regularity, like a character out of a soap opera), and D'Arco set to work repairing the defences, with large gangs of civilian labourers.
D'Arco was heavily outnumbered by Marlborough/Baden's force, but if he could hold out for long enough there was a French army rushing through the Black Forest to support him. When the Allies arrived to the north of Donauwörth and its bridges, Baden was pessimistic about a direct assault, and recommended that the Allies put the place under formal siege. Marlborough overruled him, since
- they did not have the equipment or the time for such a siege
- any delay would increase the likelihood of the French force's arrival
- delay would also give D'Arco's labourers more time to stiffen up the Schellenberg
- he reckoned (correctly) that the defenders would not expect an immediate assault
And therefore the Allies attacked the Schellenberg as soon as they arrived. [Hurrah! etc]
Righto, that's what happened. This all sounds quite exciting, but I was put off using it as a scenario for a few reasons:
- if the Allies are forced to attack immediately, it has to be on the old works on the Schellenberg, and the lie of the land (including the surrounding forests) means that there is a very limited stretch of the North wall where these attacks can be made
- D'Arco's garrison may, if they are very lucky, keep them out for a while
- so the game becomes one extended scrap over a single area, hardly any choices to be made, just a slugfest; a game of conkers...
Don't get me wrong; I think this is still potentially interesting, but I'd rather try it as a solo game before I subject any invited guests to such an action. Therefore, after two days of checking OOBs and various narratives, I shelved the idea. I'll continue to think about it, but won't use it as a scenario in the immediate future.
Which brings me onto what might be the contentious bit, though I do not mean it to be so.
I've written a few times over the years of my views on historical scenarios. Like everyone, I use them a lot. A lot of the advantages are self-evident; there is always a little pseudo-academic buzz in the background that, in addition to playing with toys, somehow we are analysing history, and I'm sure we are. I'm very positive about all that. However, especially if it is a well-known, well documented factual event, there is also a very good chance that all the players will read about it, and it becomes very difficult to avoid everyone thinking in terms of what actually happened (who did what, and when), how well it worked and what else they could have done. These factors are absent, I would contend, if the battle is mere Pretend-Be. This is also information which the real commanders, back in the day, did not have - so much for realism! [I jest...]
Even if the scenario is accurate and unbiased, and the rules present the variables and the unpredictability of war in a reasonable manner, in theory the whole thing still goes to blazes as soon as someone rolls a die. Most people will accept that this is all fair enough; it is, after all, just a bloody game.
A Sad Story from Long Ago
The reason I mention this at all is that I am [confession time] still slightly scarred from an event a good few years ago, when I was invited to a very fine weekend session involving 6 players, in a big house in the country, at which we were to fight a very famous battle on a fabulous big battlefield. I shall not say which battle it was, nor even which period (though it was one with which I was not, and still am not, overly familiar). By some logic I cannot remember, two of us (that's me and one other attendee) were given command of a major chunk of the attacking side.
During the coffee break before the game started, my colleague and I agreed that, since the plan actually followed by our historical predecessors was a complete failure, we would do something wildly different. We agreed it with our army's Commander (at least I think we did...), and we rushed into action as soon as the cups were tidied away.
Immediately, our host, game organiser and umpire was obviously uncomfortable with this unauthorised version of his battle developing on the big table in his library, but the game inevitably took on its own momentum, so we thought we were OK. In fact not. Our host had very thoroughly and ingeniously built into the game a complicated series of timed events - arrival of reinforcements, rivers being unfordable, all that - which made less and less sense as we got further and further from the historic flow of the action. In the end, we were forced to abandon the event lists, which all went down rather badly, and certainly affected the outcome. Oh - in case anyone cares, I have to report that our alternative strategy failed at least as dismally as the original, so we couldn't even claim any respectability on that score!
