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


Showing posts with label Dice. Show all posts
Showing posts with label Dice. Show all posts

Saturday, 5 June 2021

Wargaming Infrastructure: Skimpy Dice

 I adopted the heading "Wargaming Infrastructure" here because it is more imposing than "improvised daft bits and pieces", which was another possibility.

In a dark cupboard, I am still working on my Prinz Eugen rules. The Close Combat rule is now a derivative of Stryker's Muskets & Marshals melee system, and is shaping up nicely. This uses comparison of individual dice rolls, and I realised that for the way I propose to use these I need to revisit an old concept I used years ago - that of fractional dice.

Once I had a couple of varieties of these, nothing very scientific, but very useful in some situations. They were generically known (by me) as "skimpies", and there was a Half Dice (numbered 0-1-1-2-2-3) and a Quarter Dice (0-0-1-1-1-2). Anyway, they are long gone, but I realised that the current draft system for Prinz Eugen would benefit from the presence of some of my old Quarter Dice, so I have quickly (and cheaply) knocked some up, and they seem to be doing the job OK thus far. The "cheaply" bit is partly because I may change my mind about what is needed, but is mostly because of my lifelong devotion to being a skinflint.


Once upon a time, my friend Chris worked in a place that tuned racing motorcycles, and he had all sorts of fancy kit for hand-fabricating parts for carburettors and all that. He could produce custom dice for me at the drop of a hat, during his lunch hour - I would supply blank dice (which in those days you could only get from educational suppliers) and he would drill them with great precision, and fill the holes with coloured resin, as required. Quality.

This time round, I opened one of my spare packs of 16mm blank dice (how did you guess I would have quite a few of these?) and marked them up with a Sharpie pen, which lacks the elegance and the accuracy of Chris's lunchtime specials from the 1970s, but otherwise ticks all the boxes for St Ebenezer.

So here you have them - Quarter Dice - "skimpies" to the initiated. They may be featured in the coming rewrite of Prinz Eugen.

Footnote: Friend Chris later became a big-deal DJ on a local commercial radio station, and left the petrol-head workshops, and I lost touch with him. Eventually, as does happen, he was required to step down to make room for someone younger, and he vanished so completely that I have failed to trace him subsequently, though I have tried chasing up former mutual friends. No-one knows what happened to him. You don't suppose commercial radio stations do something sinister with their ex DJs, do you?

Monday, 10 September 2018

Donkey Award: Snake Sabres - a short digital digression

A few years ago, I saw mention of the fact that someone had developed a mod for a dice-rolling app on a smart-phone, so you could play Commands & Colors using your phone instead of Stone Age dice. Apart from a faint feeling of weary revulsion at the time, I did nothing more than make a mental note that the human species had achieved this further landmark in our technological evolution.

I was thinking idly about this the other day, and recalling that I had (luckily, perhaps?) never seen an example of this fine thing subsequently. I Googled, as one does, and found this thread on the user website, which seems once to have included a picture of the smartphone app doing its C&CN thing, but the picture has now gone missing.

Photograph missing - this is not the original missing photo, of course, it is another one
Well, it goes without saying, I don't actually care a button [perhaps "couldn't give a toss" would be more apt?], but this has piqued my interest again. My personal view is that the use of the actual, physical dice in the game (rather than an app) is a good thing, since

(1) it provides an element of much-needed exercise

(2) it gives a rare opportunity to switch the damned smartphone off and put it back in one's pocket, which is just the sort of reason we might play C&CN in the first place. [Even better, put the smartphone beneath the visitor's rear tyre, on the driveway.]

I am confident that some worthies will use this phone app and think that the game is all the better for it, and I can only say bless them, so I do not wish to mock or condemn anyone here, but if it was such a raging success, why can't I find a photo anywhere?

Anyone got a link to a picture of this app? If so, I'll be grateful and vaguely interested. If not, especially if this is because the whole idea was dropped as a stupid affectation, then I may even have a glass of the old Pinot Grigio with my dinner. How can I lose?

