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


Showing posts with label Honour. Show all posts
Showing posts with label Honour. Show all posts

Wednesday, 29 July 2015

Rules - the Diablo System and other things



Inevitably, Martin P wanted to know why I was looking at D4’s in yesterday’s post. Yes, quite – this does lead on to the topic of why Martin needs to know – or was he simply checking that I myself had some idea what I was doing?

In consequence, this post is probably going to be all over the place. I have a natural inclination to get involved in ideas when they stem, simultaneously, from different sources – some might regard this as a lack of focus, I just find that the cross-fertilization of ideas from different directions is productive – often illuminating (and sometimes just plain silly, of course).


The main driver for this has been my interest in producing an occasional alternative for Commands & Colors (for variety and to keep me entertained, and because certain kinds of tabletop action are not ideally suited to straight C&C), though this may simply be a search for some optional alternatives to some parts of C&C. The Command Cards are one area – there is nothing at all wrong with them, but solo play, for example, requires some crafty workarounds (and removal of some of the cards – First Strike, Out of Supply don’t work solo, and Counter Attack isn’t much of a surprise in a solo game, either). Also, the Command Cards do not work if the game is played in any other manner  apart from straight-across-the-table. So an alternative activation/command system is always a useful option to have in the bag – there was a pretty good discussion on this in a post in February (here), and that is one of the kick-off points for this post.

Another possible add-on I am interested in is the introduction of some element of tactical manoeuvre – facing and unit formation – yes, I realise that the lack of this (apart from squares) in C&CN is deliberate and sensible – such things are not the business of an army commander – but for a smallish action it would still be fun to carry out a bit of column-into-line, not to mention the threat of cavalry explicitly getting around your flank (rather than such a possibility being abstracted in the range of available combat outcomes on the dice).

Before I became a C&CN disciple, I mostly used a ruleset of my own, which in its later forms I called Elan, a name which I thought had a pleasing whiff of informed elegance until John Ramsay asked me why I had named it after a sports car. Elan used a hex-grid table, and it was computer-managed (my own software), but it also allowed a measure of wheeling and reforming units – even limbering of artillery and tinkering with skirmishers. Such fripperies are redundant in the C&CN world, of course, but the idea seems quite nostalgic from time to time. Elan is currently in a frozen state – I got disenchanted with having a netbook computer next to the battlefield (I think that mostly I became disenchanted with the optical challenge of spending so much time peering at the damn screen, then trying to remember where that particular unit was on the table), so I spent a month or two removing the computer from the game, and made it into a nice, traditional, dice and paper game, but in this form it was among the more fiddly games of history. It is probably self-evident that constant weather checks and the management of concealed units are child’s play on a computer, but a dreadful chore without one.

Anyway, for various reasons Elan is at present a non-starter as a playable game – more a pool of useful mechanisms and things-I-used-to-do – but I do have a fond recollection of a few aspects of how the game used to play. Facing and formation are two major elements of this.

Another feed for the current spate of pondering was my preliminary reading of Blücher – this game uses “Momentum Dice” to limit the number of actions you may take in a turn – your opponent rolls the MO Dice, and keeps them hidden – he knows how many activations you have available in your turn, but he won’t tell you until you reach that number. Thus you have a limit, but don’t know what it is – which makes it necessary to prioritise very carefully – make sure you do the important things first – this “unknown limit” idea is attractive, but it doesn’t work in this form for a solo player (obviously), and it has one distinctive effect – if you prioritise carefully, and then are stopped at some point from carrying out any more activations, there are certain kinds of actions which become rarities – when I have done this sort of thing, I found that orders for artillery and for the movement of commanders tended to get lost, because the main priorities were the movement of big formations, and the guns and generals were down the queue a bit. Point noted – I shall come back to this, if I remember.

The simplest alternative to an opponent-generated unknown limit is simply to roll a dice and that is the number of activations allowed. This is dead simple, and an obvious way to do it, and that is what I may well come back to – I’ve done this in the past. The downside is in knowing up front how much scope you have – I find the unknown limit idea attractive.