It still causes me some anguish to recall that I was a major contributor to screwing up this game [Aaargh! - once again, sorry, D__!], and I have spent some time since wondering what went wrong. Not very much, in fact, which makes it all the more scary; if we had established in advance with our host just how far we were expected or permitted to depart from history, the problem would not have arisen at all. And that's it, really. Different people, on different occasions, in different contexts, may have their own ideas of how close a historical scenario is supposed to be to a re-enactment. It just has to be a shared understanding.
I'll stop now, and go and wash my face in cold water. It is maybe worth noting that I was never asked back...!
As we live in an age where my right to seek objection is paramount I have read and re-read this piece. Frustratingly, I have not found anything offensive (please try harder).
ReplyDeleteNow, I have a Scalextric track which I sometimes set up for a bit of fun with the kids. I am quite good actually, but I have no illusions that I am Lewis Hamilton. There are no rules for punctures/oil spills/engine failure plus, if I slam into the barrier I can just run across the carpet and put my car back on. There is no safety car and a walk of shame back to the pits for me. Now I am sure that out there somebody does this sort of thing (probably on a PC, but I still an analogue kind of guy at the end of the day).
The same with wargaming; the game is secondary to the hours spent researching, painting and organising the toys for battle. The game is a chance to rewrite history, not just recreate it verbatim.
So, in conclusion of this ramble, the fact that you were not invited back is because we gravitate towards other like minded gamers. And get invited back.
I am not going to recreate the 1977 Le Mans in 1/32 scale and stay up all night to ensure Jacky Ickx wins again.
The same with Waterloo.
Am I right? No, I am just a big kid doing my thing my way. If you do it a different way good on you. We are just Geeks of a different cut.
Hi Matt - I think that we should play our own games the way we want, but I also think that if we are a guest then we should play the game the way the host wants it played. It's only polite. If we are ideologically distant from what is planned, then we can go along, enjoy the social occasion and shut up about our personal preferences, or we may make diplomatic suggestions before the event, or we may prefer to make an excuse and swerve it. What we shouldn't do is go along, eat the lunch and the biscuits and make things awkward on the games table. On the other hand, the host in this case should have made it clear what he wanted - that is certainly the biggest fault on this occasion, I think.
DeleteIf he had stated up front that he required my army to follow the historical opening moves then he should have said so, but even if we had done it that way the fall of the dice would have produced enough accumulated differences for the events list to become inappropriate quickly, though maybe less so. He should probably have thought about it for longer.
In the host's defence, I must also mention that we were warned that there were to be a journalist and a photographer present. Everyone assumed that they would be from a wargaming mag of some sort, but in fact two young ladies turned up - very serious and polite and professional - from some second-division lifestyle publication of the day. They knew nothing of toy soldiers or our game scenario, and their starting slant appeared to be the age-old wonderment at stupid men, who were easily old enough to know better, wasting a weekend playing with kids' toys. To avoid that, the host/organiser seems to have leaned towards the "historical research" aspects, and the game gently morphed into a sort of walk-through with dice (as though for the Women's Guild), which was a surprise to all of us - not least the host, I think.
There are probably a number of reasons why I was not invited back, over and above my alternative history approach. I think we Ancient Geeks have to stick together.
[I should also mention that I now learn that our host, sadly, has now been dead for a number of years, so I can see immediately that this must be why we lost touch...]
Hmm.....I suspect this falls under one of my maxims - it's not what you play that's important, but WHO you play with.....
ReplyDeleteI wouldn't feel guilty; your host/ umpire / chief poo bah is as much at fault as you......the aim was clearly an attempted recreation complete with built in structure - and thus a predetermined outcome. If that's what they wanted, they should have made it clear - after all their house, their rules....
Historical scenarios have an inbuilt flaw; unless they follow the course of the battle using much the same events, then they are no longer the historical battle.....
This leads to lots of pros and cons; is it because the rules don't work or are inaccurate?; is it because I'm a better general than Nappy or Fritz? Was the result due to some outrageous fortune?
Should you then not play historical scenarios? No. They can be every bit as interesting and can give insights into the battle. What's important is that all the players approach the game with a common understanding of what it is they are doing and what they expect to get out of it.....
