Napoleonic & ECW wargaming, with a load of old Hooptedoodle on this & that


Showing posts with label Big Battalions. Show all posts
Showing posts with label Big Battalions. Show all posts

Wednesday, 31 December 2014

Morale – Now I Remember


I thought I should write this while I still feel the need to do so. It’s amazing how you forget. Yesterday, I blithely set about playing out a small cavalry skirmish for the ECW campaign (previous post, if you can be bothered), and felt that, since the game was too small and fiddly for my usual Commands & Colors style rules, I should get back to some proper, old-fashioned wargaming, and use more traditional rules, such as I knew and loved when I was young and enthusiastic. I was rather looking forward to it.

I didn’t go into this completely blind – I decided to use a derivative of Victory without Quarter, which I have used before for larger ECW actions – including a very large one at Old John’s HQ two years ago. Fine. As I recall, apart from a couple of gaps in the rules (which the derivative is intended to fix), the games went OK.

Well…

I got a bit of a shock yesterday – I mean, the game was OK, but the very small scale of the action threw up an effect which I didn’t expect – or, at least, if I should have expected it then I’d forgotten what wargames used to be like.

The rules I used were a wholehearted effort to do things the old way – put the boards with the non-hex side up, dig out the measuring tape, have the QRS tables taped up on the dresser to keep things grooving along. I didn’t have a bounce stick for roundshot, but it would have felt even better if I had. The action involved a grand total of seven units, with two generals, and I was very happy to measure out march distances, divide the last three inches by two because that was a rough patch of ground, take a full move to deploy from march column into line, measure the outer-edge travel of a line wheeling, all that good stuff. There was a lot of manoeuvring and measuring and moving about, which was fun, and there were two cavalry melees, in quick succession. Then, it seemed, there were about thirty morale tests, which must have taken 80% of the total brain effort and about half the elapsed time.

Holy smoke. The tests in this game require 2D6 to be supplemented by various plus and minus factors, and you pass by totalling 7 or more. You fail by getting 4 to 6. You fail disastrously (and have to go away, quickly) if you get less than 4. Some of the plus/minus factors are constant givens for a unit (level of training, quality etc) some change slowly as the action progresses (increasing losses, past upsets) and some are transients based on current situation (proximity of friends, command, cover, enemy etc). It is a pretty standard, traditional approach to morale. Though it is not complicated, and you can remember a lot of it without reference to the sheet, there is a fair sized list to check against. Every time.

EVERY TIME.

No real surprises here – those of us who learned our wargaming from Messrs Featherstone, Wesencraft, Tunstill and Co would expect a wargame to be like this. It was, if I remember correctly, a point of pride amongst us that this particular clever bit of the game made it more scientific than (for example) Snakes & Ladders. I can remember explaining to my mother that the game wasn’t just bang-bang (such a game would be childish, of course), but the morale mechanisms actually gave the little men a say in what happened, and the challenge for the general was coping with the frustrations which the rules and the dice (and therefore Fate, of course – we were in distinguished company here) handed out. Well, I’m sorry, Mum, but I’m not so enthusiastic now – perhaps I should have cut my teeth on Young and Lawford instead – it might well have given me a more pragmatic education in these matters.

Here’s an example from yesterday. Two cavalry units – both rather shaky – face up to each other on a hillside in Northern England in 1644. Let us call them A and B.

A get within charge range of B, and declare a charge – good for them.

First have to check their morale, to see if they are up for it. Yes, they pass. Charge.

Unit B wish to countercharge – have to check morale. They pass, but in the event the chargers are too close, so B receive the charge at the halt.

The first round of melee takes place, in addition to everything else, A are uphill of B, so the melee is a bit one-sided. B take heavier loss, are shaken and pushed two inches down the slope. They have to have their morale tested  to see if they rout – no, they hold their ground, albeit shaken.

