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


Showing posts with label MEP. Show all posts
Showing posts with label MEP. Show all posts

Monday, 18 October 2010

The Grand Tactical Game - More Skirmishing

Thanks very much for invaluable input - comments from Ross on previous post, and emails from Marco, Andy and Paul M. I've revised the draft of the Grand Tactical rules - you can download it here if you wish.

There are some changes for movement in woods and for combat involving buildings and built-up areas, but the big changes are for Skirmishers {Rule 9}.


I am impressed by arguments that casualties as a result of skirmisher fire would be mainly restricted to the other side's skirmishers, and thus would be unlikely to cause an enemy brigade to recoil or break. Thus I've changed the rule so that any skirmish hits will be deducted in the first instance from SK (the skirmish factor), if it is non-zero, until it runs out, and thereafter they will be deducted from the Unit's actual PV (which will require morale tests). This does mean that unopposed Skirmisher fire on an infantry Unit is potentially nasty if it scores any hits.

Skirmisher fire on artillery will impact directly on the PV, but, since an artillery battery is classed as a Difficult target (consisting, as it does, mostly of space), the required checkrolls will mean that the skirmishers miss quite a lot. Skirmish fire on cavalry can't happen, since skirmishers are not allowed to operate within 1 hex of cavalry.

I also took out the restriction on using Skirmishers in or against buildings - it's probably unnecessary - if you wish to use Skirmishers in such a situation then carry on, and the defenders can fire back, too.

Once again, thanks to all for your views - very pleased with that.

Friday, 15 October 2010

The Grand Tactical Game - Skirmishing

Here is the first of the explanatory posts on various bits of the rules of my new (and incomplete) Grand Tactical Napoleonic ("MEP") game. You can download the current draft here and, if you can't understand why I would want to produce such a simplistic set of rules, there's some background and a few objectives in earlier posts.

Old School treatment of infantry skirmishers is normally explicit, and very much the same as formed troops firing volleys - the most common difference is that the figures get a dice each rather than 1 dice per 4 (or 6, or however many), they can hop about all over the place and still fire, and they do not get on very well if they meet with cavalry in the open. This is all fine - if you have the time and space, this is a very good way to address the matter of skirmishers. If the battles get large and complex, the skirmishers become a nuisance. They get lost on the table, and separated from the people they are supposed to be with and, since they are never very effective anyway, tend to be ignored or forgotten as the action heats up. If you really try to keep them involved and busy, you get back into the problem situation where a lot of fiddly effort is required to produce very little effect. A regular feature of tidying up after one of my battles is trying to work out who all these lost skirmishers were supposed to be with, and how they got to be where they are.

A number of the rule sets for big battles, and Grande Armee is a good example, solve the problem by abstracting it - brigades will be allocated some adjusting combat factor which reflects the number and quality of their light troops, but the skirmishers do not actually appear on the tabletop. Or you also see rules where the skirmishing rules are optional, and you can just ignore them altogether for large battles.

That is practical and sensible, but it jars a little. For one thing, the use of skirmishers is pretty much one of the distinguishing characteristics of Napoleonic warfare, and it seems a bit disappointing not to have it represented on the table in some visible form - the special and valued role of the British Light Division, for example, becomes a difficult thing to demonstrate if they are just bog-standard line infantry in the game. For another thing, what about all those lovely painted skirmishers in The Cupboard? On balance, I would prefer to have skirmishers visible on the field, but I do not want them to bog the game down (or be such a nuisance that they end up being ignored, which is a close relative of the same problem), and I do not want them to be more effective than they should be.

Tricky. Getting some kind of a satisfactory answer to this has been a background task for many years. I have an approach for the MEP rules, which is in the draft. It makes some assumptions, some of which are maybe speculative, and I would welcome any guidance here.

My starting principles, and some of this is entirely in the interests of convenience, are

(1) Skirmishers are organised at brigade level, and hang around the edges of their parent brigade

(2) They are not enormously effective – annoying rather than destructive, though the odd good shot can have a disproportionate effect – the probability of causing significant loss of Points Value (PV) to the enemy is not high on any particular turn

(3) However, since they can get a shot both on their own and the enemy’s turn in each Push, and since there may be up to 3 pushes in a 1-hour Bound, they are bound to hit something occasionally

(4) Their primary role is to keep enemy skirmishers at bay, so my rules allow skirmishers to cancel each other out to some extent

(5) This is the area where I am guessing a bit – I assume that if a brigade is making a serious attack, its skirmishers will get out of the way, though they may stand off to the side to mask it from a neighbouring enemy unit. This is relevant in the MEP game because the rules state that all enemy units with whom you are in contact must be attacked in some way or other, and the ways available are by skirmishing or by an actual assault (which itself may have varying degrees of wholeheartedness). Now I’m confident that an assault might well involve some skirmisher activity, but for the purposes of the game I define these as mutually exclusive – in other words, a unit may attack an enemy unit by skirmish or assault, but not both at the same time.