In a vague sort of way I am reminded of a walk I did along Hadrian's Wall six years ago, when one of my companions was in a sweat every evening trying to find somewhere to re-charge his iPhone, since he had a compass app on it. The idea of a flat phone battery resulting in our getting dangerously lost on a walk where you can either go east or west at any moment was too awful to contemplate, but fortunately I (secretly) had a small device in my pocket which used a magnetized steel pointer on a round dial to show the direction, so we were probably safe enough.

Oh yes - the title of this post is an insiders' joke term for the dice roll you need to kill a General in C&C. What fun we have, when you think about it. Since this post is a bit short of visuals, here is the house Donkey Award logo, to make the point.


Sunday, 2 August 2015

More from the Dice Fetish Labs

Following my post on D4's, Ross made a jocular reference to D7's.

I had another look at the Dice Shop's website - good grief - I must stop this.


There are at least 3 different shapes of D7 which you can buy. There is also a D11...


...and I even found a D2...


...which leads me to wonder how we ever came to invent the coin.

This is wonderful - it gives me hope for the future of human ingenuity, but I really must limit the time I spend looking at this stuff.

One thing I realised, which was pretty obvious really, comes from the fact that it is possible to make a nice, reasonably shallow pyramid based on any regular polygon you wish - thus the double D4 from the previous post is two 4-sided pyramids, base-to-base. The thing I hadn't thought of is that, if you round the corners a bit and make the base circular, you can have dissimilar pyramids base-to-base. Thus a 6-sider on top of a 5 sider will give you a D11, and so on.

That's clever, and potentially useful, but a bit lame compared with regular 100-siders and all that, and if the two pyramids are more than slightly different I think I would be suspicious of the fairness of the die.

That's enough. Have to go and lie down for a bit.

Tuesday, 28 July 2015

Easily Pleased

I have been tinkering with some numbers and things for a possible game tweak, and I realised that what I really need for this is a 4-sided die or two - 2D4, in fact.

This caused me a little sinking feeling, since I have a few D4's, and they are the most user-hostile, unpleasant things to handle - they have sharp, jaggy corners and they absolutely refuse to roll in a satisfying manner.

It would be wonderful, I mused, if I could get some 8-sided dice marked 1,1,2,2,3,3,4,4 - they roll much better and are a lot more comfortable. I decided that if I could get some blank D8's (are they still D8's when blank?) I could mark them up myself. To my surprise I found an online shop that has blank D8's - good so far - but then I found that they also have 8-sided D4's! Hey!


Excellent (though that may be August's good break used up already). Anyway, I've ordered a couple - the firm is UK based, so the total hit on PayPal is about £3 - can't be bad. I realise that you may well have drawers full of the things, which  is why you are yawning, but I haven't seen them before - I had merely thought what a great idea it would be.


The online shop is new to me as well, but they look very impressive - worth a browse. Just the place to buy those weird dice you never realised you wanted. The Dice Shop - good name too, eh?

Monday, 26 September 2011

Posh New Dice from Canada


Arrived in the mail today - new wooden replacement dice for Commands & Colors: Napoleonics, supplied by Valley Games, of Canada. No, I really didn't need them, but since I was slightly disappointed by the quality of the build-it-yourself dice which come with the game (though I am sure there is nothing wrong with them) I felt I was sort of obliged to get some of these.

Very nice - something pleasing about wooden dice. They are also rather smaller and lighter than the original issue, which may be good news for bayonets. In any case - let's come clean here - I am a bit weird about dice anyway. Love the things.

My picture doesn't really do them justice - I should have dusted them before photographing them, or put them in a less sunny location. Bit of a failure, really.

