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


Showing posts with label Command. Show all posts
Showing posts with label Command. Show all posts

Thursday, 5 February 2015

ECW Campaign - Activation Again - Crude but OK


In my recent Battle of High Cark (previous post), I had another example of a medium-sized action which did not lay out nicely in the official play-across-the-table, left-centre-right sector format which best suits Commands & Colors. In fact, the battle did sort itself into across-the-table, but it might not have done.

Since it was also a solo game, there were a couple of reasons why I decided for this occasion to swerve my customised ECW set of C&C Command Cards for activation. I’ve done this on occasions in the past, usually replacing the cards with a semi-improvised dice system to fit the scenario. These systems have all worked tolerably well – my personal view on each of them is based on very short, Stone Age-man criteria.

(1) Does it restrict the number of activated units to about the right level (i.e. something comparable with what the C&C cards would give)?

(2) Is the extra overhead of labour and mental arithmetic acceptable, in view of the advantages offered (i.e. is it a pain in the butt)?

(3) Does it make sense (i.e. can it be explained in sensible, real-world terms, or is it just an obviously artificial game mechanism to limit each move)?

Dice manufacture in the Stone Age - lack of a numbering system was a major problem
Point (1) is simply that C&C provides the player with a hand of cards (usually the cards he doesn’t want), of which he may play one – typically, the sector cards allow activation of between 1 and 4 units, though some allow activation of a number of units equal to the number of cards in the player's hand. This gives an approximate idea of how much activation is appropriate for tested use with C&C’s movement and combat rules, and with the required (short) duration of each turn, to keep things ticking along.

Point (2) is obviously also about keeping the game moving, and a personal aversion I have to command radii (which, of course, are loved and embraced by a great many players whose views and opinions I respect). I have had unhappy flirtations with caches of Command Chips and similar – as soon as they become a nuisance, the Activation rules are abandoned, and I use tasteful application of Point (3) to justify this.

My latest improvisation came after reading some of Neil Thomas’ rules. It does not appear in any of Neil’s books as far as I know, but I find Mr Thomas invigorating for a number of reasons. First and foremost, he is not scared of doing something unorthodox in the interests of simplifying and speeding up the game – I frequently disagree with individual manifestations of this, but at heart he is definitely my kind of wargamer. I have a slight difficulty with the fact that he often has several different approaches for the same period, and I am never sure just how tested and proven these rules are, but once you challenge accepted thinking the gloves are off, and all sorts of new and sacrilegious ideas spring to mind.

All right, Foy – enough preamble, already – what did you do for the ECW battle?

Well, first off I applied my recently-developed “brigade order” rule. An “order” (activation counter) may be placed against a single unit, or against a Leader/General figure – and in my ECW games the Leaders go down to brigade level. Thus far it looks rather like C&C. The ordered Unit or Leader may then move, fight, whatever. However, if the order is given to a Leader, and if he is attached to a combat unit under his own command, then a contiguous group of units from this same brigade may be activated by this single order. Thus my armies have broken out in rashes of coloured counters, to identify the various brigades, and the need to keep them together to take advantage of this feature (an effect I term “daisychaining” when explaining it to bemused visitors) forces the army commander to keep his army organised. If a unit gets separated from its brigade, it requires a separate order – perhaps it will be moved back into contact with the brigade. In broken ground, or if a unit in the middle of the line breaks, or if (heaven forfend) the brigadier stops a bullet, the additional hassle of keeping that brigade under control is considerable.

A more senior Leader may take command of a brigade (only one at a time) if the brigadier is lost. All Leaders attached to units are, of course, at risk if the unit takes losses.

OK – that’s not really all that new – I’ve mentioned this before, and bits of it are sort of derived from CCA. The new bit was the Activation rule. The “phasing” player (don’t you hate that?) is about to take his turn, and he arms himself with a handful of my patent blue ACTIVE counters and a D6.

He is only going to get to place a limited number of Activation counters, so he had better prioritise, and he had better be selective. He gets the first one for nothing – place a counter against any unit or leader he wishes.

It gets harder as he goes along. For his second order/counter, he must throw a 2 or better on the D6. If he gets 2+, he places a second counter, and then he must get 3+ to place a third. And so on – he may stop whenever he wishes, and if he doesn’t make the next number (or successfully places a 6th counter) then he must stop. Yes it is crude – I am proud of how crude it is – but it works, on average it gives something like the number of Activation orders you might expect from C&C, but you don’t know how many until you find out the hard way. Ideal for a solo player - I found it easy, convenient and still with a good few stings in the tail. On four, possibly five occasions in the Battle of High Cark I decided to place an order against one of the C-in-Cs, to move him nearer to where he was needed (just in case). As soon as the C-in-C was identified, without fail, the D6 rolled a “1” and the C-in-C remained where he was. It became a bit of a joke – a sad, solo joke, but there you go.

