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


Showing posts with label CCN. Show all posts
Showing posts with label CCN. 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.







Thursday, 6 November 2014

Hooptedoodle #153 - The Bringer of Confusion


Though you might think the photo shows some more of my extended family, this is a representation of Nuhlimkilaka, the Bringer of Confusion - an ancient Navajo forest spirit. The photo dates from 1914, apparently.

On a day when I learned, to my alarm, that British general practitioners have been receiving incentive payments for diagnosing cases of dementia, it is no comfort to find that old Nuhlimkilaka has been busy around here again.


I managed to knock a couple of little boxes off the top shelf of my study cupboard, and one of them is the tin which contains my Commands & Colors: Napoleonics battle dice and (cardboard) Victory Banner counters. Naturally it burst open on the way down, so I had to heave the entire contents of the lower section of the cupboard out, to find all the bits. I did a quick count to make sure I'd found everything; I had all 10 of the battle dice, but I don't know how many VB counters there should be without checking the rulebook. I counted them and found there were 2 more French banners than there were British ones, so had a good search around the corners of the cupboard - no more found. Counted them again, to check - this time there were 2 more British than French. Hmmm. I was counting them a third time when I remembered that they are printed on both sides, one side British, one side French. 

I swear I heard faint laughter coming from the woods at the rear of the house.

Friday, 3 October 2014

ECW Campaign – Preliminary Work & More Testing

Thornthwaite - with St David's in the background
Some time – probably within the next couple of months – I hope at last to get my solo ECW campaign under way. I am collecting together a short shopping list of ideas, and of things that I learned from my Peninsular War campaign which I wish to do differently this time.

The campaign will not use a formal map; the idea is to improvise a map based on my “North Country” edition of the Perfect Captain’s “Battlefinder” card system, and the rules for supply and movement will be correspondingly simpler.

The area to be fought over will thus be fictitious, and the forces and leaders will also be of my own invention. There was nothing wrong with using real places and (more or less) real armies in the Peninsular War, but doing so definitely pushes towards a specific organisation, and the strategies are bound to reflect what really happened, at least in part. This time it will be different – the area to be used will be some previously unknown location vaguely similar to the Lonsdale Hundred of Lancashire (which in reality includes Lancaster and part of the Lake District), and the participants will be my own invention, though some of them may look rather like known historical units – pure coincidence. You will not find the towns or roads on John Speed’s contemporary maps, but that is entirely because Speed opted not to show them. You will not find any historical record of the troops or the generals, but that is simply because Peter Young overlooked them.

The timing will be (vaguely) 1643, to keep everything up in the air and steer clear of the New Model Army. The political context will be smudged to suit the occasion whenever necessary. The tabletop battles will use my ECW variant of Commands & Colors:Napoleonics, which is undergoing some further minor changes – these are to be tested thoroughly before use. Formal sieges, and also any battles which are too small or otherwise unsuitable for a miniatures game, will be handled by the algorithmic approach which worked well in the Peninsula.

* * * *

Yesterday I had a preliminary solo game to test some recent rule tweaks – it represented the little-known Battle of Thornthwaite, which is separate from the campaign but is around the same area, and employs some of the same forces. It is a decent-sized toe in the water.

Thornthwaite is a prosperous little market town of approximately 800 inhabitants. The prominent family in the area are the Hesketh’s, cousins of the Marquess of Newcastle; they are Catholics and strong supporters of the King, and their sympathies are reflected in the stance of the inhabitants. The town’s important position, commanding the highway from Lancaster to some other place, is well recognised, though it has no walls and is not a particularly easy place to defend, the nearby River Dribble being a negligible stream at this time of year. The Royalist army in the area, under the command of Lord Benedict Porteous, alerted to the approach of a sizeable Parliamentarian army, has placed infantry in the town itself, and also in the parish church of St David of Briardale, which now lies about half a mile from the town, as a result of rebuilding after the plagues of the previous century.

The particular rule tweaks to be tested in this action were:

Accelerated troop movement – 1 hex bonus when further than 2 hexes from the enemy.
C&C “section” command cards (other than any which refer to the number of cards in the player’s hand – Assault and Refuse, being examples) may be applied to a Leader who is attached to one of his own units, and the order extends to any contiguous string of units from the same brigade.
Some changes to the influence and immortality of attached Leaders.
An experimental rule to cover the fire of Mortars, and a system for recording damage to built-up areas (and, though we had none yesterday, fortress walls).
A couple of refinements of movement rules, including a fledging road bonus and a change whereby units may move through friendly artillery, but may not end their move in the same hex.
A few other things.