Saturday, 14 May 2011

Compromise in Wargames - (3) Probability: the Ludic Fallacy and Other Stuff


This is the last of my three posts considering the basic assumptions on which wargames depend, and the need for a commonsense approach when applying them. This one will concern itself with the gamer’s need for convenient mechanisms to simulate chance events, or events which are subject to the laws of probability. The obvious areas of focus – maybe the only important ones, are casualty rates and the maintenance of some measure of combat effectiveness during a battle. To protect my sanity a little, and save some typing, let’s call this effectiveness CE, for short, and let’s not fuss too much about how it is assessed – let’s just assume that there is such a thing.


I don’t know what the Very Beginning is, in absolute terms, but Young & Lawford’s excellent Charge! seems a Very Good Place to Start. In the opening chapter, the authors discuss the introduction of random events into wargames, mentioning topics such as Military Chess, a variant of the noble game in which a determined pawn may occasionally fight off an attack from a knight, for example. Random events – simulators of battlefield probabilities – are introduced as a characteristic of wargames.

In the basic game of Charge!, infantry fire requires the player to throw 1 normal dice for every 8 figures firing. The score on the dice gives the basic number of hits. For long range (over 3”) halve the dice score. For incomplete volleys (4 to 7 odd men), halve the dice score. Hits on gunners, cavalry are halved; for troops in cover, hits are halved. All these halves are cumulative, and adjusted hits less than ½ a man are ignored.

This is a practical, standard approach to the problem – some contemporary rule writers allowed saving throws in addition, but this was the state of the art in the 1960s. The implied theory is fine – circumstances which reduce the probability of a hit (range, cover, type of target, etc) are allowed for by reducing the number of hits. Whether the numbers which result are reasonable or correct might be a very subjective judgement – we could compare the results with known recorded events from history, but the main criteria are whether the game works, and whether the players are happy with it. Charge! gives a good, rollicking game which is easy to understand, though the arithmetic can still become troublesome at 2am after a bottle of wine.

Possibly as a reaction to what had become the establishment method, some dissatisfaction began to appear among gamers who felt this was too crude, that it was not “scientific” enough. Charge! uses large units – about 60 figures to a battalion, so the relatively large numbers of dice in use would cause some averaging of the results, but people with 20-man units would be throwing 2 or 3 dice, which gives greater volatility. I can imagine some disgruntled player whose grenadier battalion had just rolled two 1s at long range, feeling this was unreasonable, that he had been cheated by the rules. He might point out that the 20 figures represent 750-odd men, who could get off something like 1500 shots in a 1 minute bound. If we know the probability of a single shot finding its target, we should really be throwing 1500 dice (or similar), which would give a much more predictable, much more even result. I would be prepared to bet that some hero, somewhere, did attempt to throw a dice for each musket shot. However, “if we know the probability” is the key phrase – in fact we don’t really, but we’ll come back to this point later.

The Wargames Research Group produced their famous table – you worked out the combat factor for the kind of weapon and the circumstances, threw a dice or two, and looked up the table, and it would tell you that the target unit had lost, say, 27 men (not figures) which at 20:1 figure scale meant you’d lost 1 figure plus 7/20 of a figure. You kept a note of all the bits, and removed complete figures when appropriate, and this was widely accepted as a step forward – it was now pretty much impossible for your grenadiers to miss – they just hit very small parts of a figure, which would eventually accumulate to something which represented discernible damage. There were those of us, admittedly, who considered the extra record-keeping something of a nuisance, but progress can often have a small cost.

Combat losses still had some variability, but using this approach they were generally closer to expectation. An extreme case of this was developed in Arthur Taylor’s Rules for War Gaming, published by Shire Publications in 1971, which set out diceless rules; in a given situation, the casualties inflicted are always the same. I am not proposing to dismiss this approach – it was regarded as returning something of a chess-like precision and dignity to the wargames, but in its way it is just as daft as completely random results. [I used to have this book, but don’t seem to have it now – entirely out of idle curiosity, did anyone ever fight battles using Taylor’s rules?]

A big problem is that we do not actually know what the probability of a hit is – we do not know what it is in general terms, and we certainly do not understand the variations from man to man, from moment to moment. I remember that, like a lot of other gamers, I used to search for some clues which might give some evidence of what hit rates really were in history – just something factual to hang a hat on.