For a bigger battle, I guess I might use a D8, or a D10, but the D6 might do for even very big actions if the brigade orders feature were available. Anyway, there’s the outline. I liked it the other day – it passed all my Stone Age tests. You can reject it out of hand, or improve on it, or try it out, or tell me that it actually appeared in an SPI game in 1978, but do – at least – think about it. Out of the mouths of fools and single-cell organisms cometh wisdom – when you are contemplating the unthinkably crude, you may come up with a few new wacky ideas of your own.




And, if you haven’t already, have a look at Neil Thomas – I read and shrugged at his Napoleonic book, and did pretty much the same with his One-Hour wargames book, but – by Gum – my mind was racing afterwards. Homeopathy for wargamers?    

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.

Sunday, 9 June 2013

Activation – More Dithering


It often occurs to me that a blog can be kind of a mixed blessing. For example, if I really can’t make up my mind about some element of wargames rules, it would be more dignified – and I might well look a little less foolish – if I did my dithering and thinking aloud off-blog. On the other hand, I invariably get useful input via the Comments, and that more than makes up for the discomfort of being seen to blunder about in real time. People are very kind – maybe they take pity on me.

Having oscillated between hot and cold on the subject of the Victory without Quarter ECW rules for some time now, and having gone so far as to do a fair amount of amendment and rewriting of those rules, the announcement that once again I am not happy with some aspects of them might generate a range of reaction somewhere between mild eye-rolling and total indifference. So the fool can’t make up his mind – so what’s new? 

My concerns with VwQ are mainly about the activation rules. I’m really still not very happy with them – not even with my own revamped version – and they get a mixed press on TMP and elsewhere. Taking the core activation system out of VwQ might be likened to removing the nervous system from your favourite cat. The results are unpredictable. You might not like what you are left with. Might be better to think of something else to do instead.

As a last ditch effort to stop short of a completely fresh start, I’ve been doing a bit more reading about activation approaches, to see what else might just fit with the rest of VwQ. I have been revisiting all sorts of games. I liked the activation rules in the latest version of Ross’s Hearts of Tin rules, and these formed the basis of some further scribblings of my own, and I had an exchange of thoughts on this with Martin. As it happens, Martin recently purchased the John Curry reprint of Donald Featherstone’s Wargaming Pike and Shot (first published 1977), which is not the first place I would have thought of looking for ideas on activation. Martin’s enthusiasm encouraged me to buy my own copy, however. Well, well.


It's actually a pretty good book. The bulk of it consists of scenario descriptions of battles from the Renaissance and 30 Years' War period, but a new bit of this revised edition is a summary of some previously unpublished rules used by Don, and there is a discussion of turn sequences which uses a simple activation rule (or, as Don calls it, motivation – which I rather like) – it involves a fair amount of dice-rolling, so it might be a bit labour intensive for my taste, but it looks interesting. I haven’t tried it out yet. Naturally, I couldn’t just use it as published, so I’ve started by meddling with it and tweaking to fit with my own games better. What follows is not Don F’s rule, but it is influenced by it and is not unlike it.

Let's start with a slight detour. First thing you need for this is some easy way of identifying units which are part of the same formation, or which all report to the same commander. A while ago, when I was under the spell of Sam Mustafa’s Fast Play Grande Armée, I adopted a very handy idea of his, which was to put coloured markers on the bases of units which were brigaded together, so you could see the breadth of an individual general’s command at a single glance. Naturally, once again, I fiddled with the system until it looked like this:

This is a Napoleonic example – here you see some labels waiting to be cut out and attached to unit bases. This is a collection of leaders and units from Maucune’s Division, which you will see has the distinguishing colour of yellow. The brigades are identified by the colour of the inner square. Thus it is very easy to identify all Maucune’s units (yellow outer square), or all the units which report to General Montfort, who is one of Maucune’s brigade commanders (red within yellow). These labels are much smaller in reality than they appear here – I laminate them, cut them out and attach with a smear of BluTack. [OCD on the battlefield.]