Yet another feed was some excellent work Jay (Old Trousers) has done on his blog in refining and documenting Neil Thomas’s Napoleonic Wargaming rules for use on a hex grid. I had been thinking along these lines myself for a while, but (of course) didn’t get around to setting it out properly. For a while I thought of just trying Jay’s/Neil’s rules as they stand – apart from my requirement to use larger armies and a bigger table. Then I thought that the manoeuvre rules looked very much like what Elan used to do, and then I realised how much I would miss the convenience of the C&CN combat dice, with their built-in morale system, and I decided that what I would do in the short term, at least, is to try the manoeuvre and movement rules from Jay’s game with the combat system from C&CN, and add in my thoughts on an unknown-limit activation system, which is what I shall come to next.

El Diablo. I mentioned this in the February post I linked to earlier, though I didn’t mention the Diablo name. The terminology is my own, and requires a quick, time-wasting yarn from yesteryear – no-one expected that, surely.

In my first year at university I stayed in a large lodging house which was like the United Nations – about two dozen students from many countries. Three of the guys used to get together late in the evening and spend an hour playing card and dice games for money – small stakes. I couldn’t afford to get involved, but I used to enjoy watching. The guys (not that it matters) were Skip, from Chicago, Bjorn, an Icelander, and Engel, from Rotterdam, who was rather older, having been seconded by his employer to do a course in marine engineering at Heriot Watt.

One of the games they played was called El Diablo – I don’t really remember the full details, but it was a sort of relative of Crap Dice – the game itself was negligible, the point was the betting – the players would bet on how far they could progress, and watchers could also make side bets. The game used a normal six-sided die – this system is what I discussed in the February post as a means of producing an unknown limit for activation.

This is not a picture of Martin
1D6 version of Diablo: Each turn scores a minimum of 1; to score 2, you need to roll 2+ on the die; to score 3, having successfully got to 2, you then need to roll 3+, and so on. You stop when you fail, and your score is the last one which succeeded – thus scores are in the range of 1 to 6; 1 is the minimum, and it is very rare to get to 6. I can’t remember how the betting worked, and it is irrelevant anyway.

I tried using what I have decided to call Diablo(6) as an activation system in an ECW game. You get to activate 1 unit for free; you need to throw 2 or better to activate a second, and so on. You stop when you fail, but you have already selected the units for activation when you get to that point. It was simple to use, did not slow the game down and worked OK, except…

Well, except that it gave miserable results – the number of activations in practice was more stingy than a simple roll of 1D6 would have been.

The average score of 1D6, of course, is 3.5

The average result of Diablo(6) is the sum of p(j).j for j = 1 to 6, which works out at a niggardly 2.775

Now neither of these numbers compares badly with the average number of “orders” you would expect to be allowed to give as a result of a C&CN Command Card – especially if I add in the facility to activate an entire brigade with a single order – but the fact remains that the artillery and the generals were getting starved of action.

That’s getting close to as far as I’ve got – my current thinking is that there should be two quick activation sessions per turn – a distinct artillery session of Diablo(4) (using a D4), and the activations from this may only be used for artillery. Then the main activation uses Diablo(8), with a full D8 – these activations may be used for anything, including artillery.

It is tempting to consider using different kinds of dice, for different commander abilities, or for handicapping; I also considered whether the dice should be chosen to match the number of units fielded – in this I agree with Michael’s comment last time, that there is a limit to what one general can do, however big the army, so maybe D4 and D8 will work across the board (so to speak).

The train, as you will observe, has not yet stopped moving, but I have at least answered Martin’s question about D4’s. I may set out some stuff about introducing an element of tactical manoeuvre, once my thoughts start to look printable - maybe some photos would be good. Hmmm.





    

Friday, 17 July 2015

Lasalle - I'm Doing It Again...


Ever since it was published, I’ve strongly fancied having a serious shot at Sam Mustafa’s Lasalle Napoleonic game. I was enthusiastic about his earlier Grande Armée (and the incomplete Fast Play version of the same), though my enthusiasm extended only to borrowing ideas from these rules – I was rather put off by some of the activation and command procedures, which added a lot of labour for marginal benefit. The fact that I didn’t just adopt Grande Armée as my main Napoleonic rules for ever afterwards is not necessarily a criticism of the game – it was merely another in a long series of rule sets for which my complete devotion did not survive a full reading.