Contemporary diarists like George Simmons (95th Rifles) would occasionally give a tantalising glimpse of the reality – he might say that in a smart skirmish with the French outposts his company lost, say, 5 men wounded and 1 killed, which was considered light in view of the severity of the fighting. Very clearly, Simmons had some view of what sort of casualties you might suffer on such an occasion – it would not be a probability calculation or a dice throw, it would be what his experience led him to expect, and he probably could not tell you what the expected number was, just when it seemed heavy or light to him. That’s entirely subjective, but at least he knew what he was talking about, which most of us patently do not.

I was thrilled to bits when Bill Leeson translated and published Von Reisswitz’ Kriegspiel in the early 1980s. I was fascinated by a number of aspects of the game and the book, but in particular I spent many hours poring over the tables – here, at last, was something entirely relevant to horse and musket warfare, written by serving soldiers in the Prussian Army, no less – guys who would certainly know what was what. I confess I was surprised that the hit rates were so high – I would be reluctant to say I viewed them with suspicion, but Kriegspiel was bloodier than I had expected. That was when I first started to have doubts about how helpful actual casualty returns are when constructing wargame rules. [It’s appropriate to remind ourselves that Kriegspiel is alive and well, and nurtured these days by the splendid chaps at TooFatLardies.]

Let’s go back to my nice new CE acronym – if I find that the 50th Foot have a casualty return of 74 all ranks at some battle or other, out of a morning strength of 428, does that mean that their CE was reduced to 82.7% of what they started with? Well, 74 and 428 are definitely real, official looking numbers, and it’s tempting to use them in this way, but it doesn’t seem very likely, does it? We’ve had some discussion of this in this blog before – when a unit is fired on, over and above the initial problem that we don’t fully understand the maths which would give us the likely number of hits, what happens to the target’s CE, as I have chosen to call it? Some of the men will be physically disabled – some permanently – and some slightly hurt; some of them will be shocked into a state of reduced capability, some will be discouraged – some may even be discouraged enough to seek a change of location to somewhere less stressful. A unit of Prussian guard might be so outraged by the insult that their performance is actually enhanced; a unit of Napoleon’s 16-year-old Marie-Louises might suffer no loss at all, but be so upset by being fired at that they take no further part. Almost anything is possible – as we have discussed before, the concept of morale is central to this, the level of optimism in the army, the fact that they may be fighting on home soil for their liberty, the inspirational qualities of their leaders, the level of training and experience of the troops, their physical state, the weather (probably) – and so on.

So if Von Reisswitz reckons that a combat will result in a number of losses, probably what he means – or should mean – is that the effect of the combat is a reduction in CE equivalent to the loss of this number of men. Whether or not this number of men actually make it into the casualty returns is of no interest at all until we work out strengths at the end of the day to feed back into our campaign. Separate issue.

To those of us who have ever felt a temptation to snort at Little Wars’ simple blood-bath melees, in which equal sized units simply eliminate each other, just think – what are the chances of an evenly matched melee leaving the winners in a position to do much else for the remainder of the day? They are not dead, they are merely resting.


The big godsend to everyone with this sort of appetite for numbers was Maj-Gen BP Hughes’ Firepower, which was published in 1974. The timing was spot-on, and it presented a lot of fascinating and authoritative material in a readable and understandable way. I still think this is a great book, though I am a little saddened by the fact that some writers have used it subsequently to justify some pretty crazy extrapolations from the factual bits.


Hughes describes field trials of artillery pieces, and I would love to see contemporary pictures of the trials being carried out. Case shot, for example, was fired at a number of ranges at a large (battalion-sized) canvas screen, to estimate numbers of hits at various ranges. Brilliant. I have a lovely vision of gentlemen with large moustaches, solemnly marking off the holes in the sheet with the official crayon, to avoid double counting, and presenting a double-checked return to the officer in charge (lots of saluting and stamping boots). The Army would be in its element, ordering some poor grunt to count holes.