Right, you may be thinking, this must be leading up to something. There is obviously some reason why we might wish to identify higher formations in this way. And you will be correct - at long last, we come to the ideas about activation.

1. A brigade should consist of between 3 and 8 units. If a higher level of organisation is suitable for your game, a division may comprise between 2 and 4 such brigades.

2. When the player takes his turn, he nominates one of his generals. In a big game, he may have a choice of nominating 1 of his division commanders or up to two of his brigade commanders – decide for yourself how this would work.

a. For the nominated general he now rolls 2D6 for each unit in that general’s command for which he wishes to issue an order – this is where the coloured labels come in handy, so you don’t miss any.

b. A natural roll of 9 or more activates the unit – give them a counter or something – they are under orders for this turn.

c. Otherwise, adjust the dice roll as follows:
i.          For a good general, add 1
ii.         For a poor general, deduct 1 – sort-of-OK generals require no adjustment
iii.        For a good unit, add 1
iv.        For a poor unit, or one with heavy losses (shaken, whatever...) deduct 1
v.         For each complete 6 inches (or whatever you fancy) that the unit is distant from the general, deduct 1 (for hexes, this would be “for each hex beyond the first...”)

d. If the result is 4 or more, the unit is under orders

e. This continues until all units under the general’s command are activated, or until one fails the test, in which case no more units are tested. This means that it is important to take care over the order in which units are tested for activation – go for the good guys who are near at hand first – one failure and that’s your lot for this general on this turn.

3. The activated units now move, fight and all that stuff, as you would expect. End of turn.

4. Then the opposing player nominates one (or maybe two) of his generals, and so on. And that’s it, really. It may involve too much dice throwing, I'm not sure, but it has a few ingredients which appeal:

a. It’s simple, and easy to understand

b. Restricting activation to a single general keeps the game focused and ensures a quick rotation of turns

c. The fact that you can choose the general gives more direct control – less of a random element than a card system, for example, but some bad luck with the dice can still make life difficult.

5. And, as an add-on, we propose that any general who is a casualty has to be replaced, but should be replaced by an officer who is one degree worse. 

                                                                     -ooOoo-

Re-reading this now, it seems to me that most of this is familiar anyway, and I’m not sure why it has taken Martin and me so much correspondence to get to this stage. I am not even sure that I shall go on to test it, though I have thoroughly enjoyed the development process. However, in a spirit of what I hope will charitably be taken as innocent enthusiasm, I offer it for your thoughts.

Saturday, 25 August 2012

Activation Systems - Again (contd)

A rare and highly-prized example of a C&CN "Tactic" Command Card 

This follows on from the previous post about Activation Rules – I got some useful input from Comments and also through email - thanks to all who contributed so positively - and I felt it probably justifies a short additional note.

The chief problem I was interested in was how to allow movement of a mass of troops in a C&C-type game, in which the Command Cards normally allow for only a small number of units to be ordered in a turn, and the fall of the cards will not normally support the movement of a large formation in a coherent manner. A classic example might be a division marching onto the battlefield, or any kind of strategic march.

First thing to note is that C&CN (the Napoleonic member of the Borg family of games) includes a Force March card – there are 2 of these in the pack, and they allow all the infantry (only infantry) in one Section (Left, Centre, Right) to be ordered together. Units with a Leader attached may march 2 hexes and battle, other infantry may march 1 hex and battle, or march 2 hexes and not battle. This is the right sort of idea, but it applies only to infantry, the 2-card allocation makes it too much of a special event, and it is quite a powerful card when it is played.

I very much liked Ross’s suggestion that an alternative meaning could be added to some of the existing Section cards. I think that marching should not be a rare or specially-privileged act. I propose to make a scenario-specific tweak, and it should be a fairly routine option with rather less inherent advantage than the Force March card – “common but not very powerful” is the aim.

The Probe cards in C&CN might be just the thing, which – again – was Ross’s idea. As an example, the Probe Left Flank card reads:

Issue an order to 2 units or Leaders on the Left Flank

and there are 4 of them – there are also 6 Probe Centre and 4 Probe Right Flank cards. My idea is that a footnote be added to these cards, similar to

Alternatively – if the scenario permits it – you may, instead, use the card to order each unit or Leader in the Section to make a normal move. This move may not bring them into contact with the enemy, they may not carry out any combat, and infantry may not form square or come out of square. Normal terrain rules apply.

Thus it does not allow any specially fast movement, but it does allow a lot of troops to be shifted together, which would be a simple enough order on the real-life battlefield. And, of course, if the opponent followed up with Counterattack, which mirrors the previous order, things would really start moving. Worth a try?