In the next turn, the general in charge of B is lucky enough to get the initiative, so his first order is to rally the shaken unit B. This obviously requires a morale test. They pass, rather surprisingly, so they straighten out their line and wait to be charged again.

A’s turn. A are ordered to charge again – since unit B are now rallied and steady again, A need a morale test – they pass, and charge.

There is no question of a countercharge, the newly-rallied B receive the charge at the halt, and take many casualties – they lose the melee, so – that’s right – they must test morale. They fail – they collapse, and rout 3D6 inches immediately.

Right. A’s commander does not wish them to pursue, so he attempts to hold them by means of – you guessed it – a morale test. They fail, so they pursue, out of control, a distance of 3D6 (which, as it happens, is less than the other lot’s 3D6, so they do not catch them).

From this point, the respective commanders can each look forward to a morale test for A and B every turn until they rally. In yesterday’s action, the routers (B) passed very close to a friendly unit (C), who thus required a morale test to see how they reacted to this. They failed – they were shaken, and thus not able to take orders from the commander.

Round about the same moment, the uncontrolled pursuit brought A face to face with C (who couldn’t have attacked them anyway, but A did not know this), and A had to take a morale test to see how they reacted. They got double 1, which is a bit extreme, and thus they not only stopped their wild pursuit but did an about-face and routed back the way they had come. There were now 3 units who would require a morale test each turn to try to rally them.

Enough of this – you get the idea. Whatever else happened was almost incidental compared with this relentless industry of morale. Obviously I survived the experience, but the tiny action had served to highlight the disproportionate effort which goes into these tests in this style of game.

I had forgotten. I remember now. I don’t really want to do this again – not like this. Commands and Colors just hands out retreats as part of the loose change on the Battle Dice – easy peasy. It’s surprising how quickly you get used to that, though it might not suit everyone. I had a think about what else I used to do – there was life before C&C, and it wasn’t all as wretched as yesterday, so what else was there?

Well, 4 years ago I was using in-house Napoleonic rules which owed a lot to many sources, but particularly to Doc Monaghan’s The Big Battalions – I especially liked his inclusion of musketry volley fire into melees, which made a lot of sense and simplified a lot of things, and I liked the approach to melees themselves, which virtually eliminated all the morale testing around that area.

In TBB, each side has an effectiveness score based on type, nationality and formation, with additions/subtractions for context; add 1D6 for each side, and subtract the defender’s total from the attacker’s. The table of results takes care of all the morale testing at a stroke. You can just get on with your charge…

I quote from TBB – this table gives net results and what they mean:

+5        Defender routed before contact
+3,+4  Defender routed
+1,+2  Defender retreats
0          Violent Struggle takes place
-1,-2    Attacker retreats
-3,-4    Attacker routed
-5         Attacker routed before contact
-6         Attacker refused to advance

Then there are instructions for how many casualties apply to victorious, defeated and routing units, and how to conduct the retreats. Oh yes, a Violent Struggle means that both sides suffer heavy casualties, as though they had been defeated.

So?

Well, the game still contains a lot of detailed rules, but – to me – that seems a more sensible – not to say humane – way to cope with the morale implications of a melee. For future detailed, tactical games, I shall try to find rules which are more like The Big Battalions.

That is, of course, provided I have not forgotten again.







Monday, 10 January 2011

Sapeurs and Baron Thiébault


A while ago, I was discussing with Clive a Minifigs S-Range Old Guard band which I've had, unpainted, for donkeys' years. Like any non-combat unit, the band have suffered from always being a secondary priority in the painting queue. If it is a choice between painting a fighting battalion or a soppy band, I will pick the fighters every time. Result? - 25 years later, they are still only partly painted. We joked that, to make the band more useful, and raise their ranking in the paint queue, it would be possible to introduce a new rule, such that all units within earshot would get bonuses for morale and so forth.

