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

Friday, 17 June 2016

A 30YW Variant of Commands & Colors? - some background development


My own adaptation of Commands & Colors (substantially based on the Napoleonics version of GMT’s game) to facilitate wargames based in the English Civil War is still downloadable from the top right of this screen. In addition to the downloadable materials, I have a growing collection of tweaks, mods and scenario workarounds, and I have also developed a simplified, fast-play version of the same game. I do not want to try to sell anyone anything at all – if it is useful or interesting, you are free to download and use whatever you wish, though I would prefer if I were to get a little credit for my efforts!

Whatever, it is becoming obvious that I need to revise the current draft, and work is in hand to update the documentation shortly (to version 2.65, if memory serves me adequately). I have recently received some requests – in one case, a complaint! – that I should publish (and maintain?) a set of scenarios to accompany the rules, since without these they are of little use.

While I respect that this is part of the established C&C culture, it is not a part that I am particularly interested in. I developed the rules for my own use, and most of my wargaming is of a type which would make a very poor “balanced” scenario. Many of my battles are campaign based, or reflect a situation in which one commander’s ambitions are limited to making the most of a pretty hopeless position – they are, in short, rather like what happened in history. This, in turn, probably reflects the fact that I do much of my gaming solo – Max No-Mates Foy strikes again.

I read the history books, do the planning, design and set up the actions – lots of scribbling in notebooks - for me, that is an important part of the fun, and the rules are there to support this approach. Without thinking about it too carefully, I tend to expect other gamers to do the same sorts of things. If someone is looking for a set-up-&-go ECW based on a competent scenario book then I am clearly the wrong guy to look to. For one thing, I am not especially interested in the sort of scenarios which are published with the GMT games – their historical basis is often distorted in the interests of a playable game, and by the size of the board. I emphasise that I have no problem with any of this, since they are accepted as being excellent games, but it is not what I wish to do. For another thing, if I (not an expert by any means) can take issue with the accuracy of the published Napoleonic scenarios, then I hate to think what enthusiasts would make of my own ECW scenarios! – I have no intention of defending, discussing or apologising for home-grown scenarios which fall short of the expected standards, so I shall simply not publish any.

I’ve also had some comments from people wondering if the rules could be adapted further to give a more general coverage of the Thirty Years War. I’d love to do that – it hasn’t been a priority for me, because I don’t fight 30YW at present, and my knowledge of the history is, well, skimpy. It has always been a background item on the wishlist, however.

Well, over the last couple of weeks I’ve had some very full-on communication with a Canadian gentleman who is very much an expert in the 30YW, and he has sent me some drafts of an interesting C&C style game, the starting point for which is my own C&C_ECW variant. This has been quite challenging at times – arranging to broaden the scope of the game to cope with more varied troop types and weaponry, and alternative tactical approaches, without losing the essential tick-tock simplicity of the C&C game systems, is proving as complex as I feared it might. However, my correspondent is armed with just the sort of expertise I lack in this period, and he is also proving to be logically minded and an excellent writer, so this really is most promising.

I cannot say too much yet, since the initiative is not mine, and also because I have no idea how far the author wishes to pursue it, but there is a proper scenario portfolio being developed alongside the rules drafts, and I would hope some serious playtesting will be starting shortly. The game can be played with blocks or with bases of miniatures – one of the big challenges has been in producing unit classifications which are capable of being applied to the entire 30YW/ECW period, while keeping the game manageable.


You don’t get too many giant Spanish Tercios in the ECW, but the expanded game will have to cope with them, without making them unrealistically unstoppable. It’s coming along nicely at present. It is likely that I will not replace my own rules with the new game immediately, but the ideas we have discussed in the last couple of weeks will certainly be reflected in some of the changes in my own next version.

I find that I have, once again, done something which is likely to cause some mild shaking of heads – I have given a complicated story which has no immediate end product and for which I am forced to be a little secretive – in other words, yet another No News item – but I certainly hope that I should be able to say a little more before too long.


Saturday, 14 May 2016

Battle of Alquèzar - 14 May 1813


The guest general duly arrived today, and, with appropriate ceremony, the battle of Alquèzar took place after lunch (how civilised is that?).

The action was loosely based on the published GMT scenario for Vauchamps, though for the purposes of today's game it was set in Spain. On the face of it, it looked as though the French troops might be a little short of numbers to attack successfully, but I felt that the fragility of the Spanish defenders, and the disadvantage at which they have to fight when they require to manoeuvre, might compensate for this.