Where Mustafa did impress me especially, though, was in the commonsense department – the Grande Armée booklet contains a wealth of footnotes which explain the logic of how he produced a playable game from the chaos which was the reality of horse and musket warfare, and much of what he said turned on a few lightbulbs for me in rationalising game mechanisms. There is a discussion of routing troops, for example, which makes sense to me – I have, like everyone else, spent many hours of my life moving defeated units towards the rear in accurate 2D6-inch steps, or whatever. Mustafa says that routing troops are not actually anywhere – shepherding them to the rear like this is not realistic – routers are nowhere – they do not hold a formation, they are not identifiably in a particular position on the battlefield. Good – I like that. That seems to me like commonsense.

Lasalle got a fair amount of advance publicity, and looked very promising. I was a little put off by the hefty cost of buying the official book from the USA, but managed to get a cheaper secondhand copy from eBay in the UK. It looked very good. At the time I got it I did not have the time to get properly involved in it – I was in the process of applying Commands and Colors to my Napoleonic games. It did seem to me that Lasalle would give a useful complementary set of rules, to cover smaller, more tactical actions. When I originally read it through, of course, I considered whether it would be a simple tweak to change it to fit a hex grid (no, of course not - idiot), and I had a few concerns about basing and unit sizes, but it still looked very promising, and I still do have the intention to give it a good try-out when the time is right. I also gave myself a slap and told myself firmly that when the time came I should set out with the objective of adopting the game as tested and published, not some mutant version which I cobbled together myself, based on prejudices and things I once used to do as a boy.

Recently I got the book down off the shelf, considering whether now was the time, and for the last few evenings it has been my bedtime reading. I also got myself a little notebook and a fresh pencil, to record “thoughts and issues” - areas of the rules which gave me concerns, or where I thought I might have problems getting my existing armies to work without re-basing them.

I wrote, very carefully, right at the top of the page, “DO NOT ALTER THE GAME UNLESS YOU HAVE TO”. I know myself only too well, I think.

The “issues” come in two broad groups. Group 1 consists of things related to base sizes, unit dimensions, the balance of the game – I am very keen that any fixes I have to put in here do not distort the way the game plays. Thus, for example, the game works comfortably with my infantry battalions of 4 bases, each of 6 men in two rows, and works pretty well with my cavalry basing – no problems there. Artillery is not such a good fit – I use 2-gun-model batteries, and Mustafa has one model equals two cannons, which would give 4-model batteries for the French. I worked out that I can tweak some of the numbers in Lasalle so that my 2-gun batteries behave the same as the 4-model Lasalle ones (and I have to admit to a certain dislike of the look-of-the-thing idea of 4 guns in a battery in a game where a battalion is only two dozen men, so – as long as it doesn’t spoil the game – a tweak to handle 2-gun batteries seems acceptable).

One of the notes in this first group is, in fact, based on a personal niggle, but it doesn’t alter the game, so I kept it in Group 1. Lasalle uses measurements in “base-widths”, or BWs. This is good for making the rules read sensibly for a variety of scale implementations, but the advantage is entirely to the benefit of the authors – to the user who has fixed on a single scale, the permanent use of the generic BW terminology is something of a pain. In fact my BW is 50mm, or 2 inches, so it makes more sense to me to simply double all measurements, and refer to the distances in inches. I refuse, point blank, to go on talking about BWs simply because they suited the author and simplified the publishing task. It also means I can use a ruler I bought in a shop rather than some home-brewed device.

There are a few more things like this, and they are going down in the jotter in Group 1. Things which are not stoppers – things where I simply have to tweak the game a little to get it to work as intended with my own armies. Dr Mustafa would be all in favour of Group 1, I’m sure.