Adding a footnote is actually a physical possibility for me, since my C&CN Command Cards are in plastic sleeves, so I can put anything in there – bus tickets, you name it...

For the home-brewed ECW variant of C&C which I am working on, since I envisage the ECW as rather more static than Napoleonic warfare, I propose simply to enlarge the Command Card pack by adding (say) 3 cards which say something like

All the units and Leaders in any one Section may be ordered to make a normal move. This move may not bring them into contact with the enemy, they may not carry out any combat, and units of foot may not form (or come out of) Stand of Pikes formation. Normal terrain rules apply.

I dug out the downloadable rules for Anubis Studios’ White Mountain, which is a 30 Years War game heavily based on C&C Ancients, and, as I thought, it includes an extra rule for Standing Orders which is interesting. So that I do not misrepresent it in any way, I reproduce it here – the game is freely available from Anubis’ website anyway:

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.

Standing orders may not be used to manage away
disruption.

To finish off, I thought I’d repeat a point I made in my comment to Lee in the previous post. C&CN’s cards can be a bit limiting for a larger battle, but I have used – with decent results – a scenario-driven tweak which offers a two-for-one option. Instead of playing a Command card, the player may play ONE Tactic card or UP TO TWO Section cards. He may not play one of each. (Section cards are those Command cards which refer to movement in – you guessed it – a Section of the battlefield. Tactic cards are all the rest). This allows more action in each turn.

And that’s probably more than enough of that.

Thursday, 23 August 2012

Activation Systems - Again


Over the last few days, an exchange of emails with Prof De Vries has touched on the well-worn topic of Command and Activation in miniatures games. As usual, I had been banging on about some aspect of this at rather tedious length, when De Vries came back to me and said “you obviously didn’t think that two years ago”. Hey, what? - but I’ve always thought that.

So the Prof kindly directed me back to a post I put up here in October 2010, and I re-read it, and I have to say that I do appear to have changed my mind. It’s not that I have done a full volte-face, you understand, more that I have changed my ideas on the priorities.

During these two years, I have been introduced to two rulesets which I like very much, and which have re-coloured my views more than a little. These are Richard Borg’s Command & Colors (published as a whole suite of boxed boardgames by GMT, but also used with miniatures) and Victory without Quarter, for the ECW, developed by Clarence Harrison. One feature of both these games is that the Activation system is heavily restrictive. In Command & Colors (C&C), each player is dealt a hand of cards at the start, and on each turn he plays a single card, as a result of which he may “order” a number of units which is normally in the range 1-4 – occasionally more. In VwQ, each turn the game is driven by drawing the top card from a shared pack. The pack contains a small number of global orders – “Reload” being an example – but otherwise consists of one card for each unit, one for each commander or brigadier (which can activate any of his subordinate units which are within a certain distance), and a card which activates all artillery for both sides. The effect is even more haphazard than C&C, but it shares the “small moves” approach. The games both consists of short, focused turns, with a fast cycle time. In C&C there is strict alternation of sides (so that you may only do a small number of things, but it will be your turn again in just a minute or so), and the strategy comes from husbanding your hand, collecting useful cards and keeping them for use at the optimum moment. This is also sometimes described as “struggling to make the best of a bad deal”, which is maybe not a bad analogy for generalship anyway. The VwQ game is much more random – the cards may come up in any order at all, yet the game still seems to hang together logically.


Cards get a mixed press. I have become a big fan of late, despite early prejudices against their artificiality, and I think this is entirely down to the fact that the playability and entertainment value of these particular games is very much enhanced by their being card-driven. One thing neither game will allow you to do is march your entire army up and down the table every move. From my point of view this is a big advantage. I have wasted a lot of time over the years watching aimless countermarching. If I had some of that time back, I could use it to paint some of the backlog of figures, or to make some inroads on the “still to be read” shelf in the big bookcase! There was a day when the fact that a medium-sized miniatures battle took a huge amount of time to complete (if it was ever completed...) was somehow taken as a point of pride – a testament to the scholarly complexity and awesome realism of the noble wargame. It is also the reason why for some years I had serious doubts about whether the enjoyment gained from the games was worth the exhausting process of playing them. The thing that took up so much time, mostly (apart from arguments), was the freedom of the generals to move everything they had every turn. The proportion of the orders given that generated an interesting action was miniscule, players became fatigued and frequently forgot where they were up to.