The first French attack on the village was repulsed - quite a bloodbath - at which point the Spanish army was ahead by 7 Victory Points to 4 (9 needed for the win), but after some switching of his reserves to his right flank D'Armagnac made a second attack which went rather better. During the wait for this second attack, the Spanish general was panicked into making a couple of unwise (as it turned out) forays with his light cavalry, and lost General Morillo (wounded and captured) and sufficient additional troops to turn the day. The French won 9-7. From the jaws of victory, etc.

The game went well - once again, the artillery of both sides was disappointingly ineffective, and the Spanish line infantry's poor ability to sustain effective musket fire when advancing was a handicap.

We used a cut-down version of C&CN, without the Command Cards, and the game lasted a little over 2 hours. My thanks to Matthew for his invigorating company and his participation - excellent fun.

Here are some photos from the action - the OOBs are in my post from the other day.


The combined voltigeurs from Leberknödel's Pommeranian brigade 




Things getting a little hot for the regiments of Leon and La Union

The Pommeranians were running out of men at this point


The French organised a second attack with fresh troops, but it took a while to develop.

The "Tulips" - the Grenadier battalion "Zum Alten Greif" - Scruby figures...

One of the Pommeranian light cavalry units did great damage to the Spanish horse...

...and here they are, doing it

This Spanish foot battery never hit a thing all day. Not a bloody thing.

Thursday, 12 May 2016

Battle of Alquèzar (May 1813) - set up

I am expecting a visit from a guest general on Saturday – not sure if we’ll have time to have a game, but I’ve set one up, just in case.

This is to be the mythical Battle of Alquèzar (Province of Huesca), which is very loosely based on a published Commands & Colors scenario (for entirely the wrong theatre of war) – a French force commanded by General D’Armagnac is opposed by the Spanish division of Pablo Morillo, with cavalry support.

General view of the field - Spanish Army on your right
French Army (D’Armagnac)

Brigade Thouvenot
4/28e Léger
Chasseurs des Montagnes
4e Vistule
Garde de Paris
Bn Grenadiers Provisoirs
Bn Dragons Provisoirs (à Pied)

Brigade Leberknödel (Duché de Stralsund-Rügen)
Grenadiers
2 bns Fusiliers
Jaeger Bn

2 Foot batteries

Cavalry:

Brigade D’Abry
13e Cuirassiers
4e & 20e Dragons

Brigade Kleinwinkel
1st & 2nd Stralsund-Rügen Ch/Légers

With all the recent concentration on my white-uniformed 1809 Spaniards, it's
nice to see the late-war boys get a run out - here's the 2nd Mallorca in the foreground
Spanish Army (Morillo)

Brigade O’Donovan
2. Jaen
Vols de la Victoria (Ligero)
Sevilla
2. Princesa
Bailen

Brigade Conde de Manzaneros
La Union
Leon
2. Mallorca
Legion Estremeña (Ligero)

2 Foot batteries

Cavalry:

Brigade Ducado de Fernan Nuñez
Coraceros Españoles
Granaderos a Caballo Fernando VII

Brigade Del Roque
Vols de España
Cazadores d’Olivenza
Husares de Estremadura


If my guest does not have time to fight(!), I'll play it as a solo effort - either way, there should be a report here in a few days.

  

Monday, 25 April 2016

Siege Testing – (3) Scales, Artillery Ranges, Saps




Things are getting a little busier, as you see. The game is hex-based – I am confident it could be played without hexes, if you really like measuring things.

My hexes are 7” across the flats, and the game scale equates one hex to 200 paces across (or 100 toises, if you prefer the classic terminology). That fits with the size and theory of the (15mm scale) fortress pieces. A lot of the logic of the game is related to artillery ranges, so let’s get to that now. Since this is a little section on artillery, I’ll go into a little more detail than this discussion really needs – if the mechanisms strike you as reminiscent of Charge!, or the closely-related Sandhurst siege game rules in Chris Duffy’s Fire & Stone book, then I can only plead that this is not a bad source. I propose to use Commands & Colors style rules for melées and movement (though not the Command Cards), but I’ll stick with Chris Duffy for the artillery.

In the Tactical game, the maximum effective ranges for roundshot are:

Light guns      -           4 hexes
Medium guns -           5 hexes
Heavy guns    -           6 hexes

Subject to the range limitations of a particular piece, the effect of a shot is calculated by throwing two dice; one of these is the Accuracy Die (which is a black D6) – this has to turn up a number greater than or equal to the range in hexes for a hit. If it is a hit, a second (red) die gives the Effect; this die is a D6 if the target is close-order foot in the open, a D4 for horse, artillery, engineers or open-order foot in the open, or for close-order foot in soft cover (hedges, trees, temporary gabions), and it’s a D3 for anyone in hard cover (earthworks, stone walls). This score gives the number of figures lost. If, like me, you prefer your casualties to occur in whole sub-unit bases or not at all, then you have one more step – the owner of the target unit makes a Saving Throw (you may now groan). It works like this – we need to round odd hits up or down to a number of whole bases – if the unit suffering loss is organised with n figures per base, roll a Dn – an n-sided die; if the roll exceeds the number of odd hits, forget the odd hits; if it doesn’t, you lose a complete base.