Hughes reports similar trials with various kinds of artillery projectile and small arms volleys, and painstakingly tabulates and explains the results. He also spends some time discussing the shortcomings of the data, and he examines Albuera, Talavera and a couple of other battles by analysing losses and the estimated effect of fire. Excellent.

One of the parts which most of the wilder enthusiasts did not read was Chapter 3 – Inefficiencies of the battlefield. In this he points out that the trials were designed to examine the optimal capabilities of the weapons, not to estimate their effectiveness in battle. The test circumstances were abstract, artificial, calm. Everyone would be on his best behaviour, the best gunners would be selected, all distractions would be eliminated, and anything which did not work would, presumably, be repeated. In a real battle, Hughes says, other elements would come into play which would change the situation out of all recognition:

1. The “animate” target – not only would they be moving and taking shelter, but the beggars might even shoot back

2. Technical failures – this includes routine misfires as well as more dramatic failures

3. Human error – now you’re talking – the sergeant can try to make you fire, but he can’t make you hit anything

4. The nature of the ground – unfavourable slopes, hidden areas, cover, variable bounce

5. Ammunition – the need to conserve it, and the variable quality of its manufacture and condition

6. Smoke – we think they’re out there somewhere...

What relevance do the battlefield trials have when applied to actual battle experience, then? Probably not very much, in truth.


While we are on this topic of the hopelessness of estimating probabilities of a hit, it seems appropriate to introduce a gentleman named Nassim Nicholas Taleb. He is a writer, quite a celebrity, in fact, and variously regarded as anything from a guru to one of the most irritating men around. I cannot claim to be an expert on his work, though what I know of him suggests that he has the rare gift of being able to present a limited number of important ideas in sufficient different ways, with different wording, to allow him to publish a surprising number of books featuring them. I recall that Edward De Bono used to be adept at the same strategy, but that was some years ago, and is, in any case, a digression. This is not to say, of course, that the ideas are incorrect – merely that over-exposure does not seem to improve their level of general acceptance.

In his The Black Swan: The Impact of the Highly Improbable (Penguin, 2008), Mr Taleb makes the important point that mathematical models do not work, and are unreliable for anything other than artificially simple games of chance and similar. Basically, what he says is correct, which is faintly disappointing for sad souls like me who spent years working with models to perform stochastic testing on populations, funds, stock markets and the like. He coins the expression Ludic Fallacy to describe what he sees as a practice which is inaccurate and even dangerously misleading – his main target is the world of finance. He identifies that economists, fund managers and investment analysts who grow to trust computer models set themselves up for catastrophic disillusionment and failure, since the model will not cover everything.

The world, says Taleb, is a dirty place, in which the things we do not know, or cannot measure, or (most importantly) just haven’t thought about will swamp the things which we can actually calculate. Tinkering with the decimal places of how many canister balls hit the canvas screen is worse than pointless when trying to simulate real battle action, when the numbers will be changed out of recognition by a whole raft of interacting intangibles, most of which we cannot predict or even fully understand. We may be doing our best with what we can actually get a numerical handle on, but we are – to quote my grandmother yet again – whistling into a gale.

Even the simple world of games is not clean. The odds of a head (or an eagle, or a zarg, or whatever) when tossing a coin is one half – 50% - every schoolboy knows this. If a coin turns up four tails in a row, what is the chance of a head? Again, the theory says it is still 50% - in an infinite series of tosses of our coin, we would expect 50% of the results to be heads, but 4-on-the-trot is a very small sample, and not significant. OK then – what about 99 tails in a row? What then? Well, 99-on-the-trot is not very likely, but it can happen, and the theory reassures us that there is still a 50% chance of a head on the next toss. However, at this point, you or I – or even a statistician – would start to suspect that the coin is dodgy, and tend to bet on another tail next time.