I worried about this stuff for years – it is, after all, a First Degree Bummer when you are no longer convinced that you like your hobby very much, especially when you have committed so much time and money to it! The whole idea of Command rules seemed to be aimed to address this – to restrict this limitless ability of battlefield commanders to change everything in every single 5 minute turn. I became interested in a number of mechanisms – especially those from Mustafa’s Grande Armeé and its Fast-Play cousin. As I believe I have said before, for my taste these didn’t quite do the job – they introduced a little sanity and forced generals to prioritise, but the overhead introduced by the Command rules was too heavy in proportion to the benefit. Maybe I never gave them enough of a chance.

My approach at this time to Command and Activation was “introduce some inconveniences – you start off with the ability to order every single unit, but some will be too far from their commander, and  some of the subordinate commanders will have characteristics which get in the way, which will cut the scope down a bit”. The idea was good, but often it was too much work to carry out – the Universal Movement grunt had been partly replaced by the Command Tests grunt, but it was still a grunt. And it was a very particular grunt if the Command rules were a lot of work but only rarely affected the game.

I think I am getting close (at long last) to the point on which I have changed my mind. I have not changed my belief that Activation type rules are a good idea, but I have come to realise that they should be approached from the opposite end of the problem – i.e. start off with the assumption that no-one can do anything and then allow a small number of units to be activated to receive orders. It’s less work, the effort is expended on the parts of the battle where something is happening, and it produces a snappier game, with short turns, better focus and less waiting around. Yes, it is artificial, but no more so than the other approaches.

It works. It works easily and effectively, and I can approach games that work in this way in the safe knowledge that I am going to enjoy them. That is a pretty fair bonus.

I accept that a lot of people will disagree – maybe very strongly. If it wasn’t in Charge! then maybe it should be viewed with suspicion – and it has to admitted that there is a snag. C&C games are usually played around published scenarios in which the armies are ready deployed, all set to go. I very rarely use other people’s scenarios (scenarii?), published or not, and many of my battles are fought as part of a campaign. If the action requires an army, or a large part of an army, to march somewhere – on to the table, for example – the standard card-driven systems don’t handle it well. In reality, a simple march order would keep a whole Division marching until they were stopped – simulating this by shifting penny packets of 2 or 3 of the units in the right direction when (and if) suitable cards come up is unsatisfactory. The card systems require extra rules in this type of action to allow the units to march about the place – something, as you will have noted, which the old free-for-all rules would have coped with, with no difficulty at all!

So – card systems such as C&C work excellently for set-pieces, but we need something extra to cope with mass marching. Anubis Studio’s White Mountain 30 Years War rules are heavily based on the C&C Ancients game, but they also allow a Command Card to be played as a Standing Order for a particular unit (or group of units), and it will remain in force until it is cancelled. I need to read that up again, but maybe something along those lines is what I’m after.

Whatever – I believe I have maybe changed my mind, after all. Some expression about old dogs and new tricks comes to mind.

Monday, 18 June 2012

Solo Campaign - Situations Vacant - Poll

I need to appoint a successor to Wellington - I'd welcome votes in the little poll on the right, or comments or other nominations. All help and insight welcome. I reserve the right to ignore everything and make some daft, random appointment if I feel it's appropriate - the traditions of British government have to be observed. How about the Prince Regent as C-in-C, for example? Someone suggested the Duke of Brunswick. Someone even suggested Bernadotte, but I'll come up with some detail regulation to exclude him.

Thursday, 20 January 2011

Commands & Colors: Napoleonics - Observations #1

I have to remind myself, right here at the start, that I have bought GMT's new game primarily because I intend to use it with miniatures. I have made up the troop blocks - all the game's own equipment is ready now, to the house's rather rigorous standards (as discussed). The blocks, supplied hex board and scenery tiles will all be useful for gaining a bit of practice, but I confess that I find board games a bit unsatisfactory visually - even though this is rather an attractive one.

The other thing I have to remind myself about, and I'll write this in bold characters, to increase my chances of remembering, is that I will not start changing the rules. At least not until I have some experience of the game as published.