Little wonder people prefer equal points match ups of fictional scenarios. At least with the latter you are on common ground; as it has never happened, there is no outcome yet- until you discover it. The former is probably going to come down to rules knowledge and dice luck.....
Finally, a tale I'm sure I've told before.
Way back when, in my teenage years, I was into ancients. WRG 5th and 6th. I had Persians, being influenced by Charles Grant and was collecting Greeks and Macedonians at the same time. My first exposure to classical literature had been Xenophon's Anabasis - Greek mercenaries involved in an internecine struggle for the Persian throne. I decided, I wanted to refight Cunaxa, the deciding battle. So I laid out every Persian, Greek and Egyptian figure I had following the book and Richard Nelson's interpretation. I also tweaked the rules; scythed chariots were made irregular "D" not "A". For the purposes of the game, one side had a strong right wing of Greeks, a tiny bodyguard and hopeless Persians still coming up. The opposition had some Egyptians and other infantry facing the Greeks, a huge unit of cavalry in the centre and rubbish outflanking the enemy + some chariots.
I invited my first opponent to play and offered sides. He took Artaxerxes - the larger army.
My Grreks advanced, caught the chariot stationary and it inflicted one casualty - just as in the Anabasis....the Greeks began pushing back the Egyptians. I advanced what I could of the remainder of the army but didn't fancy my chances with 3 bodyguard v 30 cavalry figures. And then my opponent turned them towards the Greeks, presenting their flank.....Charge! A rout ensued and low and behold my bodyguard pursued, leaving the opposing generals to fight a duel, Artaxerxes being in a chariot. We fought; Cyrus died and Artaxerxes was wounded. While this had been happening, the remaining chariot had charged my Persians who all ran away....
The Greeks were left without their employer in the middle of Persia....
The outcome wasn't planned. My opponent had no knowledge of the battle. It just turned out as a spooky recreation of Xenophon.
My opponent did something I didn't expect him to do; I thought he'd simply sweep my Persians away not present his flank....
Make of that what you will....
Neil
Hi Neil - thanks for this. It was, as you say, a simple misunderstanding. It was not the wrong mix of people - it could have been, but it wasn't. A lot of the historical scenarios I see nowadays are from the Commands & Colors books and user website; it's a style that works OK. The starting point is defined, with terrain, and representative troops all laid out (usually tweaked a little to give both sides a chance) - and the prevailing theme is "here is a quick back-story; here is the start situation; here are the rules; can you change history? - it's all yours...". It's no more scientific than that, but it works pretty well - not least because the approximations in the design remove most of the advantages of studying the real history in great depth.
DeleteI think historical scenarios are a vital lynch-pin of the hobby, and - yes - we should certainly play them, but (if only because of the unnatural level of insight we have into the events of the day) we must be careful to ensure that the participants understand what sort of re-enactment this is to be, and how the game should be played.
And do not, I think, invite journalists unless you know what you are getting.
Which further reminds me that the lady journalists stayed only for the Saturday morning session, though of course they took lunch with us (the host's wife joined as chief caterer and also as a sort of spiritual guardian). During lunch it became apparent that neither of these ladies had ever heard of Frederick the Great, and one of them was adamant that the Eighteenth Century consisted of years starting with 18. That's OK - it was us lot who were the freaks, after all - that was obvious!
Delete...and it also becomes obvious that unless you read my reply to Matt's comment you may not have a clue what I'm on about...
DeleteWargamers and journalists are a bad match.
DeleteI recall many years ago a friend who was approached by the local rag; at the time they met in a church hall. Said journo and photographer arrived, spent a couple of hours interviewing my friend, asking how wargaming worked etc.
Shortly afterwards a photo of my friend, grinning and holding up a stand of figures appeared under the title "Blood and slaughter in the church hall"......
The church were not best pleased to say the least.....