Example: a medium cannon fires at a range of 5 hexes (its maximum) at an enemy unit of horse (and my horse is organised in bases of 3 figures). The horse are in the open.

(1) Roll the black D6 for Accuracy – at range 5 we need 5+ for a hit. Comes up 5 – good enough – a hit.

(2) Horse in the open are a middling sort of target, as discussed above – roll a D4 for casualties – comes up 2 – OK – 2 figures lost.

(3) Additional step because I want my losses to be counted in bases. At 3 figs/base, 2 figures is zero bases plus 2 odd figures. The Saving Throw has to be a D3, to match the base organisation – must roll a 3 (“beat the 2”) to save them. Throw is a 2 – tough – the horse lose a complete base.

Siege cannons (i.e. nominated wall-battering guns) and siege mortars have no tactical function at all, since they are too ponderous to move and too slow to load and fire in a tactical context (though they may be overrun during such a phase, of course).

The Strategic artillery system is basically the same, though there are additional rules for siege cannons and mortars in the Strategic game. If it seems odd that a 24-hour Strategic turn should produce similar casualty levels to a 30-minute Tactical turn then I can’t disagree – however, the arguments in favour of this oddity are thus:

(1) During a Strategic turn, rates of fire are deliberately slow (to avoid overheating the guns) and the troops would stay in cover and keep their heads down. A Tactical turn is a much more intense period of action.

(2) It is very convenient to make this assumption.

(3) Chris Duffy recommends it – if it was good enough for Sandhurst...

In the Strategic game, I had thought of giving siege cannons some extra range – maybe 8 hexes – but on the grounds that 6 hexes is already 1200 paces, the guns were pretty inaccurate and you can only fire at what you can see, I kept it at 6 hexes, like the other heavy guns – siege cannons, however, can break down walls. Fire on a section of wall is like other fire – the black Accuracy die tells you whether you hit the right place, and a D6 Effect die needs to score 4+ to do damage to an old-fashioned stone curtain wall, 5+ for a low Vauban wall with earth backing, and whatever else you fancy. A single, damaging hit to a wall is denoted by a piece of gravel placed below the target area (classy, eh?) – in my game, I have been working with the assumption that 5 such gravel-generating hits on the same section will produce a breach in the medieval walls of Middlehampton.

The common all-garden damage markers I borrowed from our driveway - this is
good whinstone, but it's a bit dark to match the walls - do you think I could get a
sample of some rather paler Cotswold stuff from my local garden centre?
Mortars also feature in the Strategic game – the range is up to 6 hexes, like heavy cannons, but the target need not be in direct sight and the effect of cover is negated. There are strict limits on the number of mortars (just one in my present game!).

Right – that was a fairly lengthy introduction to the idea that “artillery range”, broadly speaking, is 6 hexes, and this is relevant to the necessary task of Sapping Forward. In the last instalment, I mentioned that the digging of parallels and other general-purpose trenches requires infantry bases to match or better the day’s Digging Number. The procedures for such trenches mean that the position is first of all protected with gabions, to offer “soft” cover to the shovellers while work goes ahead, and then the main challenge is to score enough decent dice rolls to complete the work. Digging toward the fortress is a different deal altogether – in this situation, specialist sappers work towards the front (well, obliquely toward the front, to avoid the sap being enfiladed), and the particular challenge is staying protected from the enemy’s fire while working. In this, the challenge has less to do with the state of the ground, and more with the proximity to the enemy. Accordingly, digging a forward sap requires an engineering presence of some sort (I have sappers for my Napoleonic armies, but for the time being for the ECW I have to attach a designated “engineer” figure and imagine there are sappers present), and some infantry to follow up to widen the sap into a trench in the normal “Digging Number” way.

The current situation is a bit crude - the token "Engineer" is followed up by some
infantry, who will enlarge the sap to full trench proportions - in this form, without
any identifiable sappers, it looks a bit like a firing squad. I hope improved elegance
will follow soon.
The actual head of the sap is traced out, one hex at a time, using gabions, and the infantry follow up with the trench work. To advance the head of the sap is automatic until the sap gets within the 6-hex artillery range zone, and therafter success requires a roll of 2D6 – and at least one of these dice must come up equal to or less than the distance in hexes from the walls (or the covered way, if it is that kind of fortress). It gets slower and more fiddly the nearer you get.