(6) Again, this is in the research area – if a unit moves into contact with 2 enemy units, and is forced to engage them both, it may skirmish against one (not both), and may assault the other (not both).

(7) Let us also stipulate that a skirmish attack – which involves fire by both sides, remember – can only be initiated by the player whose turn it is. The other player cannot choose to take skirmish action against an attacker which has not itself used skirmishers against him.

That is quite enough words. Let’s try a couple of examples. Here’s a French brigade (at the bottom of the picture), with a PV of 4 (number of elements) and a skirmish factor (SK) of 2. Their opponents are a brigade of the Allied 7th Divn, with a PV of 4 (3 elements plus a Veteran bonus of +1, hence the black counter), and they also have an SK of 2.


In a sensible illustration, I would have all my skirmishers mounted individually, on pennies or similar, equal in number to the SK. However, all my skirmishers are currently mounted in threes, so I’ll mark the skirmisher base with the SK number.

The French advance up to the Allied brigade and engage with skirmishers. Both sides will throw a number of dice equal to SK – so 2D6 for each side, and each dice has to score 1 to hit, so this is an even match. Since the action takes place in the open, there is no need for checkrolls.

In this case, the French have thrown 1 and 6, which is a hit for the 1, and the Allies have thrown 1 and 2, which is also 1 hit, so the hits cancel out, and there is no effect. If the Allies had missed entirely, they would have suffered a net loss of 1 from their own PV, and their SK would reduce to 1. If the Allies had hit with both dice, they would have inflicted 1 PV net loss on the French, who would also suffer a corresponding reduction of SK by 1. Sorry if I’m labouring a simple system, but it is the very simplicity which I wish to demonstrate. So – in this case, no losses, no morale test. When all skirmishes and combats are complete for the French turn within this Push, the French will have the option to pull their unit back 1 hex to break the contact, since it was their turn.

Next example – same units, but this time the Allied brigade is in a wood.

The French thow 1 & 4, the Allies 3 & 3. So the Allies have missed, while the French have, potentially, scored a hit. Because the Allies are in a wood, they count as a Difficult target, so a check roll of 3 or less on 1D6 is needed to confirm the hit. In fact the checkroll comes up as a 2, so it is indeed a (rather lucky) hit. The Allies suffer 1 net loss from PV (take away the black counter – PV is now 3) and their SK also reduces to 1. [Remember that the loss of 1 PV does not mean the skirmishers have somehow eliminated a complete battalion, it means that the impact of the hits (mostly psychological, I guess – maybe they hit the brandy barrel) has reduced the overall effectiveness of the Allied brigade.]

Now we need a morale check for the Allied unit – their PV is now 3, but they get a bonus of 1 for being in cover – they throw 2D6, and need to get less than or equal to 4 on each dice to hold their ground. In fact, the dice come up 6 & 6, as bad as possible and, since both failed, the Allied unit breaks and routs out of the wood, which may be now occupied by the French brigade – rather a lucky result?

This is a very simple mechanism, and deliberately so. I’m interested in any views on how this works, and also on my starting assumptions. Subject to whatever debate comes from comments and emails, the next examples will be of combat (i.e. assaults).

Please remember, if you find yourself horrified by the over-simplification or the lack of elegance, that this game is designed for very big battles, and is (hushed whisper) really a board game!

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.

Tuesday, 5 October 2010

The Grand Tactical Game - First Draft


With a bit of luck, you should find the first draft of MEP here.

If it looks surprisingly polished for a draft, that is illusory, and is entirely because it is a cut-&-stitch lash-up from the rules of my main game. This is very much "warts and all" at this stage - the Command section is missing, as are a few other bits and pieces - what is here is a collection of the main combat and morale mechanisms, plus movement rules.

In a few days I'll set out some examples of how combat and skirmishing work, with pictures, which should help things make a little more sense. Please bear in mind that this early version has not been written for publication - this is really just my own notes.

My PV points system gives a kind of amalgam of troop quality and numerical strength - it is, so to speak, an Effectiveness measure. When a Unit loses a point from its PV, it doesn't necessarily mean that a complete battalion has been wiped out, it just means that the Unit (brigade) is now a bit less effective than it was. If artillery fires on a Unit and does not cause any PV loss, it doesn't mean that they managed a complete miss - it simply means that the overall impact of the losses suffered and the loss of confidence has had very little effect.