Neil
It’s very easy to get carried away when designing a scenario for a multi-player game. I have found that it is best to work out how many turns you can realistically play and work back from that to see what can be achieved in the time. Things like are all the reserves actually able to get into the fight? I remember a game years ago where a huge column of reinforcements were still three moves away when the game ended! Player fatigue, lunch overrun and the natural tendency for delay due to chitchat all have to be factored in. The game is not just a game but a social event after all. There, I’ve just set the bar high for next week, idiot…
ReplyDeleteDashed tricky, I would say. My new amendments to my WSS rules, to allow for multiple players, with or without Zoom, envisages the armies to be divided among the players by brigades (or something like that). Coloured cubes are drawn from a dice-bucket, the CinC of the army of the colour drawn gets to select which brigade to activate. This whole section is borrowed from elsewhere (which is almost certainly why it works); one complication is that the system allows a turn to end before all the players have had a shot. This also gets dashed tricky if one of the players is commanding a quiet bit of the table, and never gets picked by his CinC before the turn ends - some design consideration necessary!
DeleteI’ve enjoyed every game we’ve played and the host has always been exceptionally gracious, even when giving me the thorough thrashing I deserve (for knowing little about the period). I think I’ve been responsible for D’Arco’s death on multiple occasions. lol.
ReplyDeleteMy dear sir - thank you for this. Whatever else, you have to admire Old D'Arco for his ability to return from situations which would discourage most. An iconic example of the triumph of blind courage over commonsense. Humbling.
DeleteBrief digression - it occurred to me that I need to package the necessary add-on ECW tweaks for CJ Lite, since I see no reason why the new rules would not work for a more familiar period. My people will be in touch - I don't think there is much to it (famous last words...)
I think you're right, if the game designer wants players to follow specific course of action he must say so in advance. It seems the game you were attending was meant to demonstrate how the rules would deliver a result similar to history. This is often a good reason to play historical battles, not necessarily to get the same result but to at least see that it is possible were it not for the cruel sense of humour of the dice gods.
ReplyDeleteI recently did a refight of Adwalton (well, sort of) with my rules which were only ever intended for a classic ECW action like Edgehill, Marston Moor or Naseby - you know the sort of thing, a fairly open battlefield with both sides fielding a centre of pike and shot with plenty of cavalry on the flanks. The rules worked fairly well, just a little too easy for cavalry to beat commanded shot behind a hedge but not disastrously so, and an easy rule fix.
With the bit firmly between the teeth I'm playing a game based on Langport next week, which will test out the largely unused bits on raw and veteran troops.
Hi Rob - I had a couple of bashes at Adwalton a few years ago - interesting battle - another of these oddities where one side managed to lose a pretty much nailed-on success. Interesting bands of roughnecks from Bradford? - can't remember - I must look at this again - thanks for the reminder.
DeleteOne of the next steps with my blushing new CJ Lite rules is that I believe they should work with the ECW with very little tweaking, so I should get on with looking at that.
The other thing I recall is that I have no idea how to pronounce the name of the place; I have heard Atherton, Athelton, Addleton - I'm sure the locals call it something different again, so that visitors feel foolish . It's named after Aethelstan, I understand, so it's all up for grabs. Hope things good with you.
On the pronunciation front, we have places like that up here - conspicuously, there is Athelstaneford, just a few miles from here, which the locals call something like Ayshun-foord.
A pity for all involved but I have to agree with others that the blame must fall to the designer. As always your thoughts are interesting.
ReplyDeleteHi Jim. On that occasion I was rather out of my depth anyway. Our host was slightly famous - less as a wargamer than as an academic and fringe politician - but his games were excellent. I think the game design changed in a hurry because of the journos - he should have confided in us! Historical scenarios are great, and it is probably easy enough to make sure that the players understand what type of game it is to be.
DeleteAs Stryker says in an earlier comment, it is easy to get carried away and forget that other players only know what you tell them!
I found "Adwalton Moor 1643: The Battle That Changed a War" by David Johnson to be a really good investigation of the battle. I bought the Kindle version as the comments said the print edition was poor.