Group 2 gets a bit more edgy – this is getting into bits of the game which I don’t like very much, to be blunt about it. Yes – I know, I know – I should just accept the whole game as is because it works like that, and it is what the originators developed, with all their wisdom and experience. Despite myself, I find that I am questioning things – cheeky beggar. I am all in favour of the mechanisms for handling skirmishers – there is an element of abstraction in there which comes pretty much from Grande Armée – anyone who likes placing individual skirmishers behind bushes etc will not like this section of Lasalle at all, but I do – as Mustafa points out, the abstraction avoids the game getting bogged down in what was a minority activity, beneath the attention of the generals, and in any case what real skirmishers did is not at all like what you are doing with your riflemen in the bushes, so it’s a fair cop. Good. Then I find with amazement that moving units – changing formation and front, for example – is complicated and, well, fiddly, and not very abstracted at all. When I see a diagram showing how I am to measure the outside circumference of a wheeling manoeuvre, and how to calculate the movement allowance in rough terrain, for example, I find that I have written two notes under Group 2 in the jotter – “manoeuvre – fiddly” and “George Jeffrey lives!”, and at this point Dr Mustafa would not be so happy.

And so it goes on – my notes say:

Discipline Tests – fiddly

Army Morale – fiddly

Rules for whether or not in cover – fiddly

Rules for crossing obstacles - fiddly

Rules for flank/rear – fiddly

At that point I stopped and put the book down. This isn’t going well. This is what happens each time I read rules with a view to using them – Group 2 becomes a big obstacle. I really don’t want to teach myself a game of which 50% is the famous and well-received Lasalle, created by the highly respected Sam Mustafa, and 50% is a hotch-potch of gluings and transplants inserted by the madman Foy. The chances of such a game working well are negligible, and it would potentially be unfair to the original and a waste of my time.

It isn’t a problem – I can slap myself again and go about this in a more businesslike manner, or I can promise I will come back to it when I’m more positively disposed. What really grates is that I find myself in the same position I have been in so often before. I got to about this point with Lasalle a year ago and shelved it, and I wouldn’t like to guess how many such episodes I’ve had with Shako, Napoleon’s Battles, Empire and so many others over the years. No matter – I’ll come back to it.

I still intend to have a proper go at Blücher, too, and though my track record shouldn’t really give me a lot of optimism, you would think, I suspect that (as was the case for Commands & Colors: Napoleonics) the game scale and the concept are sufficiently different from what I’ve done before to give a better chance of my keeping an open mind. I hope so, anyway.


Friday, 23 January 2015

A Matter of Honour - The Professor and the Field Marshal


I have to record that the kicking-off point for this post was a recent entry in the blog of the worthy Old Trousers, which is invariably entertaining, and often usefully informative, so my thanks for that, Mr Trousers. [I must add here that I do not have the self-confidence to handle these noms de blog with ease – I pondered whether it would be more matey to address the gentleman in question as just “Old” – for short – but decided against it]

His blog post, you see, made me aware that the long-awaited Blücher game in the Honour series is due to appear very soon. [Again, this gets me near to the edge of my natural comfort zone, since I would be very nervous about the risk of appearing enthusiastic]

It’s a demography thing, really. The dates of the beginning of the post-war growth of miniatures wargaming, along with the inevitable passage of time since then, mean that of recent years we have lost a few of the pioneering heroes of the hobby, and there have been appropriate tributes published – without stopping to check the back-obits, I would recognise that Paddy Griffith, Terry Wise, and Don Featherstone all made a big contribution to my own fascination with tabletop warfare, and there are many others – some of them still alive! – to whom I also owe a great deal. I don’t really do eulogies – not because I am unappreciative, you understand, but because somehow it seems silly when I try to write one. It feels like saying “me too”, but not quite loud enough for anyone to hear.

It is entirely correct that we recognise these key individuals from the past, but I have to say that there is also a list of more recent people that I take very seriously – among so much that is good and positive, there are a few thinkers and rule-writers who particularly strike a chord with me, who can be relied on to give well thought-out games, or at the very least to talk sense. This is all very subjective, and anybody might object to my personal list, or feel I have overlooked someone far more important – they would almost certainly be correct.

Dr Sam A Mustafa
I invariably find the works of Frank Chadwick, Howard Whitehouse and the guys from the Too Fat Lardies worthwhile; I also got a lot out of the commonsense approach of Doc Monaghan’s Big Battalions, and of recent years, of course, I have become quite a fan of Richard Borg. To me, one of the most impressive of the lot has been Dr Sam A Mustafa, the man behind the Honour series of games, and he is my subject for this morning.