If you do have a look at this lot, I hope you find it interesting, but please prepare to be underwhelmed at this stage. I will, of course, be pleased to receive any comments. In particular, if the download doesn't work, or you can't find or read the file, please let me know.

My intention is to update this draft as I incorporate changes and add missing bits, so the downloadable file will evolve with time (i.e. I'm not storing a version history online!).

Thursday, 30 September 2010

The Grand Tactical Game - Ancestry

This started out as a reply to a comment from Pjotr, but there's enough in here to justify a separate entry, I think. This is just to try to explain what my kick-off point is, and what scope and limitations I wish to set myself. I find that if I think about something long enough then it becomes obvious to me what I'm talking about, and I find it surprising when everyone else just rolls their eyes - so maybe a brief scene-setting is a good idea!

The draft of my proposed "MEP" (grand tactical) rules is already pretty substantial, because I've been thinking about this for a while, but there are areas where the bits don't hang together too well yet. As a random example, it occurred to me just this morning that, since I am using alternate moves and the bounds are long (1 hour on the clock), I'd better have both sides firing artillery simultaneously at the end of each player's movement - similarly for skirmishers. This is different from my main Elan game, and comes about simply because, intuitively, an hour seems an awful long time for the non-moving side to sit without doing something hostile. That sort of thing keeps cropping up.

One big given is that, whatever I produce for MEP, it will have to fit with my existing Élan rules, and have to fit with them well enough to share army data on the computer and integrate with a single campaign system. This means that, to the guys who say to me, "Why are you messing around with your own rules? - you should just buy General de Brigade (or whatever)", I have to say that, in most cases, I have bought them. I buy rulesets regularly - mainly to borrow ideas. I haven't got enough time left to start all over again, and I am too old and sad to throw away the accumulated experience (and labour) of all those years. It doesn't mean these guys aren't right, of course!

I have read (though never played) the Polemos rules. Like most commercial sets, they are thorough - maybe too fiddly for me. The feeder games for my own rules are many and varied - I probably can't even remember where some bits come from! Most recent influences have been The Big Battalions (for combat mechanisms), Le Feu Sacre (mostly for the use of blinds and scouting), Grande Armee and it's Fast-Play offspring (for ideas on command rules and all sorts of things, but mainly for the realisation that rules don't have to be super-detailed to give sensible results) and, most recently, Howard Whitehouse's Old Trousers for general inspiration and for the elegant idea of having a single number associated with each unit which is used for everything. I have also, I must remember to mention, come up with the odd idea myself, but this collection and blending has been going on for so long that I now have difficulty sorting out where the ingredients came from.

It is possible that our favourite recipe for treacle scones is the one that Grandma got out of the Housewives' Friend in 1932, but it actually doesn't matter now - the recipe is just the one we use. This is too folksy to be one of Foy's formal laws, but it has the same sort of weary resonance!

In a week or so I'll start setting out some basic concepts and some of the mechanisms I have sketched out this far. I will - sincerely! - be very grateful for all views on them. If I can fathom how to use Google Docs without forcing everyone to have an account (or, alternatively, find some other file sharing service which will work reliably), I'll store the developing MEP draft in some form that you can download from the blog. As it shapes up, I hope it provides some interest and - at the very worst - it will give a collection of ideas that you might wish to avoid in your own games!

One final thought, before I forget - I am not a big fan of multiple morale tests, they can slow things down to a disastrous extent. I have a fond memory of my cousin (who, sadly, is no longer with us) one night at about 2am, after half a bottle of wine, slowly shaking a dice cup with a vacant grin on his face, trying vainly to remember which of the endless, bewildering stream of tests he had been about to carry out this time, and why. Having said this, I also must put in an apologetic reminder that the ultimate form of MEP is to be computerised, and the computer will happily slap a morale test on the end of any action you like, without any fatigue at all, though the players may get tired of being asked whether there is a general fighting with the unit, whether they are in cover, etc. The point is that sometimes a computerised game can handle stuff in the background which would be onerous otherwise.

Tuesday, 28 September 2010

The Grand Tactical Game - Preamble


The MEP Effect: a French brigade, with skirmishers, before and after Defence cuts.