Orders of Battle (numbers in square brackets are simply the identifying unit number on the bases; the list also shows the colours of small beads blu-tacked onto the bases to make it easier to keep brigades together and identify the army structure)

Battle of Thornthwaite – 1643

Army of the Parliament (Sir Nathaniel Aspinall [87])

Horse
Right                         – brigade of Lord Alwyn [96] (purple)
      Col Thomas South’s RoH [125]
      Sir Rowland Barkhill’s RoH [126]
    brigade of Col Thomas Chetwynd [97] (red)
      Chetwynd’s RoH [123]
      Sir William Dundonald’s RoH [124]
Left                            – Col Matthew Allington [98] (silver)
      Sir Beardsley Heron’s RoH [121]
      Col James Winstanley’s RoH [122]
      Col Richard Sudley’s RoH [127]
      Lord Eastham’s RoH [128]

Foot
Right                         - Col Robert Bryanston [86] (green)
                                                      Bryanston’s RoF [106]
                                                      Col Obediah Hawkstone’s RoF [107]
Left                            - Col Edward Buckland [84] (yellow)
                                                      Buckland’s RoF [101]
                                                      Col Joseph Grafton’s RoF [105]
                                                      Col John Burdett’s RoF [108]
Reserve                   - Lord Lambton [99] (sky blue)
                                                      Lord Lambton’s RoF [102]
                                                      Sir Thos Nielson’s RoF [103]
                                                      Sir Julius Mossley’s RoF [104]

Unattached
                                                      Capt Wm Ancaster’s Dragoons [120]
                                                      Med Gun [140]
                                                      Light Gun [139]
                                                      Heavy Gun [147]
                                                      Heavy Mortar [157]

Army of the King (Benedict, Lord Porteous [3])

Horse
Right                         - Lord Sefton [4] (green)
                                                      Lord Sefton’s RoH [44]
                                                      Sir Henry Moorhouse’s RoH [47]
                                                      Col John Noden’s RoH [48]
Left                            - Sir Roderick Broadhurst [10] (yellow)
                                                      Broadhurst’s RoH [43]
                                                      Lord Cressington’s RoH [46]

Foot
Garrison                  - Col Archibald Rice [17] (turquoise)
                                                      Rice’s RoF [23]
                                                      Col Wm Ringrose’s RoF [25]
                                                      Sir Marmaduke Davies’ RoF [27]
Reserve                   - Sir James Parkfield [19] (silver)
                                                      Parkfield’s RoF [19]
                                                      Lord Ullet’s RoF [24]
St David’s               - Col John Fulwood [18] (dk blue)
                                                      Fulwood’s RoF [28]
                                                      Capt Charles Grove’s Firelocks [38]

Unattached
                                                      Maj Oliver Dingle’s Dragoons [40]
                                                      Light Gun [59]
                                                      Med Gun [61]

Royalists had a hand of 5 Command Cards, Parliamentarians 6. The Victory Point requirement for a win was 10, 2 of these being available for possession of more of the town than the enemy and 1 for possession of St David’s church.

I shall not give a detailed account of the action – the captions of the photos should provide much of that. Both armies had an amount of horse which was not of immediate use in fighting for a town and, predictably, the Royalists started their defence by employing theirs in launching a wild cavalry charge against the (numerically superior) force of horse on the Parliamentary left.

Ignoring this distraction, the infantry brigades of Edward Buckland and Lord Lambton [P] set about attacking the town itself. Their attack was preceded by a short bombardment from a large siege mortar known as The Clapperdudgeon (commanded by Capt R Rousell), which started a couple of small fires, but failed to hurt anyone. The infantry approached the open ground to the East of the town under heavy fire of musketry, showing great courage, but were repulsed quickly and completely once they reached the edge of the town.

Buckland’s force was destroyed, and together with the heavy losses already sustained by Allington’s horsemen on the Parliamentarian left, this was sufficient to clock up the required 10 VPs before Lambton’s men could get involved in the assault, and the Parliament army withdrew, most of its troops having done little beyond some manoeuvring. They will return, they will fight again soon. The battle lasted about two hours elapsed, allowing for some head scratching over new rules.