ReplyDeleteI have the Johnson book - I thought it was very good. I have trouble reading a Kindle now - I am used to a lack of luxury in ECW books - I have a bunch of the old Stuart Press booklets, and I love them dearly! A glass of wine and John Barratt explaining the Siege of Chester and I am a happy bunny!
DeleteI was beginning to find my original kindle hard going and switched to the paperwhite variety, which proved a step forward. I gather it is a matter of the contrast, e-ink being inherently low contrast as a display, but improving over time as new tech does. Amazon's latest ('12th generation', 2024) paperwhite is touted as having their highest contrast display yet (it has a thin oxide film, whatever that is) and might be worth considering.
DeleteYour past gaming episode should cause you no more anguish, my friend. The reason to refight historical battles is to put players into the decision-making loop of the commanders on the field on that day. Player choice and outcomes drive the narrative from the starting guns. If the game follows the historical battle, good! If not, that's good too! Remember that the historical outcome comprises only a singular trial. Given different decisions or different tactical results, different outcomes are possible and likely probable.
ReplyDeleteIf your game was meant to be a strict historical recreation of the actual battle with pre-programmed decisions and results, that should have been made very clear at the start. That is on the host/designer and not you.
Thanks Jon - it really doesn't bother me now, just another lesson learned along the way! It hadn't occurred to me that there could be a problem, and I guess the game designer hadn't really thought through how his heavily prescriptive list of events would work in practice, either! It would have been simple just to agree some typed guidelines beforehand, but we were all too spellbound by our own cleverness. I hope the journalist didn't notice...
DeleteThis reminds me that, years later, I knew a wild-eyed guy who formed a company which was going to go on a tour of Scottish schools with a van loaded with the Jacobite '45 Rebellion in 15mm. The intention was to let kids in a classroom setting play out the battles of Prestonpans, Falkirk and Culloden for themselves. When he finally realised that it would have to be lectures rather than games, he abandoned the idea completely. Where was the fun in that? In his initial excitement, he also failed to consider that the kids couldn't have cared less, and would muck around and pinch the soldiers. Ach well, as they say in Scotland.
[In passing, I have tried and failed to find out what happened to the boxes and boxes of resin scenery and period buildings his company made for the project!]
Interesting.. anecdotes from the dim and distant are always good! Your embarrassment over that game echoes a popular format on Reddit known as 'AITA'? And I think the audience clearly thinks you are 'NTA', and I agree with them..
ReplyDeleteSchellenberg, as you say would appear to be a bit limited in options for the players - I suppose one could try following the Margrave's plan instead of Marlborough's? The battle might then end up being that between the Duke and the French relief force!
Thank you sir. Being NTA must be close to my best result of the last couple of weeks - ancient echoes of a Catholic family tradition always suggest as a default that IATA, though of course we would never have been so uncouth.
DeleteI shall continue to ponder Schellenberg - certainly as a solo bash for starters. Jon tells me he took part in a Schellenberg game years ago at a wargame show, which is reassuring!
Thought-provoking post as ever Tony. Like most respondents I prefer using the historic action to set the starting positions, terrain, constraints, arrival of reinforcements..., then let the players make all the mistakes from there. A straight re-fight can be extremely interesting and edifying as well. Like 'all them' have said already, gotta specify which it is. Interestingly (to me) we played one recently, a bit of a rarity for us, to see how a set of rules would go. It was grand. The rules are not sufficiently detailed for us, but a good game nonetheless.
ReplyDeleteUsing 'echoes' of an historic action to produce an interesting, alternate version is another wonderful aspect of the game-model side of our engrossing hobby. You still get all that joy of looking into the history, understanding more about what happened, the uncertainties in the accepted version, the limitations on commanders and troops..., then using this to produce an alternate version to provide a challenging and enjoyable game for the players. Producing such scenarios is not simple, but you are a past master at it. Your alt-Schellenberg will be a ripper, I have no doubt.
Best wishes, James
Thanks James - it's all good - I happily play historically-based games a lot, like everyone. My main concern is simply the philosophical one of how we rationalise starting the game with so much extra knowledge!
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