Once the sap has reached the correct distance, digging a parallel and new gun positions is simply a question of doing the spadework with dice against the Digging Number. Since the Strategic game allows the besiegers to move troops to anywhere which is not forward of the heads of sap, some good dice can enable a complete parallel to be dug in a single day.

Enough nuts and bolts for the moment. In the Test Siege of Middlehampton, the attackers (Leven’s Covenanter army) were forced by the existence of the Duke’s Sconce (a modern outwork) to build their First Parallel further from the walls than they might have chosen. Once they had taken the outwork, they sapped forward without incident and constructed the Second Parallel just outside artillery range of the walls. Leven opted not to advance this first sap any further, for fear of some form of sally on the part of the defenders.

Now within range of the town’s heavier guns, further sapping was rather slower, and an engineer was among the (few) casualties, but it brought the Third Parallel within 4 hexes (800 paces) of the walls, and a position was constructed for the giant mortar (Auld Aggie). This mortar, along with the two heavy guns captured in the Sconce, now produced a steady fire on the town which mostly served to frighten the inhabitants. There were a few casualties on both sides, but the Loyalty of the townspeople had now slid to 1 (“indifferent to the garrison, but not yet a threat to them”), as a result of the Governor’s unpopular demolition of the northern suburbs and the harrowing effects of night bombardment by the Scots.

Still the forward saps continued – still there was no action on the part of Lord Bloat to disrupt the approach work with any kind of sally. By the end of the 13th day of the siege, a Fourth Parallel was ready, and the mighty siege cannons were in place opposite the section of the curtain wall which had no earthwork protection.

Not looking good for the Royalist town of Middlehampton?

Siege cannons in place to start bombarding the old North Wall

The Scots' works, with the Second Parallel in the foreground

Lord Bloat (mounted, with red plume) must surely be thinking of asking for terms.
We have to assume that he has faithfully promised the line of red-coated musketeers
manning the earthwork outside the walls that he will open the Stockgate to let
them in pretty smartish when the time comes 

I'm not sure who this little drummer is, nor why he's involved - I guess I must
have accidentally included him as one of the singly-based engineers. He has
a certain plucky quality - I like him - he's a sort of talisman for the Resolve
Number of the garrison, but I fear his time is running out
That’s as far as I’ve got – thus far I have to say that the sapping is slow and would not necessarily be a lot of fun in a competitive game, though it is fine for a solo effort. The artillery is not as effective as I expected, which is probably historically correct – I could have done more with sallies if the garrison had been stronger.

Next steps will be the start of the bombardment of the curtain wall, and I might say a bit about food supply – let’s see how it goes!



Saturday, 23 April 2016

Siege Testing – (2) Getting Started

Just baby steps to start off.

Today’s main priority for me was scarifying the South Lawn before the rain came, so the siege was delayed until late on. There was a lot of trying things which didn’t work too well, and then trying them again. My developing siege game is played in two modes – strategic and tactical. A strategic siege turn represents a complete day elapsed. At any point in a strategic turn, either side can declare a switch to tactical – a tactical turn represents about half an hour of more detailed action, and the game becomes simplified, up-and-down-the-table Commands & Colors until the tactical spell is over.

Middlehampton, ready for the siege
Thus a sally, or a storm, or anything outside the scope of the normal day of bombardment, digging and attrition requires a tactical switch.

Each army has a number (range 1-3) for each of the following indicators: Resolve, Vigour and Leadership. These affect the troops’ fighting effectiveness, and also their ability to carry out digging and other labouring tasks. I have a sketchy mechanism for controlling rations, and reduced rations can have an effect on Resolve and Vigour. There should be some system for Plague, but I haven’t worked that in yet. The fortress defenders also have the mixed blessing of a civilian population – these have a number of interesting attributes, but in particular they have a Loyalty Number, which can range from +3 (fiercely supportive of the garrison, will fight alongside them, if required) to -3 (hostile, require constant policing, prepared to revolt or collaborate with the enemy). Thus the townspeople can be a valuable source of labour, or they can be a major nuisance and distraction, and this has a knock-on to the Resolve and the effectiveness of the garrison.