Broadhurst's horse [R] on Mill Hill

View from behind Parliament right flank - they had more troops eventually

Col Bryanston with the Parliamentary reserve foot

General Aspinall watches his attack develop

Allington's horse on the Parliamentary left - they had a very bad day

General view of the Royalist position

Defenders in Thornthwaite

Broadhurst's men looked businesslike but didn't actually do anything

Lord Sefton's bold charge wrecks the Parliament horse

In goes the main assault - Buckland's brigade





Lord Porteous - he won, but he still doesn't know which way up the map is
I am left to ponder the advantage which “galloper” type horse gain in a melee. It may well be appropriate for the tactics, but the cavalry on both sides at this stage of the war in this theatre would mostly be provincial gentlemen and their retainers – I am not sure that there would have been a great deal of experience of the German wars, and Prince Rupert is nowhere to be seen in these parts. If there was a fault in the game here, I feel it may be more to do with my simplistic decision to make all Royalist horse “Gallopers” and all their opponents “Trotters” – certainly the Royalists cut through their opposite numbers very effectively, but that might not be entirely correct for this backwater of the wars.

Casualties among brigade commanders (which do not give rise to VPs) were lighter than I feared they might be, and the “daisychain” brigade order rule worked nicely for shifting men quickly, and encouraged a structural discipline on the armies which is pleasing and usually entirely absent in C&C. The coloured beads are a big help, but the tiny specimens I used are a complete swine to handle and attach – I spent a fair amount of time crawling around with a torch, looking for dropped beads (which, of course, roll for a surprising distance).

Interesting game – I’ve left it set up, so that I can re-run some bits of it with further tweaklets. On the King’s side, Lord Sefton distinguished himself with a remarkable cavalry attack, though he was captured in the process. Once again, artillery was mostly a waste of time once friendly infantry moved in front of it, since only the light guns may move once they have started firing – I understand this is pretty much how it was.

Monday, 18 August 2014

Tweakle Tweakle Little Star (4) – Leaders, for Goodness Sake

There's one...
One of the characteristics of Commands & Colors: Napoleonics that we have discussed a bit is that the Leaders (generals) don’t do a great deal. Once again, I am happy to accept that this is the way the game has been designed, and have no problem leaving the rules as they are, but I have also spent some time thinking about what could be done in the way of some options to liven the Leaders up a bit.

As the rules are published, the role of the Leader is to enable combat units to ignore “retreat flag” results on the special combat dice and to keep himself alive (since he counts as a full Victory Banner/Point, same as a combat unit, if he is lost), and Leaders may also be given orders generated by Command Cards; they are specifically mentioned in just two of the tactical cards – Leadership (for which they are the source of activation, and provide a combat bonus) and Force March (for which they can provide a movement bonus for infantry to which they are attached).

I believe that a forthcoming expansion to C&CN – Marshals & Generals(?) - will bring more focus on Leaders, so any tweaks suggested here must keep that in mind. What follows is what I am proposing to try out in some test games within a few weeks; some of the ideas here have been suggested by, and discussed with, Lee and Iain, among others, and I may well have borrowed things from Lee’s own Leader tweaks for his developing AWI variant, and I have certainly tried a couple of these things already in my own ECW variant game. This package of changes is intended to be simple, to fit closely with standard C&CN, and to address a couple of small logical holes in the game (or things which appear so to me).

Here goes – if there’s bits you like better than others, then try those – if you reject the idea of making any changes at all to C&CN then that’s fine as well, and I have a lot of sympathy with your view:

The army will have a command structure. Generals are fielded at C-in-C, Divisional and Brigade levels – I already use colour-coded borders to the figure bases to distinguish rank. Predictably, an army will consist of Divisions, which will consist of brigades. A brigade should have a maximum size – for me, this is likely to be six units, which may include attached divisional artillery.

To aid recognition, unit bases/sabots will carry coloured beads to show which brigade they belong to. It will become a good idea to keep brigades together, and to keep generals with their own areas of command.

A Leader may be physically attached to any combat unit, as in standard C&CN, but will only have an effect for units which form part of his command. A relevant Leader (i.e. one attached to a unit which is in his own chain of command) will allow them to ignore a retreat flag result, as in standard C&CN, but will also gain them an extra combat die in ranged or melee combat.