So where does that leave us? To be honest, I’m not entirely sure. I was brought up to trust in the purity of mathematics, but I can appreciate that calculating, for example, the effect on a raw battalion of a single volley is beset with all sorts of unknowns and things that can vary wildly from instance to instance. The WRG might expect them to lose an average of 4 figures plus 11/20 of a figure, give or take a few; even Rifles officer Simmons would have had some kind of expectation of that sort, but I suspect the fact of the matter is that a volley of 300 muskets in clear conditions at 100 paces might be expected to injure about 80 men (say), but the standard deviation is high, because of the unstable nature of the underlying probabilities, and the mixture which they present. It was not unknown for such a volley to hit no-one at all, and there must be a very slight chance that 200 men could be laid low.

We need mechanisms which give results which can be seen to be reasonable over extended experience of their use in gaming. The mechanisms should be simple to use, and they should allow a fair amount of variance – maybe more than the scientific wargamers would have claimed. We should give due weight to factors like first volley of the action (perfect loading under the NCO’s eye), and the steadiness and calibre of troops, but what exactly is due weight? Maj-Gen Hughes and our new friend Mr Taleb would agree that the things for which we cannot come up with exact numbers probably overwhelm the things for which we can.

You know what? The game is the most important thing - paramount. The more I think about this, the more attractive are the rules in Charge!, which seems a Very Good Place to End.

Friday, 14 January 2011

Commands & Colors - The Dice


Battle Dice - the original GMT 18mm (black) & my proposed 19mm replacement


I have received my set of Commands & Colors: Napoleonics (hereafter CCN) from America, and am impressed with it. I haven't had time to get on with all the stickers yet, but I hope to do some of that this weekend. I checked the contents, and everything looks very good, and the quality, as always with GMT, and as is almost always true with American games, is excellent.

Since I have spent a little time gawping at the pre-release discussions on various fora, I was aware of some concerns about the quality of the battle dice. Now I have to say right up front that if I hadn't read about this, it would not have occurred to me when looking at the supplied hardware, and much of the prejudice which I have read about seems to come from the Ancients version of the game. Yet I can see that the dice might wear a bit.

In case you do not spend much time reading discussions about the quality of dice in a game you do not own, a quick explanation might help. The game uses special Battle Dice, each of which carries 2 infantry symbols, 1 cavalry, 1 artillery, 1 crossed sabres symbol and 1 flag, all of which (obviously) have a defined meaning in the rules. The dice are supplied blank, with stickers to be applied by the purchaser (or his kid brother, if it is that kind of family).

The discussion threads on GMT's site and at boardgamegeek.com get into odd areas such as whether people prefer the feel of wooden or plastic dice, whether dice with stickers attached can ever be truly dynamically balanced, whether wood swells with the weather conditions, etc - you know how these discussions develop.

The dice provided - and there are 8 of them - are black plastic, 18mm across, with very slightly recessed areas to take the stickers, which are shiny printed paper, each one being 14mm across. I can see that the edges of the stickers might wear a bit - the indentation is shallow, and the thickness of the paper will protrude a little. It is entirely probable, of course, that the dice as supplied will work excellently well for many years, but I am such a worrier - and then I read the misgivings of all these other people - oooh oooh.

I do have some alternative blank dice. I purchased some samples of various types of plain dice, quite a number of years ago, and (naturally) they are still lying in the Diddy Box in their original packets, untouched. Amongst these are some slightly larger dice - 19mm - which have deeper indentations, and the indentations would fit 14mm stickers perfectly. OK. Unfortunately I only have 5 of these, but I have ordered a couple of additional packs on eBay, from a firm which specialises in educational toys. Given enough of these alternative dice, my plan is to fit GMT's stickers onto them, the deeper indentations will protect the edges nicely, and I might also apply a bit of acrylic varnish over them (subject to a bit of preliminary testing). If all this works, I should have dice which will be the envy of all. Dice of Thunder. When the smoke clears after World War III, my dice will be the only undamaged objects they find around here.

Only potential fly in the ointment is that the supplier cannot guarantee that the dice will all be the same colour, but they are hoping that will be possible. Let's see what I get.