CCN's pocket-sized Waterloo scenario


The scenarios supplied start off with Rolica, and finish with Waterloo, no less. Rolica has about a dozen units a side. At Waterloo, the Allies have 21 units in total, including 3 batteries. Righto. Observation 1 is that there is an obvious amount of implicit scaling of the game to suit the size of the original action. That is certainly one way to fight a big battle with fewer troops (and it is only a game, after all...), but I have some initial misgivings about the distortion this can introduce to the structure of the armies, and the potential for (for example) musket ranges to get out of proportion to the ground scale. Having recently gone through the process of developing Grand Tactical rules of my own, and having consciously rejected the approach of just pretending big battles were smaller, with smaller armies on a smaller field, I'm pretty focused on the areas of potential discomfort. OK - maybe I'll avoid their Waterloo scenario for the time being.

Observation 2 - I quite fancy trying some rather larger actions - not ridiculous, of course, but involving a few more units, on a larger board. I could do with a little more information on how they design the scenarios - in particular how they fix the number of command cards to be used with the armies as deployed, and how they set the victory conditions (which in CCN is "the number of victory flags"). By inspection, it looks as though the number of command cards for each commander is something like a third of the number of units in his army, rounded up. That's fine - I can use that to create my own battles, but an obvious scalability question looms. The command cards are played singly, and allow a number of units to do something - this number is not large, and it may be that for actions involving more than, say, 25 units a side, I may have to alter the game so command cards are played in twos. This is a first guess - I'm not sure how this will work. Initially I will be trying small actions, and it could be that the proposed La Grande Battle extension set will provide command cards capable of rather more extensive orders.

Observation 3 - The troop classifications will need a bit of generalising - units are described as Grenadiers, Guard, Militia etc, and I have no problems with these descriptions, but there will have to be some conventions so that I can remember that, for example, poorly-trained line troops might be classified as "militia" for the purposes of the game, even when they are evidently nothing of the sort.


Militia in trouble


Observation 4 - there are some very nice bits in the game. Naturally, the bits I am most pleased with are the sections in the movement rules which are almost identical with my own hex-based game - sound judgement, GMT! No - this isn't just self-congratulation, it's simply something less I'll need to re-learn! The combat dice bear various symbols, some of which cause casualties and one (a flag symbol) can cause a one-hex retreat. Retreats may be ignored a bit in certain terrain situations, or for good quality troops, but if the rules say a unit must retreat, then retreat they must. If for some reason they are unable to retreat as required then they will lose blocks (subunits), as extra casualties. The Militia are treated specially - they retreat 3 hexes for each flag, which means, if they cannot retreat, they lose 3 blocks for each flag they are forced to ignore. Since an infantry battalion will normally be 4 blocks, this means that the unit is effectively wrecked - retreats for Militia are bad news, they either lose a lot of ground or a lot of men. I like this. It's simple and it's elegant.

Observation 5 is from the smart-ass department - one of the supplied troop classes for the blocks is Portuguese heavy cavalry. Naturally, my hand shoots up - please, miss, the Portuguese don't have heavy cavalry. That is correct, comes the answer, but they do when they are pretending to be Dutch Belgians, or whatever, so go and stand in the corner, and try to buck your ideas up.

Sunday, 21 November 2010

The Grand Tactical Game - Generals & Command

I've amended the downloadable draft of the MEP Rules, which you can get to from here. This revised version now includes the Rules for the use of Blinds, and I have amended the Game Sequence accordingly.

In this post I've also included previews of some more of the optional rules I propose to add, firstly the procedure for General's Personalities, which is a prerequisite for the Command rules, and which sets an Ability Rating (compliance/initiative, really) and a Leadership Style, which ranges from Cautious to Aggressive.


And then there are the Command Rules themselves - as previously mentioned, these are supposed to be as minimalist as I can get away with - please forgive any lack of elegance here! In my original notes, these are described as "Command Hassles", which kind of sums up the approach.



As ever, I would be delighted to receive comments on these - this is, after all, supposed to be a working draft.

Sunday, 7 November 2010

The Grand Tactical Game - Morale (or Not)


This week I started doing some detail testing of the Combat mechanisms for MEP, and it became obvious that there are a few more changes needed. Simplifying the actual Combat, and calming down the casualty rates a bit, will be addressed in a forthcoming post – probably next week, in which I also hope to do a couple of walk-throughs of examples of Combats. I’ll make a new draft of the rules available at that time.

But the first surprise, and the most radical (for me) was the realisation that the whole subject of morale needed a rethink.

I remind myself that this is a grand tactical game, and the basic units are brigades. As I have mentioned before, it is spiritually close to being a boardgame. In passing, I must observe that I don’t recall seeing very much in the way of detailed morale rules in boardgames, though I’m sure there are some somewhere. Maybe this is a clue.