In addition, if a “Section”-type Command Card is used to order a Leader who is attached to a unit in his own chain of command, then the unit and any other contiguous units of the same brigade are ordered as well. Thus, a Scout Left card (activate one Leader or unit on the left flank) might be applied to order a Leader who is attached to a unit in his own brigade on the left flank, and it would activate the unit, plus any other units from the same brigade which form an unbroken group or chain from the unit with the Leader. Any units which are physically apart from the contiguous group, or which belong to a different brigade, will require to be activated separately.

A brigadier may perform this role with his own brigade, a division commander with any of his brigades (though only one at a time – the one to which he is physically attached), and a C-in-C with any of the brigades in his army (again, one at a time). The Leader only provides combat bonuses and relief from retreat flags for the actual unit he is attached to, as in standard C&CN.

The downside is that any Leader who motivates his unit by putting his neck on the line in this way will have more chance of being killed; the test for a Leader casualty with a unit suffering loss becomes a roll of a single combat die – crossed sabres and he’s lost (the standard test is 2 sabres symbols on 2 combat dice). I have no ideas yet for succession planning – if he’s gone, he’s gone for the day – but Leaders below Division level do not count as a Victory Banner if lost.

When I first discussed this with the Professor, we felt that this facility for bulk activation of up to a single brigade as though it were one unit was a huge advantage, and should be restricted to movement – i.e. combat orders could not be made at brigade level, but eventually we agreed that it is simpler if we do not apply that restriction; if the attacking brigade can all fight on a single card, maybe the answer for the defenders is to organize themselves so they can do the same. I’ll have to run some trials – if I find that unnatural geometric formations or peculiar strategies result, then it’s back to the drawing board, but it is potentially an interesting add-on – it addresses a number of holes in a single step: introduces the concept of army structure, gives the Leaders a more positive role in combat and provides a means of speeding up movement by activating a brigade as a single entity. A couple of footnotes, before I end:

A brigade can only carry out one order at a time, so having the brigadier and division commander both attached wouldn’t produce a double order.

If a unit becomes separated from its brigade, then it doesn’t get to take part in a brigade order, but that unit may be separately activated and manoeuvred to join up again.

You may attach a Leader to a unit with which he has no relationship (for example, if he is forced to take shelter with them), but he will offer no benefit for them, in either combat bonus or retreat relief, and he is still at risk if they take casualties.

I’m sure there’s a need for more subclauses, but I’ve tried to keep it straightforward and tried to keep it like C&CN – suggestions, abuse and muted applause will all be gratefully received…

If there seems a need for it, I might write a post about coloured beads some time.

* * * * *

Late addition: 


As part of my ongoing effort to complete my siege warfare rules, I've been looking for rules for a miniatures game called Festung Krieg, published around 1988 as part of a suite of SYW games by Freikorps. Not only have I had no success, it's very difficult to find out anything at all about it; it's as if the thing never existed, though the very small number of owner votes on Boardgamegeek give it a high score.

Anyone own this game, or have access to a copy, or know anything at all about it? If you do, I'd be delighted if you would email me through the address in my profile.

Saturday, 16 August 2014

Tweakle Tweakle Little Star (3) – Hot Spots and Standing Orders

Mostly waiting
Preliminary Waffle: Partly, this comes from a description of a battlefield which I heard not long ago in a re-run of the classic Thames Television World at War series about WW2. An eye-witness described a large area in which mostly nothing was happening – a great quantity of men and equipment, waiting and watching while, in isolated pockets, it was apparent that a relative few were fighting desperately for their lives. The eye-witness said that it seemed strange afterwards, when people asked him was he present at the battle of such-and-such, because often it had not felt like a battle at the time.

With that in mind, around January time I was walking through the park in a nearby village while a class from the primary school were playing football (soccer) on the public pitch there. This was obviously timetabled school games rather than a formal match or a get-together of enthusiasts, and they must have been 7-year-olds or thereabout. There is something distinctive about matches involving 7-year-olds, especially if the players are conscripts rather than a collection of those who wish to be there or those who are chosen on merit.


Often you can’t see the ball – you can see where it must be, because there is a knot of players which travels around the field, like a very small, brightly coloured tornado, and sometimes the ball pops out of it for a moment, before a group charge swallows it up again. The overriding impression is of a speeded-up movie. Out near the edges of the playing field, placed there by personal choice or for purposes of damage limitation, you will find the less committed members of the teams – those who make up the numbers – the weedy, the unco-ordinated and the exercise haters – chatting to each other or making solitary daisy chains. On occasions the ball will bounce out of the frenzied knot, heading toward some bespectacled dreamer on the touchline, and a shout of “your ball, Ainslie” will wake him, far too late, from his reverie, in time only for him to trot away to fetch the ball from the rhododendron bushes and back into play.