Dr Mustafa is a historian and a teaching professor at a US college, so his authorship of wargames is a sideline – by his own admission, the time he has available for the hobby stuff is limited. I first came across him when I became very keen on his Grande Armée Napoleonic rules, and on the later, beta-test prototype Fast Play Grande Armée, which was an unsupported variant which was available for download online for a while.

Let me put this into context – “very keen” in my case does not mean I actually adopted GA as my rules of choice, but I found much that was fresh and sensible in there, and some of the ideas were a big influence on subsequent changes to my own in-house rules. I particularly liked the fact that the rules were aimed at a size of game which I found most enjoyable (i.e. big), and I liked the abstraction or suppression of fiddly bits which were mostly a distraction in a big game. Examples were the disappearance of musketry volleys into a simple, combined close combat phase, what seemed to me to be a novel, practical approach to skirmishers, and the removal of explicit divisional artillery batteries from the game – such artillery was now just an adjustment to the combat effectiveness of each division. Yes – I know – this stuff doesn’t suit everyone, but for big games I found all this very sensible. I had some issues with the Command and Control rules, but then I always do.

In particular, a feature of the Grande Armée booklet is a series of explanatory panels which explain the rationale behind some of the less orthodox rules, in terms of the realities of Napoleonic warfare – I consider these notes to have been worth the price of the booklet, just as an educator and something to get me thinking.


In time, Dr Sam launched his Honour series, and the first product I became aware of was Lasalle. A couple of things about Lasalle: I was a little disappointed that the rules book was of a newly-fashionable format which I call “Big Shiny Books” (BSB), I was surprised that the game was almost a step back towards Old School from GA (it was, after all, aimed at smaller battles), and I had a personal problem in that I could have used my existing armies – organisation and bases – absolutely as they stood, apart from artillery – 3-model batteries would not be an insurmountable obstacle, obviously, but I was reluctant to start dabbling with a very expensive ruleset which required immediate tweaks, right at the outset, to suit my armies. The key word here is “expensive” – BSBs are always too thick, too heavy, packed with irrelevant pictures (to amuse those with a short attention span?), overpriced and far too costly to mail to the UK from America. You can, of course, download a simpler pdf file, but then you have to pay for the ink, the paper and some kind of binder. Hmmm. In fact I did find a cheap secondhand copy of the hardback version in the UK, on eBay, so I own it but – like the gentleman accordionist – I have not yet played it (though I intend to).


What I was really excited about in the Honour series was that a grand-tactical companion game, Blücher, was next in the queue. Well, after some announcements about delays, Blücher was eventually shelved because, said Dr Sam, they couldn’t get it to work well enough, and so they had cut their losses. If you can have degrees of devastation, I was certainly a bit devastated. I took the huff sufficiently to pay scant attention to Maurice and Longstreet and the next products in the series, though I heard they were excellent, and by personal choice I steer clear of user forums (which always seem to me to be dominated by points-scoring exchanges between opinionated guys who don’t know very much), so I was very pleasantly surprised when the Trouser man recently announced that Blücher is back in the plan. Yes!


It looks good – it features an integral mini-campaign system called Scharnhorst, and a whole pile of other goodies, and it is expected to appear in February. There are copious downloadable samples and illustrations on the Honour website, and there is a series of excellent introductory podcasts done by the man himself. The original intention was to have a series of four podcasts, ending before Christmas, but they generated so much interest and so many further questions that Mustafa has produced a fifth, which may well be the start of an occasional series. I listened to all the podcasts last night. The first four are interesting to anyone who might be thinking of buying the game, of course, but the fifth is a beauty – though he apologises for going into detail, Mustafa spends some time explaining the design features of the game, including some of his personal philosophy on what works and what does not work in a wargame of this type, and an extended discussion of activation mechanisms – this, admittedly, is just the sort of thing I find interesting, but if you are with me on this, I recommend it highly – you’ll find it here.


That’s probably quite enough about that – the book will be expensive, that is for sure, and the add-ons (packs of unit cards for specific campaigns and so forth) will all be a further expense, but it looks very promising. It is designed to be playable using printed unit cards as well as with miniatures. I hope it will be available through a European retail outlet, or the postal costs will leave the poor old camel with a badly broken back!