In a tactical game, I am used to seeing a battalion routing from contact, subsequently rallied – maybe by the personal intervention of a general officer – then turned round, formed up smartly, and sent back into action, though maybe a bit more circumspectly than before.

But this grand tactical game has brigade-sized units comprising Elements which are each a battalion or equivalent. Losses are counted in Elements – a complete battalion is the smallest amount of loss which we bother with. Let’s think about that for a moment – if a 3-Element unit loses an Element as a result of some incident, it does not mean that 750 infantrymen have just been vaporised, it means that the combined effect of actual casualties and demotivation caused by the incident have reduced the combat capability of the unit by an amount which is roughly equivalent to a battalion’s-worth of the soldiers not contributing any more. They may be dead, or hurt, or they may be shocked into uselessness, or they may be legging it to the rear – it doesn’t actually matter. The point is that there are not so many of them taking part - the “loss” is an amalgam of reduction in headcount and loss of morale. The italics are deliberate.

Continuing this theme, when a unit has lost all its Elements it is eliminated. At risk of unnecessary repetition (after all, this is not a difficult concept, though I seem to have some trouble getting the hang of it!), they have not all been wiped out, they have been reduced to a crowd of fugitive survivors, retreating in disorder, probably throwing away all military paraphernalia as they go, to speed their exit. Whatever else, they are not coming back. Again, their elimination is as much – maybe more – to do with morale as it is to do with casualties.

In view of this, I suddenly had a blinding flash of the obvious – having morale tests in addition to this process is too much of the same thing. What if we dropped the stand-alone morale tests altogether? Also, what is the point of having units on the tabletop explicitly marked as Routing when the casualty mechanisms already allow for people running away? A unit which is reduced to zero strength is running away, and won’t come back – that’s probably all we need. OK – we won’t have Routers, so we don’t need to try to rally them, so that’s another morale test scrapped.

The initial draft has morale tests for units which suffer (significant) loss to artillery and skirmisher fire. OK – it is possible to imagine a unit being reduced to zero by continuing fire – they have run away. If they have not run away, and have just been damaged a bit, there is probably a need for some Activation or Command style check to see if they are prepared to follow orders if they are required to advance (or whatever), but the reaction-type morale test as drafted is not necessary.

So I propose to drop the morale tests, and units losing in combat will be pushed back – they will not run away until they are eliminated. There will be no Routers, and no rallying of Routers.

I feel a bit elated at removing a sizeable piece of fiddle-faddle from the game – I am also nervously aware that the morale tests may be back next week, after some more playtesting, so am not going to make too much of a fuss about it!

More soon.

Monday, 11 October 2010

The Grand Tactical Game - Clever but Not Useful


There is an ancient Scottish joke about James Watt (of steam engine fame). I apologise in advance if you have heard it before, or if it isn't amusing, or if you are American and believe that Edison invented the steam engine. It seems that young James had an astonishingly enquiring mind when he was a young man. One morning, so the story goes, he was so fascinated watching the kettle boiling that he missed his train to work.

That's it. It's quite a short joke - maybe that's all it has in its favour. However, it strikes a chord with me - it is very easy to hide yourself away in a cave somewhere and brilliantly deduce stuff that everyone knows already because their granny told them.

Since the topic will become a requirement for my Grand Tactical rules in the near future, I wanted to spend a little blog space considering the merits and pitfalls of Command rules. It's been done before, but I want to have another go at thinking this through from basic principles - this may be entirely for my own amusement...

To start with, a cautionary tale. There have been times when I've realised that my wargames are missing something important. A few years ago I was watching the Sergei Bondarchuk Waterloo film for the umpteenth time (isn't it great?) when I realised that my battles would be improved enormously if I had some way of allowing cavalry to get out of control and charge for the horizon. So I did some fairly extensive reading, both of history and of rule sets, and I decided the rules which handled the matter best were (you maybe guessed) The Big Battalions. Since my main wargame rules are computerised, it took a fair amount of grunt to build “recklessness” into the game, but I was pleased with the way it played out in testing. For the next year I had a pretty sophisticated set of monitoring logic in there which checked all cavalry actions, and which (I assume) continued to give reasonable results, and you know what? In a year, not a single cavalry unit ever got out of control. Not once. Every time I fought a battle, all cavalry combat was beset with questions about whether they had a general with them (and the aggressiveness/restraint of each general was well known, as was the quality of the units), and the benefit to the game, as it turned out, was not worth all the bloody effort. The rule was clever enough, was intended to simulate something which appeared to be historically valid, and yet in the long run it wasted a lot of time with scarcely any effect at all. Readers who have seen Foy's Fifth Law will know what I think of that sort of thing.