Now I come to think about it, and joking aside, that sort of thing has been going on in my wargames since I started. I once was out running in the Queen's Park, Edinburgh, when Her Majesty was in residence at Holyrood Palace, and a troop of the Royal Horse Guards were drawn up in line, in the park, in such a way that I had to run along behind the complete line of great, towering, black horses’ backsides to continue my jog. I was so impressed by the experience that when I got home I amended my rules for the effect of cavalry on infantry.

Recently I have added various siege-type units to my Peninsular armies, since I am working to develop rules for sieges. I have some small units of French sappers in full siege gear, with round helmets and cuirasses, and the siege rules will have to give these guys special skills and duties. I also recruited a bunch of French line infantry sapeurs (Falcata and Kennington), which are pleasing, and I have been gently looking for clues as to what such chaps might do, and how they might be organised.

I realise, for example, that your battalion sapeurs would be just the fellows for smashing down doors, or maybe corduroying rough roads, and they could, I guess, be provisionally grouped at brigade or division level for special duties. Looking at various historic OOBs, it is clear that each French division had units of pioneers - i.e. men from the engineering branch of the army - so I assume that if you wanted to construct a bridge or something these would be the people to do it. What role, then, did the regimental sapeurs have? I had a look at various rules, to see how engineering is addressed, and I found that it is pretty haphazard. Some rule writers have dismissed engineering as an aspect of warfare which is too slow and too tedious to take into account. Some - the old WRG and Big Battalions rules among them - have a fair amount of detailed stuff, but it all looks a bit like something borrowed from a scenario.

Interesting. Does anyone have any ideas about obvious, no-brainer duties which sapeurs could carry out on the battlefield? Are there any sets of rules which address this in a particularly coherent way?

As with the band, it would be silly to distort the game just to give my new unit a job to do, but it has made me realise that I have very little idea what they did. All clues welcome.


Completely separate subject. Just before Christmas I managed to obtain a good copy of the 2-volume Memoirs of Baron Thiébault, which, though I owned it in a former life, I never actually read. Officially, I am currently having an 1814 (Defence of France) period, and have the appropriate works by Petre, Houssaye and Uffindell lined up for study, along with the trusty (but very heavy) Elting & Esposito atlas. I had a quick squint at Thiébault, and the 1814 plans are now on hold as a result.

I am aware that the baron does not get a very good press, and I can see why. This is something a bit different. Thiébault was present at some important episodes of the Napoleonic Wars, so he is a major witness anyway, but his personality is unusual. He writes well, with a great eye for detail and excellent recall, even humour, but he is vain, permanently offended, always the victim of injustice, and always the hero of everything he describes. He never loses a witty exchange, his only fault, he believes, has always been excessive humility and honesty. He is, in short, a horror. If you want to know what a complete waste of space all the celebrity generals were, this is where to find your information. Soult, Darmagnac, Dorsenne, Solignac, you-name-it all got a roasting in last night's session. Dreadful people. D'Erlon, it seems, was not completely hopeless, but was ineffective unless Thiébault was around to support him. Anyway, it's been hugely entertaining. There are moments when I wish I had a time machine, to travel back to give him a resounding slap, but it’s a highly recommended read overall.

Tuesday, 21 September 2010

The Big Battalions - still available!


Thanks very much for reassuring comments about the blog template - it seems to be OK, so I've removed the emergency posting. This is a small ad for the Big Battalions rule book - Jason Monaghan tells me that they still have stock left. I am not on commission (heaven forfend!), I am merely a fan, and I really do recommend these rules, as a thoroughly entertaining game and as an erudite and amusing discussion of Napoleonic warfare - a good read, and lots of great ideas.

I have no idea of price, but am certain it will be a fraction of the cost of some of the big glossies coming out now (come on - be honest - how do you feel when you are looking for melee factors in a hurry and all you can find are posed art shots of a battle you aren't fighting?). If you are interested, contact Guernsey Wargames Club. Tell them Foy sent you - that should keep them guessing.