Hot Spots, and Threat Ranges: I wrote of my observations in the park to the Professor, and mentioned that it had occurred to me that there was some kind of activation system at work here. It is recognisably specific to football as played by 7-year-olds – proper, grown-up football is not like this. By contrast, senior players are coached to run into space, manoeuvring off the ball, to arrive at places where it is expected to be soon, if things go to plan; that version of the game is much more like a military action, with an overlay of strategy, than it is like the 7-year-olds’ bar-room brawl. Of course, in a battle (or a wargame) there could be more than one “ball” on the field at any moment – more than one “hot spot” (as the Professor called the focus of activity) around which the action was taking place; the instruction to the winger to be up there, on the left flank, in time to co-ordinate with other players in a manner which they have practiced on the training ground, has very obvious military parallels.

De Vries’s idea was that any wargame unit which was close to a hot spot would be automatically activated. We debated what “close” meant in this context, and it was suggested that it meant within their own “threat range” of the enemy, which – again – we defined as being within the greater of their own weapon range or charge distance – basically, the maximum distance at which they could take some offensive action. Thus anyone who was within range could fire at the enemy, or move, without a specific order. It took us longer than it should to realize that this would not be sufficient in itself – any unit outside their own threat range would remain inactive indefinitely unless the rest of the action moved close to them; the foot artillery battery which was 6 hexes from the enemy (maximum range being 5) would be unable to move any closer unless we allowed some additional activation. Thus we needed some extra system – dice based or whatever – which would allow some unengaged units to be deployed (this, presumably, would handle the daisy-chain makers). We also realized that the unfortunate infantry boys who are currently being fired on by artillery would be stuck there, to stand and take it, if they were outside their own musket range – maybe the extra activation slots could rescue them, or maybe being themselves within the threat range of an enemy is a trigger for activation in itself. At this point we felt there were too many threads developing, and that the two general groupings of “those within their own threat range” and “a few other activation slots” would suffice – the second category can be used for bringing up reserves, shifting the guys who are taking a battering etc.

That’s as far as I’ve got with that one. The basic idea is that activation sort of ripples around the hot spots, with additional measures being taken to switch on outlying or remote units.

Standing Orders: This is different again, but seems worth consideration. Iain contributed some thoughts on this – his particular point was that artillery would be easier to utilize, and maybe less of a consumer of available order slots, if it were possible to nominate a target and leave them to get on with bombarding it until further notice. His original note says:

Guns would be given a target in real life, and tasked to destroy/suppress/reduce [it]. What if an order given to an artillery battery in CCN specified a target, and allowed the battery to continue to fire each move until that target either moved out of range, or was destroyed? Then a new order would be needed to direct the fire against a new target.

In passing, this also would potentially allow a battery to continue to fire upon a target which moved but stayed within range.


The concept of standing orders has come to my notice previously in the rules of White Mountain, a 30 Years War period game, heavily based on CCA, which is the work of Anubis Studios. I reproduce here the relevant section from the White Mountain rules – it is set in the context of a card-driven system similar to CCA, and it stipulates that only one such order is permitted at any one time, but it should serve to give an idea how it might work:

ISSUING STANDING ORDERS
A standing order is an order for a nominated group of units who will continue to carry out that order, turn after turn, in addition to any other orders you perform elsewhere.
You may only have one standing order in play at any time.
Units operating under a standing order may remain in place or may move only toward the objective marker. If any unit affected by the card makes a move away from the objective marker for any reason the standing order is broken and the Command card is removed from play.
You may also cancel a standing order by removing the Command card without acting on it, and then take a normal turn instead.
To issue a standing order:
1 Play a Command card on the table in the nominated zone (left, centre or right). This is the order that you want to units to act on automatically in future turns.
2 Mark each unit affected by the order with a [blue] token.
3 Place an objective marker anywhere ahead of the affected units in the same zone. This is the point where the units, if they move, must move toward.
4 The units may now be moved or otherwise acted on in accordance with the Command card played.
5 Draw a card to replace the one just played. Your turn now ends.
6 On your next and all subsequent turns until the standing order is broken, you may act with the nominated units as if you just played the standing Command card.
In addition to this continual order, you may play Command cards elsewhere and act with other units as usual.