And there have been other examples. One, for which I have tried very hard not to fall down the same trapdoor, is the nippy matter of Command rules.

So what's all that about? Well, I think it's an attempt to stop wargame generals having a level of control which is completely out of whack with what would have been possible on a real historical battlefield. As the cliché explanation goes, there were no radios, no helicopters - precious little visibility at all, sometimes. Big armies with many layers of commanders, some of them lost, some of them stupid, all of them under unimaginable pressure and constrained to communicate by means of written notes carried around Hell by the idiot sons of the nobility (in the British case, at least). It is little wonder that the 2-evening refight of Ligny seems to boil down to half-an hour's concentrated action, if you analyse it just by theoretical rates of march - the real guys at real Ligny certainly spent most of their time waiting for instructions, wondering what the blazes was going on, or advancing towards a cloud of smoke, or all of these. I guess they did not spend many periods of time advancing 12 inches in column minus 3 inches for crossing a wall.

Chaos, my friends. Chaos. That's where the Command rules come in - anything which gets us away from the idea of a perfectly choreographed, all-pieces-move-at-once game of chequers has to be good. However, it is impossible to simulate all that vagueness in an exactly realistic manner, and most of the rules which are in vogue appear to address it by introducing an element of disruption in various ingenious ways.

The most common approach seems to be the use of a Command Radius - a general of a given calibre can immediately influence units within a certain distance of where he is, and that distance is big if he is Davout, and is small if he is Cuesta. OK - it must work quite nicely, because lots of people do this, but realistic? There is an implication of telepathic or force-of-will communication in there. If Davout really can influence subordinates 35 inches away this move, then the only way this could happen would be by sending an ADC, and it would take that fellow a little while to get there - maybe 35 x 20 paces divided by the light cavalry charge move (etc etc), and that is ignoring the need to write something and read it at the two ends of the journey, not to mention the probability that the ADC wrote down the wrong message, or doesn't find the recipient, or does find a cannonball. However you work this, the reality is that it would not be instantaneous, yet the delay is not explicitly built into Command Radius rules. That's OK - this is just a device to introduce imperfection into the control exercised by the C-in-C, and it has a lot of merit as a practical solution, but please don't get snooty about realism.

Or we might have Command Chits, or CPs or whatever you choose to call them. Depending on an individual general's supposed ability, plus maybe a couple of dice throws, that general will be able to spin a certain number of plates at the same time. OK - I can see that - I have used rules like this myself, and it works. Sometimes the Chits and the Command Radius co-exist in the same set of rules.


And then there's cards - I have used cards, there's something nice and Waddington-like about cards - you know you're in a proper game. I've used Piquet cards, and derivatives of Battle Cry cards and various others, including my own. It's comfortable to have a hand of cards you can develop secretly and play when the moment is right. However, I am not comfortable at all when the card restricts me to control of a formation on the left flank, or of a unit which is arbitrarily classified as "Red" (as in Grognards & Grenadiers) - this is so obviously an artificial, randomly-generated hassle that it can be mostly just frustrating.


Because I do a lot of solo gaming, cards and chits do not work so well for me, and look at the mess they make of the battlefield! So I became very interested in the dice-driven Command system in Fast Play Grande Armee, it is simple in operation, and does not require any special kit or record keeping, though it does require each commander to be allocated a stash of Command Dice each bound, which he may use in various ways, from assisting his subordinates to comply with his wishes to generating re-rolls for poor artillery fire. I implemented a cut-down version of this in my own game, and it worked really well. The bad news, of course, was that it added a huge time and effort overhead to the game.


Not outfaced, I modified it so that only troops and officers within a certain distance of the enemy needed Command actions. It still took a while, but it was better. The fiddly overhead came down but – guess what? That’s right – I was back to the out-of-control cavalry effect – the occasions on which a commander was unable to correct a non-standard Command result, where it actually affected the game, were so few that it really wasn’t worth the constant effort of checking. By default, the Command phase would be dropped from the game – I would just stop doing the testing when fatigue set in.


All this negativity is not leading up to the conclusion that Command rules are a bad idea – I think they are an excellent idea, but they can also get your battles bogged down worse than anything in the entire history of wargaming. I have developed a minimalist set of Command rules, which I’ll explain in a future posting, at the time when I start adding a Command section to the draft.