At the start of each day, the Digging Number for the day is set. Initially, this is set by rolling 2D6 and taking the lower; in subsequent turns, roll a die at the start of the day – if it is higher than the Digging Number, increase the Digging Number by 1; if it is lower, reduce the DN by 1. The DN must be in the range 1 to 6, and is the score which must be achieved by diggers to complete a section of work on that day – it is, if you like, a simple, rather bovine abstraction of weather and other imponderables which make shovelling earth more or less difficult. It is possible, for example, for the DN to get so high that it becomes almost impossible for the besieger to make any progress.

Never had a use for the Giant Die before - here's today's Digging Number - seems clear enough...
In the Test Siege of Middlehampton (for such this is), the initial Digging No came up as a 3. The population is between 4 and 5 thousand, the soldiers placed there for defence include 3 companies of musketeers from the county trained bands, plus 2 full regiments of foot, 2 regts of horse and a total of 7 guns, of which only 3 are heavy. The townspeople – strong supporters of the King – have a Loyalty Number of 2 – they will gladly work to help the garrison, but will not fight. The initial scenario tests also revealed that there were 6 days available before the attacker (those Covenanters again) would appear.

Very neat job - no trace of the old suburb, and a nice new earthwork - these
boys are good - they will give you a competitive quotation for raised flower beds
The Military Governor of the Town, Sir Edward Bloat, took advantage of the available time, the easy Digging Number and the sunny disposition of the citizens to demolish the suburb of ramshackle sheds and farm buildings outside the town’s Stockgate, and – under the direction of his German chief engineer, Captain Von Schuwel – to erect an earthwork embankment in front of the section of the curtain wall west of the Stockgate, complete with a “mount” – an entrenched artillery position. This would give valuable protection for the old masonry wall footings, eliminate the risk of the suburb buildings providing shelter for the enemy, and add to his available firepower. The walkways and most of the towers of the old walls were unsuitable for artillery.

Man the Sconce

The rest of the town garrison are kept off the table for the moment - if I had little
houses with detachable roofs, I could put them inside the buildings, and maybe
they could all have cups of tea and sandwiches
He had also considered the alternative of building earthwork walls right around the suburb, and leaving it in place, but there was insufficient time to complete the work. He installed 2 of his heavy guns, plus Bertram’s company of the musketeers, in the Duke’s Sconce, a modern addition to the town’s defences, and waited for the visitors.


Lord Leven’s boys duly arrived, and got busy setting up a first parallel, placing the two heaviest cannon and an enormous mortar in emplacements to bombard the Sconce, which was seen as a major obstacle to an otherwise systematic operation to approach the walls of the town.

A regiment of foot (of 3 bases, in full Vigour) gets to throw 3D6 – that becomes 4D6 if they have an engineer attached. To build a section of trench, one of the dice must be equal to or greater than the Digging No. To build a gun emplacement, 2 dice must meet the number. If the work is not completed, the position of what is planned is denoted by gabions, and until such time as the earthwork is finished the diggers get reduced cover. I haven’t done any forward sapping yet – the plan is that the engineers will be more important in this.

One of the gun emplacements isn't finished - just a few gabions, which will give
the diggers very little protection in the meantime

Good view here of the new earthworks pieces from Fat Frank - I rather like them


It became obvious very quickly that the Scots’ heavy guns were going to make little impression on Von Schuvel’s fine Sconce, so, concerned about the time in which the town was to be taken, Leven ordered an assault on the Sconce, to attempt to take it by escalade. So the call went up - "Tactical"! The advancing foot were hit by a storm of iron from the artillery, and two regiments were stopped with heavy losses, but the remaining 3 units in the assault pressed on, and captured the outwork very easily, in the end. The cannon were taken, and turned on the town, and the musketeer company, though it is said they asked for quarter, were cut down to a man.

This very serious mortar was Leven's original main hope for blasting the Royalists
out of the Sconce, which would be a better idea if it was less inaccurate - the mortar
has an additional disadvantage in that it is possible for the grenado (shell) to ignite
but not the propellant charge, which requires a lot of sprinting on the part of the
gunners, and usually wrecks the mortar

The besiegers' two Full Cannons are the main wall crushers, but they have to be
at close range to score consistent hits



That’s as far as I’ve got. I haven’t even started working with food supplies, and there’s a pile of stuff (not least the dreaded mining, for which I have a cunning scheme) which I shall get to. It is very easy to come up with draft rules which make it impossible to cause any casualties in certain situations. Tweakle, tweakle. Fix it and move on.


With the Sconce in Parliament’s hands, the spadework should proceed in a more standard manner. I say this, kind of hoping that it implies that I know what that should be – in fact I am learning a lot as I go along. Keep Chris Duffy's book open at the right page.

Good fun – chaotic, but good.

More soon.