I'm becoming conscious of the fact that this blog mostly consists of elderly reminiscences about how things were, or how I think they were, which is not necessarily the same thing. Since the subject matter is a hobby which I have been involved in for around 40 years, that is maybe understandable. However, I read many fine blogs which tell me what guys are thinking about this week, or doing at this actual moment (or, very commonly, not doing at this actual moment, and why). Intuitively, this seems more exciting - you know, reportage - I'm cutting the blue wire now - boom. Immediacy seems a natural state for a blog - sharing views, doing stuff. Right this minute.

Awesome.

Apart from oddities such as my fleeting views on bananas, there is not much of that in here. I feel that's a bit of a shortfall. I mean, it's not as if I'm not doing anything. So, if you can bear the excitement, I'd like to pull the wraps off something I'm working on at this very moment. Naturally I will be pleased to get advice and/or guidance - even abuse, if you must. I need to develop a decent grand-tactical variant of my in-house Napoleonic rules, to handle battles which are too big to work well with the current version. Then, once they are working and reliable, I need to get them (like the main game), programmed on to my computer, but the first step is to get them drafted out in a dice-&-paper version for play-testing.

That's it. If, at this point, you feel a little disappointed in my choice of exciting development, I can only say that it's the best I can do at the moment, and in any case I really do need these new rules, so there is an element of immediacy, if only by implication.

Foy's Fifth Law states:

If something bogs your battles down, then automate it or simplify it or get rid of it.

My rules are called Élan. They occasionally get a radical revision, but otherwise have been evolving for many years. The problem with Élan, the thing which gets me bogged down at present, is if the games get too big. This is a bit of a sore point, because the rules were specifically designed to work well with large battles. The use of the computer greatly eases the record keeping and keeps the turn sequence ticking along, and the game mechanisms have been tuned and rationalised to run quickly. There are two chief areas where the size problem shows up:

Firstly, and the less important one - the time taken to deploy and fight a unit may not be very much, but if there are a lot of units then it all adds up. You can have multiple players, which does help, but often my games are solo.

Far more seriously, on the current ground scale, unit frontages are correct, but the depths of the units are well out of scale. A battalion in column looks very nice, but it takes up far too much space, front-to-back. When the reserves come on, everything can grind to a halt because there is no room to manoeuvre.

As it is, Élan works fine up to maybe 20 battalions a side plus cavalry plus etc etc. At that point major traffic jams can set in, especially if the terrain is hilly. OK - easy - keep the battle smaller. Well, that's a bit of a heavy constraint. Particularly so since quite a lot of my games come from campaigns, and it seems unreasonable to outlaw battles over a certain size just because the rules and the available table can't cope. The Emperor wouldn’t care for that.

It would be possible to use a bigger table - I have a fantasy about putting a 30 foot x 8 foot table in a marquee in the garden, but at that point we are probably getting silly. I also have a rather worrying thought that the neighbours might catch glimpses of me fighting a solo action in such a setting. Hmmm. Another solution is needed.

No, I believe the answer is just to have an alternate set of rules which allows bigger actions. I have a preliminary sketch for a big-battle variant which is provisionally titled Élan MEP. Reluctantly, I have to admit that MEP comes from "moins est plus", which started life as a joke. As sketched out, MEP uses double the bound length (one hour of real time), double the ground scale (one hex becomes 500 paces, or a quarter of a mile) and FOUR times the figures scale (which means that a 750-man battalion will be a single 6-figure base rather than a formation of 4 such bases). The effect of this is that a brigade, instead of being a collection of battalions each of which occupies a hex on the battlefield, will occupy a single hex in total.

Much of the tactical deployment will be simplified, and thus some rules will have no place in the new game. For example, Élan’s fixation with unit formations will largely disappear. I have a feeling that it will still be necessary to be able to place an infantry brigade in square(s) for special occasions, but otherwise we should assume that the brigade commanders (who will no longer appear on the table) will look after battalion formations and all that. Once again, the game is getting more and more like a boardgame, but that is what happens as your helicopter-view gets higher and higher - the individual soldiers become less significant.

When I started thinking about this, I was quite excited to realise that I could, at last, do a re-fight of Salamanca if the big game works properly. Why on earth I would choose to do this, and what it would prove if I did, I haven't thought through yet. But the idea that I could if I wanted to was strangely appealing.

That's really all I want to say about this at present. I am hoping that the rules from Élan which deal with command, weather, concealment, army morale and a few other things will just drop into the new game with some minor tweaks in the arithmetic. Other bits will be trickier - my guess is that some of the nippier elements will be decisions about stuff to leave out. I have a strong fancy for borrowing some of the combat and morale mechanisms from Howard Whitehouse's Old Trousers game, which is elegant and, most importantly, simple. Anyway, you get the idea. More of this another time.